Fallout 4 DLC "Fan Feedback"

Post » Mon Jan 25, 2016 2:49 pm

Todd Howard said in imterview that the future dlc packs will be made to fit fan feedback. This is a topic to discuss which type of things youd like to see.


Bear in mind they will already have rough casted plans, it would be impossible to make any part of a game without planning it to death.


Think back to FO3 and Skyrim's dlc for ideas of scope limitation, but otherwise fire away,lets Fanout to the Fallout DLC
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Quick Draw III
 
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Post » Mon Jan 25, 2016 8:42 am

I think the only thing that could tempt me is a deeper branching dialogue system that fleshes out the rpg aspects of Fallout and allows you to develop your character. Otherwise, I'm not really interested. The guy you play is boring.

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Amysaurusrex
 
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Post » Mon Jan 25, 2016 4:41 am

I'll start :D


Like last time with FO3 id like an aftermath dlc, one that develops further into what happens after our story line would be great. Wont go into spoilers,and yet to complete it (im 145lvl and mods so i get carried away) but finding out what happened afterwards was really cool in FO3, loved the fact enclave were absolutly every where aswel.


But then they also did four set piece dlcs so, one i have kean interest in.


An underwater enclave base, filled with experiments, following in the footsteps of mothership zeta yet geared to offer new surprises to the player. Perhaps make it possible to have a freind in the enclave, or perhaps they arent even there and the base is deserted. It could be underneath a Oil rig which you have to take a boat out to get to,(the boat acts as a moveable player home) [getting carried away now] First you have to travel to an island, small but big enough to provide a few hours of exploration, the boat can travel with your supplies and bed intact. New followers are usually a given, weather they be full companions or dlc based only is usually the variable. I love what Bethesda and crew do with stories so if they filled in that outline id be happt, what theyd fill it with isn't all that.well maybe if the underwaterbase had a blow upand race to thr finish exit haha.


If they could bring tribals in,like a pointlook out esque way thatd be cool.(cant drcide if the inhabitants of pointlook out are defined a a tribe) maybe more vaults? The vaults in 4 were less Gary and more Braun, like not as creepy as previous variants.


New guns/gun mods, new armour both power armour and outfits too, all the good stuff :) dont know how new perks would work. Less they pushed the cap for the Special to 15 on the chart or somethinf, but even to 12 would offer 14 more perks.

So yes let tod and gang know what youd like and otherwise dislike. They are good at listening to their fans :)
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Victoria Bartel
 
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Post » Mon Jan 25, 2016 3:28 pm

Yea i dont think completely changing the whole dialogue system is in dlc lvel scope. Also my views on the character could have its own fourm.
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Jonathan Montero
 
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Post » Mon Jan 25, 2016 4:51 pm

Ok. Let's do yet ANOTHER threat about that and beat the pile of meat that once was a dead horse. ;p



  • Gangs of the Commonwealth DLC
    • all raiders gangs are distinct

    • interactions with them (and the gunners) for example
      • joining

      • permanantly defeating them

      • paying them off

      • hiring them

      • etc


    • major locations can change hands or stay empty (within limits of course so some places are just grinding areas)

    • gangs fight for controll over the locations

    • alternate/ new endings

    • new fitting settlement stuff


  • After the end gameplay DLC
    • diplomacy after the victory of the choosen faction with the remaing major faction and the "cities" to accept (or not accept) the terms of the victor

    • choosen faction and the remaing other factions try to gain controll of the Commonwealth
      • factions create outposts and start to patroll and clean the roads

      • CW becomes gradually more peacefull (less hostile encounters/ less respawns)

      • major locations can change hands or stay empty (within limits of course so some places are just grinding areas)

      • new minor factions/ locations arise (for example the combat zone starts anew or someone starts to operate a quarry in a pacified area)


    • settlements get workshops to produce specific good like wood, soap, etc (products show up as shipments for the player)

