Jump to content

r4y30n

Members
  • Posts

    302
  • Joined

  • Last visited

Everything posted by r4y30n

  1. You mean like the old 3001? http://moltenclouds.com/uploads/gallery/album_16/med_gallery_2_16_285099.png (I have no idea who the modder responsible for this is)
  2. Right? We need more stealth gear!
  3. I was pretty depressed that the Chinese stealth armor from New Vegas didn't make it to FO4. It seems the stealth boy module for power armor was supposed to replace it but it seems a poor substitute. Seeing the game mechanics they put in FO4 and this cool video of a soft exoskeleton (https://youtu.be/aeDm5yFYt10?t=34), however, I started wondering what could be done with a fan-made version... The idea behind the re-imagined Hei Gui would be, in a sense, light power armor designed to boost the wearer's stealth and mobility rather than toughness and outright strength; it's a submarine rather than a battleship. The suit would be far lighter than power armor and thus able to be carried in inventory and equipped like any other outfit but heavy enough to discourage lugging it around. Like power armor it would use fusion cores though in this case the suit would only add enough strength to carry its own weight and add a bit of melee damage. Combined with the lack of weight the power drain would be pretty much zero while running around. Sprinting would use a bit of power because it would boost your speed like with the over-driven servos mod. The big power drain (and balancing factor) would be the cloaking device. Like the Stealth Boy gadget you can run around freely while invisible so long as you're crouched however the power drain will be proportional to your speed with the max being about the same as sprinting in power armor. As such, you can't stay invisible forever but you do have a lot more versatility in how you use it compared to the Stealth Boy gadget and PA mod. As for the other features... A headlamp would be silly so perhaps it should come standard with night vision on the same button instead. Rad resistance should be comparable to power armor though damage/energy resistance should be far less, maybe around combat armor levels, to encourage you to stay out of the field of fire. Power armor helmet mods should all apply. Being able to scale buildings might be cool however you'd need a more covert method than a jet pack... Press and hold super jump, maybe? As for aesthetics I think it should have less of a Power Rangers vibe than the original. Maybe more like the Korean nanosuits from the original Crysis? http://orig12.deviantart.net/fa97/f/2014/128/f/2/korean_nanosuit_by_bigtank7-d7hm5pn.jpg
  4. That is not what I thought this request would be... I thought it would be more like a twist on the playable synth characters, maybe with a custom HUD?
  5. Yes, but how cool would it be to reimagine the Jin-Roh armor as power armor?
  6. This could be a really cool death animation... Character writhes on the ground and transforms, then wanders aimlessly as a ghoul, fade out...
  7. Sure, I'd be excited to see those, too, but the engine doesn't really support them. The only vehicles we actually see move are the Prydwen and the vertibirds. The Prydwen only moves when the player is not on it and vertibirds don't have to deal with terrain (they seem to have enough trouble just trying to fly). Granted, riding in a vertibird (connecting the player viewpoint to the vehicle) is half the equation for ground vehicles but to keep them from driving like they're on a janky roller coaster you need a lot of interrelated physics that this engine is not built to handle. That said, I'm itching to be proven wrong. Regardless, it's a topic for another thread...
  8. Well the team behind one of the FO3/NV TARDIS mods is already planning to make one for FO4, why have a substitute when you can have the real thing?
  9. It would be possible to place the submarine in a few locations on the map and only enable one at a time. No fancy animations but that would be a simple way to do it. That's what I was thinking. Select your destination via some sort of terminal at the helm, it plays sounds like the turbines are spooling up, then when you leave the boat you're in the new location. This could be difficult. Maybe with a few tricks like letting the player control an actor (which would function as the periscope)... Yeah, not to mention you'd probably have to have the whole interior in the open world because there's no way you could look at something from beyond a loading zone. An alternative is to have one interior compartment in the open world (like the conning towers of the WWII USN fleet subs) and have a hatch from there that loads the interior. Nothing simpler than that. The challenge here would be to integrate it well into the level design. Or simply use the existing door and add a flooding animation when the submarine is under water. That idea actually came from the water treatment plant where you raise and lower the water levels, seems like a copy paste scenario. When room is dry the interior door is unlocked, throw a switch in the room and it locks the interior, floods and unlocks the exterior.
