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 how would you design a Fallout?

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momuse88

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PostSubject: Re: how would you design a Fallout?   Tue Jan 31, 2017 3:36 pm

@"shocktrooper666" Yeah Fallout Shelter was obviously just a gimmicky advertisement (I have no shame in admitting that I still enjoyed it) for FO4, but I think it would be cool to see something like that as a properly funded game. It would need to be less of an ant farm simulator, but I think stuff like that would be cool to have while we wait for the next big Fallout iteration.

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PostSubject: Re: how would you design a Fallout?   Sun Feb 05, 2017 12:13 am

- Three-dog as Radio Host.
- Cool factions like NCR, BoS and Enclave.
- Colourful color palette.
- Hypothermia.
- Hardcore/Survival difficulty.
- New chapters of the BoS, I kinda liked the Lyons Pride.
- More of the Tunnel Snakes.

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PostSubject: Re: how would you design a Fallout?   Sun Feb 05, 2017 7:32 am

Ya know maybe make it a actual rpg instead of a shooter is a good start ..... or just a good engine for once without as many limits and bugs
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PostSubject: Re: how would you design a Fallout?   Sun Feb 05, 2017 9:54 am

@momuse88 hey man if you enjoyed it thats all that matters in the long run right? i mean i know some folks enjoyed that more then fallout 4 but then again thant easy to do haha anyway thanks for posting!

@Corvo i agree with all ov those statements although i still like the bleak and broken wasteland feel

@LukaTheJawa yerp we all need to make a wall with fallout 4 saying this is how you dont do a fallout closed eyes smile but i argee with what your saying

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PostSubject: Re: how would you design a Fallout?   Sun Feb 05, 2017 11:29 am

shocktrooper666 wrote:
@momuse88 hey man if you enjoyed it thats all that matters in the long run right? i mean i know some  folks enjoyed that more then fallout 4 but then again thant easy to do haha anyway thanks for posting!

@Corvo i agree with all ov those statements although i still like the bleak and broken wasteland feel

@LukaTheJawa yerp we all need to make a wall with fallout 4 saying this is how you don't do a fallout closed eyes smile but I argee with what you're saying

Like it would be a great game if it was not a fallout game but with the fallout name you give yourself some responsibilities to your audience
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PostSubject: Re: how would you design a Fallout?   Sun Feb 05, 2017 11:46 am

To be honest, not that much different from games we've seen previously. A nice updated gameplay version of isometric Fallout would be nice, with improved camera viewpoints, ability to zoom in and get all the wonderful nitty, bitty details of the game violence. And improve the combat so everything moves quickly but retaining the turn-based combat, using SPECIAL to its fullest potential as both a combat, stealth and dialogue decider.

A mix of first person and isometric would be very cool actually, and has never really been done. I know this will never ever happen, but a game where you could choose either first-person shooter mechanics or turn-based combat would be amazing.

For just a straight first-person shooter like New Vegas, maybe something a bit like Deus Ex, shooting mechanic-wise? To emphasise gun skills and traits. Otherwise you just end up with a normal shooter, rather than an RPG. Honestly, I thought New Vegas did a pretty solid job here, but there's always room for improvement.

And yes, CARS! And ridable animals, whether they be horses or something else. Fallout 2 established that cars are a thing in the Fallout universe, therefore cars like in the Mad Max game would be wonderful. This would require larger maps, but that would only make Fallout feel more like it used to: A huge world filled with mostly wasteland but also cities and towns.

But most importantly for me: rich dialogue and characters. That's what makes a Fallout game for me Fallout. Combat and exploration are just the background to great dialogue from characters like Marcus, the Master, Cass, Joshua Graham etc.

And it should be a requirement that this plays while driving: https://www.youtube.com/watch?v=3jxn1sqAQ-c

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PostSubject: Re: how would you design a Fallout?   Sun Feb 05, 2017 9:02 pm

@LukaTheJawa i agree it's either going to rival or go beyond its predecessors or fail hard witch sadly it did.

@Visible Earth i like a lot ov what your saying man i really do but i myself am not a turn based type of guy pokemon is about the only turned base game i play now a days haha i like the ability to move when a rocket is headed my way but anyway enough ov that foolishness ov my opinion closed eyes smile i feel the same way the way they pulled off the mad max game was amazing and it would fit the fallout world set it up where the area is arid badlands and all the raider gangs are nomads be great and as a ending note Joshua Graham fo dayz!!!!! haha

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PostSubject: Re: how would you design a Fallout?   Mon Feb 06, 2017 5:33 am

shocktrooper666 wrote:
@"Visible Earth" i like a lot ov what your saying man i really do but i myself am not a turn based type of guy pokemon is about the only turned base game i play now a days haha i like the ability to move when a rocket is headed my way but anyway enough ov that foolishness ov my opinion closed eyes smile i feel the same way the way they pulled off the mad max game was amazing and it would fit the fallout world set it up where the area is arid badlands and all the raider gangs are nomads be great and as a ending note Joshua Graham fo dayz!!!!! haha