    • settlements get tiers and have corresponding controlled area, needs (from food and water to clothing (supply) and personal hygiene (supply)) and max population

    • research for settlements (better workshops stuff)

    • seperate guards aside from settlers via special structure

    • settler management

    • building governement (mainly for the MM)

    • finances (income and expenses)

    • logistic and trading for settlements (so we don't have to manually sell water and buy shipments of wood or exquip our guards ourselves)

    • automatic wall building for major settlements

    • cleaning and repearing existing structures in settlements

    • projects in the CW (reparing the infrastructure, setting up a factory, etc)


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Kellymarie Heppell
 
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Post » Mon Jan 25, 2016 2:07 am

Gangs of the commonwealth and alot that other stuff sounds halfway between a big mod and dlc, but very thorough and really cool ideas. Maybe settlers can level up? A menu that lists them all with their stats and click on them to edit gear. Maybe an armoury workbench that lets you give all the settlers equipment straight from it.
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Nicholas
 
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Post » Mon Jan 25, 2016 3:05 pm

For DLC,I just want to see New York in Fallout universe.That is all I want out of DLC.Pre-War DLC could be nice,as well.
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Janine Rose
 
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Post » Mon Jan 25, 2016 12:34 pm

Genrally, yes like that but I was more thinking of having no settlers be armed and on duty later on and instead build a special building similar to what DC has to make them "professional" Minuteman with standardised gear depending on their duty/ rank once you have expanded enough. Patrolls could also be modified on the same menu.



I think New York shouldn't be in a DLC but rather the main area of another Fallout game. A DLC doesn't do a city this big justice.



I also don't like idea od a pre-war DLC because they always have to be in a cheesy dream sequens/ simulator/ etc unless someone introduces timetravel (even more cheesy).

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Julie Serebrekoff
 
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Post » Mon Jan 25, 2016 5:42 am


are you talking New York City?, or state...assuming you meant city, I thought I read somewhere on these forums from someone who knows a lot more than I do, that NYC was completely destroyed by bombs..idk, I could be wrong about that..(maybe a pre-war DLC in NYC)




Me personally, I hope for a couple DLCs that stay on the original map, and add more to it...and a couple outside the commonwealth as well..

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Ownie Zuliana
 
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Post » Mon Jan 25, 2016 3:20 am

Rebuild a railroad theres a few train engines laying about, would be sweet to get a track course across the map connecting points of interest. What if conquering quarries and the steel mill etc you could set up bases to get resources from.

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Dean Brown
 
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Post » Mon Jan 25, 2016 4:12 pm

Bring back threedog as DLC, Kansasthat looks like this http://getwallpapers.pw/wallpapers/l/1920x1080/26/post_apocalyptic_radioactive_artwork_apocalyptic_s_t_a_l_k_e_r_birds_1920x1080_25684.jpg, a destroyed 1920's new yourk like all grey blue tint new Vagas DLC


Fallout 3 gameplay ammo system No voice as DLC switch on & off as a filter moira brown in nyc & Ulysses


A random encounter in New yourk & moon DLC . The verry last DLC whould be a underwater vault Atlantis all


bioshock like run by father Elijah as revenge for locking him up in a vault in the seirra madrea in Vagas. Toxicating


New yourk, the comminweath, & Vagas as revenge

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Nathan Maughan
 
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Post » Mon Jan 25, 2016 7:27 am

love the gangs of the commonwealth idea. Some additive features that they should consider working into whatever DLC they come up with (i.e. Skyrim/Fallout 2/3 and NV based)



Fully functional cars/motorbikes/vehicles -- existed in Fallout 2. Resurrected by time NV reached maturity as that "other bastard child fallout 3 generation game". :laugh: Anyways, several popular and still incredible mods to date exist on NV and FO3 mod forums at sites like Nexus, and been some of the highest downloaded mods to date:



XRE Cars mods shown here: https://www.youtube.com/watch?v=WrH16kB9sro



and several motorbike mods: http://www.thevaulttecinc.com/2014/07/most-popular-drivable-vehicle-mods-for_13.html <--in NV, there were dozens of abandoned motorbikes all over the wasteland. But you couldn't salvage vital parts like oil, gas etc. or repair any of them? Wasted opportunity in the vanilla game IMO.



