• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
[QUOTE=JerryAnderson;51889835]My main idea is make the individual parts as common as the frames are now, but make the frames exceedingly rare. Like, two in the entire game rare. One at the museum where you get your first and most likely last suit of armor, the other could be a dungeon where you need to fight through some of THE toughest enemies in the game such as a swarm of Sentry Bots combined with a horde of angry Assaultrons. Beat all those without power armor (because they'll respawn if you leave the area to prevent you from cheesing it) and you get your very own, certified X-01 suit. And most likely your only. Because those parts will be rare as well.[/QUOTE] Having several frames is largely redundant except for allowing companions to be just as beefy as the player. The frame itself being a reward isn't all that much if companions are already invincible, and if they aren't invincible then they're really just escorts which can lead to a very infuriating experience when they die from their own stupidity or from an out-of-nowhere overwhelming challenge (ex. a Legendary Deathclaw out of nowhere). So frames being rare is not that great of a suggestion. Secondly, this is more of a personal note, but it's kind of a downer when to get the best stuff one has to clear a challenge that would make having the reward in the first place largely superfluous. Like the whole 'bragging rights reward' ultimate items aren't as great an idea as some people seem to think they are. Of course, risk should be tied to reward, but the Fallout 4 a lot of people here would like is not a Ninja Gaiden-esque beat-em-up or Goldeneye 64 where mastery of the mechanics is a large part of the challenge of the game. Its a roleplaying game where the world and its the atmosphere, the story and player's freedom in telling that story are the key points of enjoyment, not making 'the best character' or being a crack-shot as a player. A big dumb challenge for a big dumb reward is the kind of thinking that led to Fallout 4 becoming Borderlands 4, with arbitrary enemies being deemed "legendary" with random loot like gauss rifles on mole rats.
So I think power armour'd be great if you didn't need fusion cores, but it'd be late in the game that you got a hold of it, and it'd come with a few disadvantages -You can't go into certain areas because you're too big, or the floor is too weak. -You can't climb most things, because climbing is totally a good thing for roll playing that should be in the game, and you're really heavy and would break a lot of holds. -you can't use tiny weaponry. -In a way, you're a bigger target, you're also a smaller one (since the angles of armour help things glance off) but it's somewhat easier to get direct hits with explosives on you (Even if missed explosives will probably do Fuck all)
[QUOTE=cdr248;51889689]How would you guys feel about a Facepunch Community Fallout 4 Overhaul? Where we all brainstorm ideas on how to rebalance the game's systems and design from the ground up as much as we can. There's no real definitive Fallout 4 overhaul mod out yet and most of the mods that touch on that subject are either band-aid fixes or are just pure trash but I think with out combined minds we can make something of decent quality. I don't know shit about the new Creation Kit but I've got a lot of experience with NV's GECK so hopefully I can pick up new techniques relatively quickly.[/QUOTE] Well, first thing a project needs is a set of objectives. Here's a few proposals; 1. Rewrite the plot from square one, or at least make it significantly less asinine and ham-fisted. Accommodate for roles other than "parent trying to find missing child." 2. Make the companions more enjoyable and have more significance beyond being scrap-toting bullet mules with a random shtick (and replace Preston with Samuel L Jackson 'cause that shit ain't fixable by mortals.) 3. Overhaul the melee system; Blocking a Behemoth's hydrant smash with [I]your bare hands[/I] is ridiculous, as is getting into a perpetual struggle of getting blocked and blocking the counter attack. 4. Weapon changes. Split up the "weapon type" attachments for the Laser, Institute, and Plasma weapons and turn them into their own unique items (i.e. laser rifle shotgun attachment is no longer an attachment but an actual weapon with some sort of distinctive aesthetic characteristic to separate it from the laser rifle, same with sniper barrels, rifle barrels, and pistol barrels). Give the Combat Shotgun a unique model that doesn't confuse it with the Combat Rifle. Other balance changes along with making certain ammo types more acquirable. 5. Add some lore friendly and/or fitting new weapons/armors in to further increase variety (I'm looking at you, axsas, rizzler, and lt_c) 6. Improve the combat AI beyond the level of a mashed potato. 7. Perks. Make them impact the game beyond adding "x%" to something, and add dialogue checks involving them. 8. Increase the options for each faction. Give the Minutemen an option where you don't have to create settlements to advance, the BoS an option where they don't have to wipe out the Railroad or basically anything not human, as well as an option where they preserve the Institute base for their own means. Make the Railroad suck less in general (as well as making the "espionage theming of the Railroad actually matter), and make the position of "Father" actually mean a damn in the Institute. 9. Make settlements have tangible benefits beyond their immediate area. 10. Make crafting have more impact. Crafting currently equates to basically flat-out gaining "+'s" in every stat as you get deeper in or just adding ballistic weave to something and becoming half-way immune to damage. Include downsides as well as options. Make it a [B]choice[/B] of what you need to sacrifice to get what you want. Add options like "Energy Weave" or "Kinetic Weave".