I think for me the magic of isometric turn based combat is in the imagination. When a missile just misses your character, or they dodge it, you get a real sense of the action taking place. You just can't get the same experience with the gamebryo engine's set animations (although modders adding dodge rolls and stuff like that has helped alot)

If I was put in charge of the next Fallout games somehow, one thing I'd love to do is follow the Great Khans into Wyoming. I'd always seen them as bikers (and apparently so does Dragbody) so it'd be awesome to actually see them riding around on motorcycles. With a huge empty worldspace with vehicles it'd feel like Wind Waker driving from place to place.

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PostSubject: Re: how would you design a Fallout?   Mon Feb 06, 2017 8:53 am

I would design a fallout like an old school game of survival horror, like resident series, the world will be something like the Mad Max game world, the difficult will be based in how you play, run from the strong enemy, save bullets for emergency and something like this

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PostSubject: Re: how would you design a Fallout?   Mon Feb 06, 2017 12:06 pm

@Visible Earth matter ov fact i feel the same way on the Khans and i myself would love to see them get a lot closer to their name sake ov being nomads and the bikes would be a plus because sense horses are not yet said to be apart ov the fallout world anymore {as ov this post correct me if i am wrong closed eyes smile} it would be cool to see large gangs ov them roaming across the badlands on bikes kicking up huge dust clouds behind them witch i think would be cool to have it effect vehicular battles but idk just brainstorming.

@ConradeBear first off thanks for posting! so you would want a more Dead money fallout game where everything can be the last thing haha i dig it and with how Beth has set up the HP Lovecraft feel and vibe to the more supernatural side ov fallout there is a lot ov potential there for a survival horror game.

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PostSubject: Re: how would you design a Fallout?   Mon Feb 06, 2017 1:03 pm

I've had a few ideas. First I agree with what a lot of people already posted.
Drivable cars like mad max and motorcycles. It should have been a thing long time ago.
Being able to join factions like if you want to be a raider, you would have to pass a initiation by murdering and robing someone. Get raider based perks, or faction based perks.
Star Wars KOTOR style companions that change based on your karma

Now I would love Fallout New Orleans and be able to explore the South of the United States.
More HP Lovecraft references as a Side Quest like a story maybe similar to Innsmouth being a mutant town in a old fishing village of some sort.
Also a Vault Disney style DLC or side quest. FO4 gave us Nuka World but I feel they fell short of its potential making it a raider town, my idea would have a story with rival factions fighting for control of the park and the player could choose which side to help in the final fight for the park.
And finally would love to be able to have a DLC where you can go across the border to Mexico or even Canada to see what is going on in the countries bordering the US. America annexed Canada in the war what's going on after the war? A mission into Mexico would be fun and cool to see.
As far as story wise the player would just try to survive and gain power in the wasteland. Climb the ranks and become the leader of a faction to choose from. Will you become a Raider war chief? Join the BOS? A NCR type of Faction President type? Be your own Ceaser of your own powerful army? The choices are yours to make in your journey.

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PostSubject: Re: how would you design a Fallout?   Mon Feb 06, 2017 5:02 pm

My dream Fallout game
-Environments designed by Bethesda
-Fallout 4 gunplay
-Writing by Obsidian
-OPTIONAL settlement building
-An actual RPG
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PostSubject: Re: how would you design a Fallout?   Mon Feb 06, 2017 6:34 pm

-melee combat from shadow of mordor
-first person combat from bf4
-third person gameplay from Wildelands with that option to zoom in first person directly
-armor upgrading (like enchantments)
-unforgiving world, you make a mistake, you die
-real roleplaying and leveling system (you have to earn your points and every fight should leave a mark)
-a harsh dark wasteland

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PostSubject: Re: how would you design a Fallout?   Tue Feb 07, 2017 6:06 am

