POETICDRINK2U Posted May 27 Share Posted May 27 A Suicider with Power Armour that protects him partially from the blast. He carries two smaller proximity bombs. A Suicider that grabs and holds you while counting down A Suicider Dog that's faster, will track you down, and explode on contact Link to comment Share on other sites More sharing options...
Jazzfrezi Posted June 2 Share Posted June 2 I tried, but failed to imagine this. Link to comment Share on other sites More sharing options...
fraquar Posted June 2 Share Posted June 2 The only one that seems plausible is the second one - the problem is the bomb goes off long before he can actually grab you. --- Power Armor? How would they even fit in it? You are going to strap a mini-nuke to Lassie? Seriously? Link to comment Share on other sites More sharing options...
POETICDRINK2U Posted June 11 Author Share Posted June 11 A Super Mutant Suicider mod for Fallout 4 that introduces a new gameplay mechanic where the Suicider can run, grab the player, and hold them while the bomb counts down would add an intense and terrifying layer of difficulty and strategy to the game. Here’s a detailed breakdown of what such a mod would look like: Core Features: 1. Enhanced Super Mutant Suicider Behavior: Grab Mechanic: Super Mutant Suiciders now have the ability to grab and hold the player character. Upon getting close enough, they will initiate a grabbing animation. Countdown Hold: Once grabbed, the Suicider’s mini-nuke bomb countdown begins, giving the player a limited time to escape. 2. Visual and Audio Indicators: Countdown Timer: A visible countdown timer appears on the screen, indicating the time left before detonation. Audio Cues: Intense, escalating beeping sounds and taunts from the Suicider add to the urgency and terror. 3. Escape Mechanics: Quick Time Events (QTEs): Implement QTEs where the player must press specific buttons rapidly or in sequence to struggle free from the Suicider’s grasp. Strength and Perks: The difficulty of escaping could be influenced by the player’s Strength stat and relevant perks like "Strong Back" or "Rooted". Companion Assistance: Companions can attack the Suicider to help free the player, potentially causing the Suicider to drop the player and detonate away from them. 4. Environmental Interactions: Obstacles and Cover: Use environmental objects to break the Suicider’s line of sight or create barriers, adding strategic depth to encounters. Trap Utilization: Players can set up traps or use explosives to deal with Suiciders before they get too close. 5. Enhanced AI and Tactics: Tactical Movement: Suiciders will employ more strategic movement, using cover and flanking to get close to the player. Group Coordination: Super Mutants may coordinate with Suiciders, providing covering fire and creating distractions to help the Suiciders close in. 6. Balancing and Difficulty Settings: Adjustable Difficulty: Provide options to adjust the difficulty of escaping the Suicider’s grasp, allowing players to tailor the challenge to their preference. Spawn Frequency: Control the frequency of Suicider encounters to prevent them from becoming overwhelming. 7. Rewards and Incentives: High-Risk, High-Reward: Successfully escaping a Suicider could grant higher XP rewards, rare loot, or unique items. Achievement/Trophy: Add a special achievement or trophy for surviving a Suicider’s grasp multiple times. Visual and Audio Enhancements: 1. Grabbing and Detonation Animations: Grabbing Animation: Detailed animations showing the Suicider grabbing the player and initiating the bomb countdown. Detonation Animation: Explosive and dramatic animation for when the bomb detonates, emphasizing the destructive power and danger. 2. Sound Design: Heartbeat Sound: Add a heartbeat sound effect that increases in intensity as the countdown progresses. Suicider Taunts: New voice lines for Suiciders, taunting the player while holding them. Implementation and Compatibility: 1. Modding Tools and Community Support: Creation Kit: Use Fallout 4’s Creation Kit to implement the new behaviors, animations, and mechanics. Community Feedback: Engage with the modding community to refine features, balance gameplay, and ensure compatibility with other popular mods. 2. Compatibility and Stability: Testing: Thoroughly test the mod to ensure stability and performance across various systems and game configurations. Compatibility Patches: Create patches to ensure the mod works seamlessly with other major mods and DLC content. The mod for Fallout 4 introduces a new layer of terror and strategic depth to encounters with Super Mutant Suiciders. By adding the ability for Suiciders to grab and hold the player while the bomb counts down, this mod creates high-stakes situations that demand quick thinking and precise actions. With detailed animations, audio cues, and balanced gameplay mechanics, the mod enhances the immersive and challenging experience of Fallout 4, making every encounter with a Suicider a heart-pounding ordeal. Link to comment Share on other sites More sharing options...
fraquar Posted June 12 Share Posted June 12 (edited) You'd need to change when the Super Mutant Suicider activates the Mini-Nuke. Why? In the base game as long as you are in Caution (i.e. someone is looking for you) - he's already flipped the switch to activate it. I.e., nobody has actually spotted you [Danger], but he's still flipped the switch. And it stays activated as long as you are in Caution or worse. Sometimes, depending on how you navigate the enemies and your stealth level - that can be literal minutes in real time. ------ The "Grab and Hold" would literally require he activate mere seconds before grabbing you to make any sense. Edited June 12 by fraquar Link to comment Share on other sites More sharing options...
POETICDRINK2U Posted June 13 Author Share Posted June 13 19 hours ago, fraquar said: You'd need to change when the Super Mutant Suicider activates the Mini-Nuke. Why? In the base game as long as you are in Caution (i.e. someone is looking for you) - he's already flipped the switch to activate it. I.e., nobody has actually spotted you [Danger], but he's still flipped the switch. And it stays activated as long as you are in Caution or worse. Sometimes, depending on how you navigate the enemies and your stealth level - that can be literal minutes in real time. ------ The "Grab and Hold" would literally require he activate mere seconds before grabbing you to make any sense. You know this is a wishlist mod, right? You literally can adjust everything to fit the mod you want. 19 hours ago, fraquar said: Link to comment Share on other sites More sharing options...
fraquar Posted June 13 Share Posted June 13 Good luck with that. It's hard enough getting a Super Mutant animation for a weapon mod - 10 years after release. Link to comment Share on other sites More sharing options...
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