  10. I dunno about you guys but I thought the Yangtze was one of the coolest additions to Fallout 4, finally we see a relic of the Chinese military beyond cheap swords and assault rifles. That got me thinking though, how cool would it be to have a sub as a home in the game? Furthermore, what if the sub could be restored to semi-operational status and move back and forth between a few fixed points along the coast? From a lore standpoint it wouldn't make any sense to have a second Chinese missile sub in the area, especially given the captain of the Yangtze makes no mention of any other Chinese presence in the area... Maybe this could be an American attack sub that came south from the shipyard in Portsmouth, might be interesting to see a contrast in design between Chinese and American subs. From a gameplay standpoint I'm thinking the quest to find it gives you clues to a general area and you find the sub on the bottom in a semi-flooded state and, similar to the USS Constitution quest, you have to find parts to pump out the flooded areas and get the sub powered up. As for size, I'd say maybe something close to the USS Nautilus (cutaway below) Cool features to have (accepting that some of this may be impossible): Ability to move the sub to a few different locations (similar to the teleporting of the TARDIS mods) as well as surface/submerge when at seaA working periscope or two that lowers into the floor when not in use and could allow the player to see what's going on at the surfaceDive chamber for leaving the sub when it's submergedAll the usual crafting benches tucked away wherever makes the most sensehttp://militaryhistory.x10.mx/shippictures/warshippictures/articles/nautilus.jpg
  11. Are we talking glass armor or invisible armor?
  12. I definitely like the idea of making all the glass on helmets/eyewear transparent and as shiny as one would expect glass to be. I've seen a transparent hazmat suit helmet so this shouldn't be impossible. Another thing that could be cool if done right is to add some subtle light behind the power armor helmet visors to simulate the glow from the HUD on the character's face at night. As far as resizing visors goes, I'm too much of a purist to support that, though with the above mods the Raider PA helmet would probably suffice for showing most of a player's face.
  13. You can actually find legendary armor pieces with that effect. But that said, I think it would be pretty cool to bring back the actual Chinese Stealth Armor from FO3...
  14. What about making those Pulowski shelters actually work? And maybe allow waiting once inside. Then you could add them to the settlement build list and you'd be set.
  15. Love it. Though if it were me I'd make it part of the power armor HUD, possibly even using the mod slot...
  16. I know it's non-canon but the Eastern Brotherhood PA from Fallout Tactics looks pretty damn awesome. Anyone else think we need this in FO4? Especially if we could get some physics on the chain or add the cloak that was on some versions, given that cloth works semi-realistically in this game. http://hydra-media.cursecdn.com/fallout.gamepedia.com/6/66/FoT_Power_armor.png
  17. I thought this was going to be a request for Batman-style gadgets....
  18. I agree, that would be pretty cool. Or a fairly generic whit e mask...
  19. Well, we can always use more radio stations. I support this idea!
  20. Well if we're gonna go that route then we definitely need some gritty metal flake, too!
  21. Ideally this would also be high gloss as opposed to the semi-matte of paints currently in game, yes?
  22. Sounds like we need binoculars with a power armor HUD slot so you could add the recon or targeting effects as desired. Maybe another slot (material, perhaps?) to add night vision.
  23. Speaking of classics, anyone else miss the 12.7 mm pistol? And I've already posted in another thread in regards to the classic P94 plasma caster.
  24. I think it would be a little silly for him to give you the PA Targeting HUD, however giving him a spotlight function like the spotlight turrets could be cool... Especially if you could give him a custom light that's a narrower beam (so it lights up the target and little else rather than the whole area). This would be pretty cool, though I'd insist that you still see the blowing dust from the exhaust when cloaked and maybe even the flame from the thruster.
  25. So there are all these cars scattered across the wasteland and clearly their fusion engines still have enough juice in them to explode. They also tend to have round ports on the rear deck that look like a cover for something... In addition there are bare engines sitting in the Corvega plant that also explode like the cars and also have a round port on top with a radiation warning. I'm assuming the round part on the outside of the car is the "Coolant Cap" found in the factory and that it's a cover over the similar part of the engine. As far as the lore goes it's tough to say what that port is for or how it all works but given the coolant caps in the factory and the Red Rocket franchises listing coolant refill prices it seems like that's the most logical explanation for the round port on the cars. Regardless of the above, we know that stationary generators, sentry bots and power armor all use fusion cores for power. Seems logical that cars would use them, too. What I'm proposing is to stick fusion cores in those ports (both on the cars and the bare engines), better still if the cap can actually be animated to open and reveal the core underneath. Or, since the coolant cap is itself lootable junk, you could just place the cap on top so it needs to be picked up to get to the core. Now I'm not saying we do this to every car or engine in the wasteland, balance aside it looks like the engine is missing from many cars and more still may have had the core pulled by someone else. That said, a car without a core or engine should not explode... So the TL;DR version is to add a few fusion cores to the game in lore friendly places as well as drastically reducing the danger of a firefight between piled up cars.
×
×
  • Create New...