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timnewday2016

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  1. Yes, faithful poster, the mod idea as a whole could go in a tremendous number of directions. Permadeath mods are usually designed around the idea of making the game more difficult. Yes. Definitely. Your insight into it and your suggestion are absolutely spot on. And you're also right, the game engine may not be able to handle such a thing. Not even the simplest form of my suggestion may be possible without tons of headaches and glitches and broken quests, etc. I suppose what I have here is an idea that came to me while I was working on something completely separate from Fallout 4, and I wanted to get it down so that others could ingest it into their minds and perhaps inform their next attempt at a mod or even their next attempt at a new kind of game. I'm sort of tossing an idea out there in that regard. I haven't actually played Fallout 4 in almost a year. I'm pushing 50, and to make me look even more over-the-hill, I even forgot that Fallout 4 existed when the idea came to me. I was thinking about Fallout 3! And I've modded the crap out of Fallout 4 and played it for hours and hours and hours. AeonsLegend, try not to look so much at the semantics of my wording and the topic title I chose. I completely get your point. You're right. The rules of this mod don't evoke the pure meaning of the word that is "permadeath." But please, instead look at what I'm suggesting in possible game mechanics which could be explored in a future mod or a future Fallout or a future game independent from Fallout altogether. Might also be fun just to sit back and think about the mod for the fun of it next time you're waiting in the dentist's office or when you're standing over the corpse of your last kill on your latest mod layout. zetabyte27, thanks for the comment. It was also my intent to see if the mod already existed in another form.
  2. Proposed Title : Generations The Core Idea: This is a permadeath mod which allows the player to continue to advance through the story even after their characters are killed permanently. Stay with me, it gets really interesting. Method of Play 1. Player creates a character. 2. They leave from the game's vanilla start point following the Vanilla story arc as well as subplots. 3. When their first character dies, they must create a second, new character. 4. The second character is the same personality as the first character, however, they are level 1 again, and they pick up where the vanilla story left off with their first character. 5. Each time the character dies, this process is repeated. What Makes This Mod Innovative: Example 1: The second character is a clone of the first character. They wake up in a regeneration pod and are given a way to find the location of their first character's body and inventory. They can then acquire their old gear. But they start at Level 1 skills, etc. Each time the character dies, this process is repeated. Example 2:The second character is regenerated in a lab without the player's direct control over some or all of their starting stats, including their appearance. This would add an additional requirement of needing to reestablish relationships with some NPCs. Each time the character dies, this process is repeated. Example 3: The second character is a relative of the first character, generated completely by the mod (or based on the players design of their first character.) The second character is given instructions to find the deceased, first character's body, so they can acquire their gear, and their quests. Each time the character dies, this process is repeated. Example 4: The vanilla story and vanilla quests could be dropped completely from the character startup, etcetera, etcetera. The Possibilities Are Many: There are definitely a great many variations of mods which could be created from this idea to alter gameplay mechanics as well as increase or decrease the difficulty of the game. Example 1: Items which pump character attributes like magazines, etc could be carefully stockpiled by the player in a player base location that doesn't reset when the player dies. The items use would reset, though. so the item could be used again by the regenerated character for pumping. This would, in effect, decrease the difficulty for the player. Example 2: A key could be required in the character's inventory to access the player home base again. In other words, the player has to find their last body so that they can get back into the base. This would increase the difficulty for the player. Example 3: Unique item quest for a regenerated character who loses their physical identity during the regeneration process. The unique item would be used to verify their identity to NPCs who they have met previously in the game. This way the player could gain some benefit from death in that they could alter their relationships with certain characters where practical in game design, allowing them to reap rewards of making a different decision, or to correct a decision which they wish they had made differently. And again, these specific game mechanics can be made to operate only on a very realistic basis, or a time-traveler-oriented-basis, or a shapeshifter basis, or a completely non-realistic basis, or anywhere in between. This could decrease the game difficulty while adding new gameplay opportunities. Example 4: In the case of the Relatives Idea, there could be a limited number of relatives who the player character could wake up as before the game truly does end for the player, increasing the difficulty. Example 5: From the previous example, each relative could have predetermined characteristics from their starting point, increasing the difficulty or decreasing it depending on the stats in the design by the mod creator. This version of the mod could be very interesting if done correctly. How? These relatives could be given their own backstory and characteristic starting inventory, location, etc, so that the player would have to adapt their play style to the attributes of the relative that they become next each time they die. This would give the player an option to die intentionally, if they wanted, to acquire the greater or unique skill set/inventory of the next relative in line, decreasing the difficulty of certain parts of the game. Of course, dying intentionally would also have the negative effect of increasing their likelihood of losing before they can finish the main quest because they run out of relatives. Example 5: The order in which the player becomes each relative after death in the above example could be randomized in its order, increasing the difficulty and replay value of the mod. Example 6: A version of the Relatives mod could be created which breaks from permadeath to various degrees, allowing each relative to come back to life multiple times. This could be done so that the player could play as a character for a number of respawns before moving on to a different version. Decreasing the difficulty. Example 7: From the previous example, the "moving on" process could make the previous relative no longer available to be used again. Example 8: From above, the player could always pick each time which relative they want to come back as, but their total number of respawns is limited. I believe these examples of combinations of rules could go on indefinitely. I'm just putting the idea up here for anyone who would like to take a whack at it.
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