I was thinking of making Power Armor more suited to intelligence builds and characters that are squishier. I was watching Josh Sawyer talk about making the attributes for Pillars of Eternity and how each attribute has an important use in combat and so players are less likely to dump a stat completely if it doesn't suit their build so I kinda want to see if I can give all the attributes a decent combat use as well as a non-combat use since combat in Fallout 4 is inevitable. Now this is only a draft of how I think the new attributes should work and so I'm not 100% sure if these changes are do-able or even if they're worth doing but I'd like your feed back regardless: [QUOTE]Classic SPECIAL distribution points at the start, you start with 5 in each attribute plus 5 points to add Perks will not be entirely based on SPECIAL and SPECIAL won't be buyable from the perk menu Strength: -Melee Damage -Acts as a soft requirement for some weapons ala NV -Carry Weight Perception: -General/VATS Accuracy -How dark nights can be (off the top of my head this might be possible but probably not, would like to experiment with) -Lockpicking is easier Endurance: -Either base starting health or amount of health per level (could use some opinions on that) -(or forgo the health thing all together and have it as a base damage resistance?) -(or limb damage resistance?) -Radiation Resistance -AP usage for sprinting/holding breath Charisma: -Barter prices ofc -Follower health. (since followers can't die) -Pacification Intelligence: -PA core usage (hopefully this is do-able) -Critical Damage -Crafting requirements (Number of items needed is halfed if at 10, doubled at 1, could be very abusable tho) -How much you heal -Minor carry weight bonus (iunno maybe you know how to pack stuff better???) -Hacking is easier Agility -VATS AP usage (I'm considering that players should start with the same action point total but different usage levels, or should agility just affect base ap points?) -Sneaking ability -Sprint speed (anyone else got ideas for a non-combat agility use?) -Melee attack speed Luck: -Critical rate -Everything else you'd expect from luck [/QUOTE] There's definitely a lot of overlaps with some of the perks which I'm obviously looking to change around a lot (and crafting won't be locked behind perks anymore bc that was always some lame shit) Or should I just scrap all that and have stats be specifically build-based instead of balanced (Strength for Melee Brutes, Perception for Ranged folks, Endurance for Chem-junkies, Charisma for apocalypse bards, Intelligence for PA specialists, Agility for sneaks, and Luck for Critical/Goof builds [editline]28th February 2017[/editline] [QUOTE=Aaron0000;51890118]Well, first thing a project needs is a set of objectives; [B]1. Rewrite the plot from square one, or at least make it significantly less asinine and ham-fisted. Accommodate for roles other than "parent trying to find missing child." [/B] [B]2. Make the companions more enjoyable and have more significance beyond being scrap-toting bullet mules with a random shtick (and replace Preston with Samuel L Jackson 'cause that shit ain't fixable by mortals.)[/B] 3. Overhaul the melee system; Blocking a Behemoth's hydrant smash with [I]your bare hands[/I] is ridiculous, as is getting into a perpetual struggle of getting blocked and blocking the counter attack. 4. Weapon changes. Split up the "weapon type" attachments for the Laser, Institute, and Plasma weapons and turn them into their own unique items (i.e. laser rifle shotgun attachment is no longer an attachment but an actual weapon with some sort of distinctive aesthetic characteristic to separate it from the laser rifle, same with sniper barrels, rifle barrels, and pistol barrels). Give the Combat Shotgun a unique model that doesn't confuse it with the Combat Rifle. Other balance changes along with making certain ammo types more acquirable. 5. Add some lore friendly and/or fitting new weapons/armors in to further increase variety (I'm looking at you, axsas, rizzler, and lt_c) 6. Improve the combat AI beyond the level of a mashed potato. 