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Jeffman12

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Everything posted by Jeffman12

  1. I think it'd be fun to have some off road vehicles in FO4. Maybe ATVs, something like a hover-segway for power armor(Think robotech's second season), and definitely a yes on something akin to Halo's warthog complete with NPC or playable gunner seat attachment. They could all be powered by fusion cores (Being too reliant on coolant probably wouldn't be too great, considering the state of most Red Rocket stops) I think the primary hurdles are how to handle path finding for NPC vehicles if these are the case. ATVs could basically go anywhere you could on foot, but with generally more noise and maybe lacking the ability to strafe, but you could probably pretty easily include an ATV or two in your periodic ambient encounters with human factions such as raiders and settlers. The hypothetical hover skiff would essentially allow power armored and non-power-armored users to ignore rough terrain at the expense of added bulk. If an NPC were to use these you'd need a whole new set of engagement logic where they'd be trying to stay mobile while attacking. I don't even know where to begin with a warthog/humvee/jeep. These might be better served as all being basically stationary turrets you encounter and need to repair if you wanna drive.
  2. I think the knife to the neck move is the only one I like, but as is, I'd hardly call it silent. As I recall in Skyrim, it had a similar animation, but the PC would muffle the victim with their free hand (More in the animation, the NPC would still groan loudly) Really, this request falls somewhere between nitpick and feature overhaul.
  3. I know they're cliched in games at this point, but could I please get some better silent finishers for humans/ghouls, synths, and mudcrabs? Maybe rebalance them with their own respective perks by race? And if disabling the existing ones isn't an option, or doesn't seem wise, maybe make them less silent? They're pretty noisy as is.
  4. This does not reflect my experience with pip-boy radios, or sneaking for that matter. I will run some tests to ensure it is not simply confirmation bias.
  5. Sweet! What serendipity that I decided to become active on the forums again on this day.
  6. I haven't played nukaworld yet, been gearing up my modlist for a new playthrough. But I think one of the driving factors for the new settlement raiding feature is the lack of decent available gear.
  7. Seems like this time around, it's supposed to be some sort of chem combined with radiation. I always thought it was a strain of FEV before... But they seem to be ignoring the whole feral ghouls and supermutants getting along thing.
  8. Indeed. Maybe if they were like a cusomized eyebot bay that produced an infinite number of suiciders(But one at a time) so long as it's powered, but that seems like a recipe for disaster.
  9. Probably, or maybe at the worst copying and pasting some class info.
  10. Vault 3 would be on the west coast. I understand you're trying to imply "3rd reich" but I doubt the idea lives and dies by that point. Also, I think vault-tec would know exactly what this would do, and would be more interested in leaving the variables up to interpretation. For instance, who becomes the "enemy" when there are no Jews, gays, Gypsies, Blacks, or socialists to persecute? The ideological cartwheels necessary to buy into such propaganda requires a concrete villain to subdue and subjugate, an "other" to grind up in your hate machine. Strict punishments for mistakes aren't enough for such a system to get by on. If a bunch of nazis are isolated from diversity, they need to find a new form of diversity to persecute. This fits in a context of when the vault is opened, they have ghouls and wastelanders to attack, but there is a much larger opportunity for commentary/satire at stake here, and those are a cornerstone of the Fallout franchise. Also... Might I point you to Vault City?
  11. Should be simple to do, I've told myself I was gonna do it, but I'm too lazy atm.
  12. Oh, wow, this is a nightmare I'm glad I never encountered. Although it stands to reason, I guess. Empty PA is classed as furniture.
  13. Why is it a repair GUY huh? Or a cleaning LADY? Are you implying that all gardeners lack gender in the post-apocalypse because the radiation has melted off their genitalia?
  14. Let's get all Factorio up in this b&@*$.
  15. Good point, and I'm sure that quest triggers could be implemented to prevent the factions from speaking as though these decisive battles have occurred. This also reminded me, I think it important to note that peace should be a thing you're working towards since the outset of conflict, all the way back to the battle of bunker hill, for that matter. If you can somehow ensure that the railroad (not necessarily their runaway synths) are able to escape, while the Brotherhood and Institute fight to a stalemate, (Maybe have the institute take prisoners on site) that could be used to open negotiations.
  16. That would heavily rely on payload of the ammunition in question, not just calibur.
  17. " Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances "
  18. It's kinda sad, this is the sort of easter egg I'd have been excited for when I was a teen, but now I think it's corny that they basically just put it in for shiggles with no real purpose. So, the effects they ascribe to it in FO4 seem to be +10 HP and irritability(Which is a neurological symptom usually accompanied by more severe issues or discomfort) This directly contradicts the Damage Health attribute from Skyrim and ESO. If you want to equate Magic to Radiation, Rad Resistance seems like a good attribute for some special preparations. It's also known for being a component in invisibility potions, so maybe it can be used to enhance stealth boys somehow?
  19. I'd love to see crafting perks removed/replaced with something useful for everyone. I find it absurd that this game so centered around ease of use and nigh-constant gratification forces you to delay selecting an interesting or potentially vital combat/survivability improvement for a crafting perk that you might use once or twice to fill out a settlement's or item's stats, while other players resolute in not utilizing the crafting system basically have garbage taking up their perk tree. I've taken to granting myself crafting perks when I reach the appropriate level through console and spending the point on something helpful rather than something somewhat mandatory. It feels more balanced than normal, but not as balanced as I'd like. Maybe there's an alternative to be explored here? It also kinda bothers me that you're able to hypothetically max everything out with no drawbacks.
  20. That toolkit mod is probably far more realistic than just hot swapping. While I'm not big into guns IRL I'm pretty sure changing optics is more than just a matter of "sliding" the new sight onto a tac rail.
  21. I recall this issue as far back as oblivion. I would like to see it gone, however. But maybe it's an issue with clipping through NPCs?
  22. They'll only have a synth component in their inventory if they die.
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