Horseback riding -- possible in Skyrim so why not in Fallout? The state of disrepair of existing roads in the Commonwealth is much worse of than in NV. Since the number of bombs/damage to the prewar transportation network was significantly less. So the state of the existing roads in the Commonwealth, introduces immediate navigation/routing issues. So for example, trying to mod the contact interaction with the vehicle and ground could be challenging for the Commonwealth. But a variety of 4 legged critters of horse size or greater DO already exist (like a Yao Guai, Radstag etc). So if we can't have working vehicles, then modifying a Radstag mesh--adding new animations and NPC AI to be more domesticated/horse like --should be the most logical and natural way to get about the commonwealth.



More immersive features that support basic needs. Needs mod like this introduces great tactical and strategic factor in how you play the game. Nexus is loaded with these. Some of the best to date:



Project Nevada http://www.nexusmods.com/newvegas/mods/40040/? <--overhauls a TON of vanilla content and improves their features



http://www.nexusmods.com/newvegas/mods/50817/? and http://www.nexusmods.com/newvegas/mods/34841/? <--mandatory addition for those PC junkies out in the Commonwealth.



http://www.nexusmods.com/newvegas/mods/43920/? <--FO4 needs a more indepth overhaul of existing crafting system to add more new crafting recipes. From food, to crafting ammo (WTF didn't this exist in vanilla game?), larger variety of weapons etc.



IMCN http://www.nexusmods.com/newvegas/mods/37254/? <--gives your PC a REAL reason to exist. i.e you need to hunt animals and forage for sustenance besides the junk saluaging feature. So the vanilla eating feature is overhauled not just to replenish health, but to force the player to carefully consider WHAT they eat. Again this feature is 100% toggle via MCM or pipboy so those players who don't care to play with immersion can opt out. WHAT your PC eats now has nutritional value. So prewar food has zero nutritional value and so does not nourish your PC with necessary daily protein, fat and other intake. Prewar food is basically treated like Chems and makes your PC high as a kite in beneficial or adverse ways. In contrast fresh food like fresh fruit, meat (brahmin etc) or exotic meats (from mutated animals) give you lots of protein, etc. Without a certain amount of protein/nutrient intake , your character's combat skills, carry capacity etc will suffer over time. And continue to deteriorate until they could ultimately die.



Cooking mods that allow you to preserve food Mods like:



http://www.nexusmods.com/newvegas/mods/40457/? <--one of the best prewar food additions to the wasteland to date



http://www.nexusmods.com/newvegas/mods/46794/? <-- small simple script does a TON by adding survival element support to the game. Prewar food is basically o calorie junkie chems 200 years later. So why seize the opportunity before you? Why not can your own food based on all those empty tin cans and fresh meat critters that abound in the Commonwealth?



Toilet Paper mod: http://www.nexusmods.com/newvegas/mods/46043/? <--adds a toggle MCM feature for bowels and bladder. Your bowels/bladder become full after a certain time. If you failed to do #1 or #2 after a certain time your PC soils themselves which affect charisma other stats. This works excellent with house mods with bathing scripts like http://www.nexusmods.com/newvegas/mods/36121/? and http://www.nexusmods.com/newvegas/mods/56162/?.