7. Perks. Make them impact the game beyond adding "x%" to something, and [B]add dialogue checks involving them.[/B] [B]8. Increase the options for each faction. Give the Minutemen an option where you don't have to create settlements to advance, the BoS an option where they don't have to wipe out the Railroad or basically anything not human, as well as an option where they preserve the Institute base for their own means. Make the Railroad suck less in general (as well as making the "espionage theming of the Railroad actually matter), and make the position of "Father" actually mean a damn in the Institute. [/B]9. Make settlements have tangible benefits beyond their immediate area. 10. Make crafting have more impact. Crafting currently equates to basically flat-out gaining "+'s" in every stat as you get deeper in or just adding ballistic weave to something and becoming half-way immune to damage. Include downsides as well as options. Make it a choice of what you need to sacrifice to get what you want. Add options like "Energy Weave" or "Kinetic Weave".[/QUOTE] A lot of that stuff would be waay out of my league (especially because rebalancing fallout 4 is already kind of a big project and is going to throw most compatibility with other mods right out the window) and I'm mostly thinking of reshaping the gameplay bits that bothered me, everything else I'm definitely looking into, weapon balance and crafting trees especially
[QUOTE=yellowoboe;51889914]Ah ha but I've already done something about this. [vid]https://files.catbox.moe/bwdiic.webm[/vid][/QUOTE] So much greenery
I should probably mention that I'm looking to make Fallout 4 into a better shooter albeit with combat options and player choice in mind as opposed to making Fallout 4 into a better RPG (simply because to make fallout 4 into a better rpg you'd basically have to make a new game from scratch) It just really bothered me how Beth went the route of making Fallout 4 as more of a shooter but then made the stats in a way that didn't really help the shooting mechanics and definitely didn't really help the game as an RPG either
[QUOTE=cdr248;51890232](SPECIAL stat abilities)[/QUOTE] I know Intelligence makes hacking easier (less words appear the higher your int), and I strongly suspect a high perception makes lockpicking and pickpocketing easier as well.
Both of the suggested changes above and what's currently the SPECIAL system right now really makes me wish for the reimplementation of NV's skill and perks system.
Unfortunately perks are going to have to be the replacement for skills [editline]28th February 2017[/editline] Hell for the sake of simplicity it might just be better to make Fallout 4 into a class-based game ala Diablo since that's what the perk system seems more suited for. It won't be at all in-line with any of the other games but then again Fallout 4 never was. [editline]28th February 2017[/editline] Actually now I really like the idea of a class based game. Think about a charisma-based character that uses flare-guns/animal cages and music holotapes to summon allies and buff them. Or an endurance based character that has lower base stats than most other combat characters and is highly chem dependent but those chems are extremely potent for him. Fallout 4's classless gameplay isn't exactly that interesting so I think having highly focused and potentially wacky classes could make for more interesting gameplay.
My character was less of an altruist this playthrough, so I took few of the more dickish responses in Honest Hearts without going full Pre-War hat tipping. [quote][img]http://i.imgur.com/DE9lhUM.jpg[/img] [img]http://i.imgur.com/jIL9cqK.jpg[/img] [img]http://i.imgur.com/hLzXfui.jpg[/img] [img]http://i.imgur.com/9oy4e1A.jpg[/img] [img]http://i.imgur.com/un2vUJi.jpg[/img] [img]http://i.imgur.com/XANiCaE.jpg[/img] [img]http://i.imgur.com/3RbSJbD.jpg[/img][/quote] Step away Joshua, we've got a new Burned Man now. [editline]1st March 2017[/editline] Sorry, that was the only way I could think to post that properly.