-Isometric View. (i'm an original Fallout master, the thing i miss the most is that view, it was so awesome)
-Storytelling and Lore made by Obsidian
-Environment made by Bethesda ( they are good at this)
-Very atmospheric
-Ghouls should be walking corpses-like like in F1 and F2 (They are pretty much melting away, no sence in being even phisically stronger and faster than regular humans, they should barely be able to walk, and dialogie in F1 and F2 reflects this)
-Lots more of BASE weapons and armors
-More Rping
-More scarcity in Ammo and Healing items
-More REAL cities, not those shitty 2 NPCs habitated buildings "villages" in F4. (f4 had only what, Diamond city ? F3 had Megaton, Rivet city, to name a few)
-More DLC similar to FNV dlcs ( I loved them all)
-A true levelling up system closer to the originals (Lots of different build paths, specs, perks, TRAITs, secondary abilities)
-Better use of Gas masks with filters and anti radiation armors in general
-Radiation is DEADLY
-No bullet sponges enemies
-Both Dr AND DT
-Different types of damage (Ballistic, slashing, blunt, energy, explosives, etc)
-Lots of Secondary quests
-More factions and the possibility to have them co-work together
-MOST IMPONTANTLY: RESPECT TO FALLOUT LORE. F4 Just spit on it many times during the game.
-Power armor cores removed from the game, or atleast removed their Usage percentual stat, those cores are supposed to last for centuries WHEN USED, not wasted even if inactive.
-Just for fun, a chance to use another atomic bomb around.
-Wild Wasteland trait back.

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PostSubject: Re: how would you design a Fallout?   Tue Feb 07, 2017 6:23 am

@Niar26 i agree with you on all of them, a russian team is bringing fallout 2 into the NV engine, not sure if you heard abot them





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PostSubject: Re: how would you design a Fallout?   Tue Feb 07, 2017 7:05 am

If I were to develop a Fallout game...

Since its all in the same storyline chronologically speaking, I'd have it set only a short time after the bombs fell (3-5 years)...when civilization is just beginning to come to terms with the fact that the world as they knew it, is gone forever but the war between nations is still fresh in peoples minds. Normal currency has lost its value, services and bartering are still being established as the norm. People would turn on each other in this period more than ever, as healthy crops and food are hard to find...or hard to distinguish. The first raider gangs would be formed.

Radiation would be at its highest levels and ACTUAL nuclear fallout would pollute the air, not some simple rads that tickle your health bar when you walk outside, but an actual nuclear fallout with a different approach to the way Fallout games would handle radiation. In reality, you don't die instantly even to extremely large doses of radiation. You do however get disoriented, dizzy, and will experience severe vomiting, diarrhea, seizures, and tremors, ultimately falling unconscious and most likely never waking.

So rather than having a Pip-boy throw up a warning when you're taking radiation, I'd have a geiger counter or visual cues that would alert you. Failing to heed these warnings would ultimately lead to your character getting disoriented and passing out (i.e. You died) Gas masks and even full hazmat gear would play a much larger role.

If I designed a Fallout, it would touch on the emotional and the themes of depravity and despair. It would be a dark world indeed.
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PostSubject: Re: how would you design a Fallout?   Tue Feb 07, 2017 7:14 am

DumbleCore wrote:
@Niar26 i agree with you on all of them, a russian team is bringing fallout 2 into the NV engine, not sure if you heard abot them





Edit: I'm an idiot. the link was the video. LOL. kill me

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PostSubject: Re: how would you design a Fallout?   Tue Feb 07, 2017 4:46 pm

What a fantastic question...

First: There needs to be bugs...not gamebreaking bugs...just ones that break immersion
Second: Near weekly "updates" that while huge in file size...make no difference in the "gameplay"
Third: After the release of the base game...I will create expansion packs using the above formula
Fourth: I will sponsor "popularity contests" cleverly disguised as "modding competitions"
Fifth: The game world will be vast...the story will be quite linear with decisions having no gravity or consequence.
Sixth: There will be no form of transportation, save walking...because driving is "so last century"
Seventh: I will always tease "online/multiplayer" yet bash the hopes of my fans with "we lack the technology at this point to realize my vision"

...I know it's so original...none of you have ever EVER seen anything that even closely resembles my masterpiece...you're welcome and good night

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PostSubject: Re: how would you design a Fallout?   Tue Feb 07, 2017 5:54 pm

It's been 200+ years, except for Fallout 2 and NV, every other game gives me the impression that society has done little to nothing in developing functioning societies.



In FO4, Diamond City and Goodneighbor could be barely classified as this, since there is literally a warzone just down the block. If I could implement anything, it would be something similar to Mass effect with the Citadel. A large and developed hub area that serves for quests, interactions with major charterers, and as a source that influences the outside world. That outside world being a wild-lands of sorts that is filled with tribes and clans that arose after the war. You're probably thinking, that sounds somewhat similar to NV, but in Freeside you get the regular hobo brigade coming for you. I'm proposing something as developed as Vault City was in FO2.

Strange societies can also play stark contrast to the city your from. Like an area on the deep fringes that is sprawling with East Asian plants, Chinese architecture, and composed of Chinese soldiers who have reverted back to a very Qing Dynasty type of society.

Maybe it doesn't have to be all centered on one open map, instead certain unique areas can be reached by trains used for trade. All the while helping the staff, along the way, keeping hostile clans from attacking.

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