This is a good reddit discussion on why immersion features like these are so popular with players: https://www.reddit.com/r/fo4/comments/3qaazy/why_hungerthirstsleep_is_needed_in_fallout_4/



If I didn't know better, I'd swear Todd took the idea of that NV flying veritbird mod for the working ones we now have in FO4. But he just forgot to mention this the way he honored the RTS mod author with FO4's settlement feature. :sadvaultboy:

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GEo LIme
 
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Post » Mon Jan 25, 2016 5:13 pm

settlements



- new UI showing all settlers , from this u can pick and assign them infield



Outfits



- pieces of equipment has 2 slots ( like power armor )


- 1 slot for armor , 1 slot for bonuses


- outfit frame ( similar to power armor frame ) where u can chose what pieces u want to wear assign them to a frame and carry it in your inventory and bind it to favorites


- outfits that cover all parts of the body have 5 slots for armor bonuses & 5 slots for SPECIAL bonuses



Companions



- revamp commands - clicking on the ground give the command to move to that location and stay there


- clicking on an enemy will command to focus fire on that enemy


- follow mode ( companion returns to you're proximity )


Legendaries:


- remove bonuses that enter the " magic " realm " and replace with more realistic ones



Quests :



- repeatable quests in the same location


- no more loading screens - get the quest , go to the location , upon completion the quests ends and u receive u're exp


- no more loading screens - able to fast travel in / out of quest hubs



Miscelannous


- remove the "e" indicator and "square" from "charm" perks it screwes with aiming

- night vision perk toggle on / off - blinds you in lighted areas

- Instant Trading

- ability to take power armor frame with u



Fix Bugs


- Nick Valentine can't wear armor

- CURIE switches to fists instead of using it's weapon , it also get's detected thru walls

- ash piles , dead bodies don't disappear



DLC



- something that has to do with the main story , i don't care about " island " type dlc's


- an ideea would be to see "faction alliances " where u defeat a major part of the forces the other faction have and the rest join you're faction , i really hated destroying the BoS as Institute

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Lauren Dale
 
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Post » Mon Jan 25, 2016 1:49 pm

Judging from the most common things I've seen talked about on the forums, people are most clamoring for more guns, and more underwater content... so, um, an underwater arms manufacturer?

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James Baldwin
 
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Post » Mon Jan 25, 2016 4:11 pm

Fixed that for you.

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Marine x
 
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Post » Mon Jan 25, 2016 11:34 am

I assume this is to some degree;


If the entire fanbase all randomly started jumping around saying "WE WANT TIBER SEPTIM II TO TAKE US TO VENUS ON A MAGICAL MINECRAFT DONKEY"

Bethesda wouldn't bat an eyelid to just do what they do and forget what we say because, lets face it, us consumers are complete idiots and will even go as far as to spend £30 on something 6 months in advance for something we dont even know what will be like
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Justin
 
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Post » Mon Jan 25, 2016 3:11 am

God I hope not...Actually listening to the players can be the worst thing for a game...
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Georgia Fullalove
 
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Post » Mon Jan 25, 2016 10:06 am


Thanks, I was in need of help.

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sally coker
 
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Post » Mon Jan 25, 2016 10:22 am

Those are fan theories. All we know for certain is that a bomb was dropped on NY, as mentioned in-game by the news anchor at the start. What we don't know is how many bombs fell, and the extent of the devastation. I personally would like to see a DLC set in NY.

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Dawn Porter
 
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Post » Mon Jan 25, 2016 7:22 am

New york could be a real fun setting, though different enemies would be nice. Why does there always have to be super mutants everywhere? I know they are a franchise character but maybe a new monster race would be cool, planet of the apes spoof would be fun?

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Ilona Neumann
 
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Post » Mon Jan 25, 2016 2:03 am

If they make some sort of "hearthfire" like DLC...


Settlement Attack Success or Failure:


There are two parts to the new attack system: Percent and Cap. When the timer for intervention ends and the attack begins, a random percent is rolled. If it is above the cap, the attackers succeed. If it is equal to or below, the attackers will fail.


The cap is determined by a number of factors:



  • Happiness (translated into morale) of settlement

  • Defense Rating vs production rating of settlement

  • Presence of Manned Artillery (change: Unless directly fired upon, artillery crew will not abandon their post) in the settlement

  • Settlement is in range of outside artillery.