[QUOTE=brenz;51889344][video]https://youtu.be/xVfpDbvn5k8[/video][/QUOTE] [QUOTE=TheMrFailz;51848644] We just need a joke weapon that's [B]literally a super sledge with a mininuke taped to the front.[/B] On hit it either gibs or flings you back (depending on your explosives resistance) and when you get back up the weapon is replaced with a burnt metal rod.[/QUOTE] Sooo close :c [sp] I'd even be happy with a skin for it that just replaces the stick with a super sledge[/sp]
[url]http://www.nexusmods.com/fallout4/mods/22322/?[/url] [media]http://www.youtube.com/watch?v=kB056F0J77M[/media] Fuck yeah
[IMG]https://staticdelivery.nexusmods.com/mods/1151/images/22322-0-1488210679.png[/IMG] she can't get there because she rooted to the ground. she got no leeeeeeeggggsssssss
Could someone not make skills by adding 100 level perks and increasing how many points you get per level? (or adding X many perks with X many levels)
I'm certain it'd be possible to recreate New Vegas' stats system using perks and scripting (and some UI mods into the mix). We'd probably need F4SE to be a little more advanced first, though.
[QUOTE=The Jack;51891358]Could someone not make skills by adding 100 level perks and increasing how many points you get per level? (or adding X many perks with X many levels)[/QUOTE] The special points cost would need to be increased then to compensate, otherwise you could get full special stats.
[QUOTE=Zenreon117;51891368]The special points cost would need to be increased then to compensate, otherwise you could get full special stats.[/QUOTE] Could just not have those entirely This is why I think this is best done when UI mods are more of a thing.
This isn't easy, but I have to come clean to you lads I didn't like Far Harbor at all.
[QUOTE=Johnny Joe;51891381]This isn't easy, but I have to come clean to you lads I didn't like Far Harbor at all.[/QUOTE] I guess you didn't like that famous Fah Habah hospitality.
[QUOTE=yellowoboe;51891392]I guess you didn't like that famous Fah Habah hospitality.[/QUOTE] I just didn't think the story or gameplay was that fun, FO4 has tedium but FH felt like advanced tedium
[t]https://i.imgur.com/tYx6tRy.jpg[/t] wow way to fucking ruin the feeling of getting the power armor legit, op scum. restarted the game because of it. i hope they still don't have it on when i load. fuckin bethesda making npcs rush to overpowered items to use them, thus making them clip through geometry they shouldn't be able to get through.
[QUOTE=RenegadeCop;51891842]Did you find the hermit crab[/QUOTE] yes, in the first 10 minutes
[QUOTE=cdr248;51889689]How would you guys feel about a Facepunch Community Fallout 4 Overhaul? Where we all brainstorm ideas on how to rebalance the game's systems and design from the ground up as much as we can. There's no real definitive Fallout 4 overhaul mod out yet and most of the mods that touch on that subject are either band-aid fixes or are just pure trash but I think with out combined minds we can make something of decent quality. I don't know shit about the new Creation Kit but I've got a lot of experience with NV's GECK so hopefully I can pick up new techniques relatively quickly.[/QUOTE] We'd need someone who can act to redub preston's lines Or all collaborate on it like a /tv/ dub video Jon Gentry makes Buzz Aldrin look like Marlon goddamn Brando
Ok, this is weird. I used the console to add an item to my inventory (a cat bowl, just to see if the settlement cats react to it) while Codsworth was standing around and I could swear he said something like "Cheating, mum? Really?". Is this a thing that happens?
[t]http://i.imgur.com/FJkkGOg.jpg[/t] Man, this and the crippled animation make me feel bad for killing Deathclaws.
[QUOTE=yellowoboe;51893151][t]http://i.imgur.com/FJkkGOg.jpg[/t] Man, this and the crippled animation make me feel bad for killing Deathclaws.[/QUOTE] Its okay, just remember under all that pain and agony, they want to tear you to pieces
[QUOTE=yellowoboe;51893151][t]http://i.imgur.com/FJkkGOg.jpg[/t] Man, this and the crippled animation make me feel bad for killing Deathclaws.[/QUOTE] Oh, then you won't like that I leave deathclaws like this whenever I can. "Haha you can't do shit."
[QUOTE=yellowoboe;51893151][t]http://i.imgur.com/FJkkGOg.jpg[/t] Man, this and the crippled animation make me feel bad for killing Deathclaws.[/QUOTE] I... what am I looking at here exactly?
[QUOTE=ScumBunny;51893355]I... what am I looking at here exactly?[/QUOTE] A broken bone sticking out of the arm.
[QUOTE=yellowoboe;51893381]A broken bone sticking out of the arm.[/QUOTE] Oh. Cool. Also: ew.
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