  • Total Damage Per Second and Armor Rating of all the settlers (minus the artillery crews.) This now factors into Defense Rating so it's not just a game of spamming turrets everywhere. I mean seriously, if you equip EVERYONE with a minigun and MKV rail road armor Ballistic Weaved @ MK 5, it should reflect this in the defense rating in some way. The Equation is ( (Settler weapon DPS * ((Settler resistances / 5) + 1) / 100) + 1). This way even a naked person with a pipe pistol gives 1 defense. Guard Posts are now a 2x/4x/6x multiplyer to the assigned person's contribution to the defense score rather than a straight 2/4/6 defense addon, making the guard posts actually worth using. )

  • Alliances and progress into the main questline (Minutemen have their castle, someone won the final battle, etc.)

Consequences



The consequences of success and failure would also be different. If the settlement succeeds in defending themselves (either with or without your help), the settlers will then go around to the bodies, take their stuff, and put it into the workbench for you to sort out later (or to use for themselves.) On top of this, if settlers defend themselves a random number of times (or you complete minutemen quests for them a certain number of times), they may become emboldened.



If the settlement fails to defend itself, the consequences are more dire. One of two things will happen:


  1. Pillage: What happens in vanilla but with some variation. Everything is destroyed. Everyone is killed (for good this time. Not just respawning two seconds later) or captured, and they steal everything from your workbench. You are then given a mission to retrieve them and rescue what settlers you have left. If you do not succeed this mission in time it is gone forever.

  2. Takeover: Basically, the town is taken over by Raiders or Gunners (does not happen with supermutants or synths). The icon will turn red, the settlers will be enslaved, the turrets will be hostile to you, and you'll have to take it back. If you are the head of a faction, you can enlist their help to take it back with you, but you will have to do this yourself.

Emboldenment:


After a certain number of repelling a certain number of attacks in a row (or completing a certain number of minutemen quests for them in a row) and if the right conditions are met (morale and population are high enough), they may become emboldened. This means they're mad as hell, and they're not going to take this anymore: they're going to get together and bring the fight to the enemy.


When this happens, you'll get a quest called "We the People"/"Tea Party" which will tell you that the settlement is preparing for a counterattack against (place): If you go to the settlement in question, you will have two options: to either dissuade them, or to encourage them. If dissuaded, they will stand down. If encouraged, they will pick a random nearby target that's currently under the control of raiders, super mutants, feral ghouls, etc. and launch their own counter attack (always matching the identity of the last faction that attacked it. If BOS attacked them last, they will go after a BOS target. If it was raiders, they'll go after a raider base. If it was feral ghouls, they'll go after a place full of them.) You can either join this attack (manual) or let them do it themselves. If not dissuaded, they will attack it on their own eventually.



This is pretty much like a defense but on the other side. If you join your settlers, they will seek out and eliminate all opposition in the area in question, even going inside and eliminating them. If you let them attack on their own, it will again be based on a cap and percentage (albeit based only on the settler's numbers, artillery proximity, and armor/weapon ratings.) If the settlers succeed, the base will be cleared and their loot will be added to the workbench.



As before, they will loot and use any weapons they come across, and will also pick up other things they find to take back to the settlement. The battle will end when either all opposition is killed or less than 1/4th of the total settlers remain. If the latter, the attack will fail and they will retreat. Either way, they will place all loot into the workbench.



After a successful counterattack, it will be a very long time before any further attacks or minuteman random missions on the settlement in question take place.



Auto-Equip


If allowed to do so, settlers may equip themselves with guns, ammo, or even ammo pieces from the workbench, swapping out what they have for something superior in DPS. They will check when they get up, go to bed, or after an attack. You can disable this behavior by talking to one of the settlers. They will also not take unique weapons such as the cryolator or the big jim (but they will take randomly generated legendaries). They will also not take explosive weapons such as missile launchers or fat mans.





MISC UNASSORTED IDEAS:



  • New Turret Types.
    • Plasma Scattergun turret: Exactly like the shotgun turret but with a plasma scattergun.

    • Flamer Turret: Short Range Turret that's an alternative to the one-shot flame trap.

    • Minigun Turret: Self-powered turret with a minigun. Requires Gun Nut 4.

    • Gauss Turret: Very powerful, but very slow firing.

    • Javlen Missile Turret: Variation of the missile turret. Lock-on missiles fire Upward, then land back down on enemies. This means these turrets can be safely put inside walls or in the center of buildings.

    • Broadsider Turret: (Requires Last Voyage of the USS Constitution to be completed)

    • Alien Blaster Turret: (Requires destruction of the Alien blaster.) After studying the Alien blaster's make up, you can make a turret that shoots alien blaster rounds.

    • Cryolator Turret: (Requires Destruction of the Cryolator): After studying the Cryolator, you can make a turret that uses the same concept. Comes in both flamer-version and capsules version.


  • Robots well, there's already a mod that does this. But I'll just add one more:
    • Eyebot: Wanders around your settlement. When engaged in combat, it sets off an alarm, alerting all turrets and settlers.


  • Better Faction Rewards for settlements
    • Siding with the institute will allow you to build a Teleporter. This acts like the Guild Guide in Morrowind, letting you teleport to any settlement that has one built plus the institute. It also allows the same teleportation fast travel advantage as you get with the institute. Finally, settlements connected via teleporter are trade routed, making it an alternative to provisioners. Also allows for Institute tileset. Also you can build synths as settlers. Like the Robots of Graygarden they count towards the pop, but don't require bedding, food, or water.

    • Siding with the Minutemen will allow you to build an upgraded Artillery piece. Completing Our Powers Combined and Defend the Castle (2) gives you a binoculars to call in artillery instead of the clunky grenades. Finally, for taking the castle you get the Armory/Tavern. This structure will generate/attract minutemen that will not count towards your population, but act as guards and come running when you use flares.

    • Siding with the Railroad allows.... okay not quite sure what kind of reward the Railroad would give you. Possibly the ability to create a safehouse?

    • Siding with the BOS allows for the creation of the Recruitment post. This will generate BOS Guards for your settlements that you can take with you on missions. Doing this however will give you the "This settlement is under the BOS's Control" message (just like the Teagan quest) Also, you get the Vertibird landing pad, which a day after it's built will generate a vertibird that will defend the settlement if attacked and allow you to use the vertibird transport without having to call one in. Like the teleporter this will automatically trade route it to any settlement that is BOS controlled, allowing an alternative to provisioners.


  • Artillery Upgrade based on faction sided with.
    • Institute Artillery will be faster to respond and faster firing. Explosion is plasma rather than normal. Last shot is not explosive, but rather a spread of synth grenades to mop up whatever's left.

    • BOS Artillery has bigger area of effect and longer reach. Randomly explosions are napalm attacks, bathing an entire area in fire and setting enemies ablaze. Using artillery also summons a vertibird to finish off any survivors.

    • Railroad Artillery randomly shoots gas rounds. Gas rounds do not explode, but instead release a cloud of poison gas. Poison Gas frenzy's everyone in a large radius (larger than normal explosion) while slowly killing them. Does not effect robots.

    • Straight Minutemen artillery randomly gives a MIRV/grenade graqeshot attack, spreading smaller explosions all over. On top of this, you are given a Binoculars to call artillery from afar rather than using grenades if you take out the BOS.


  • Better (as in, more diverse) minutemen missions. I'll start a separate Idea Pool thread on that.
    • Ability to assign Minutemen squads to Settlement missions in the castle rather than doing it yourself (In a similar fashion to sending assassins to do missions in Assassin's Creed 2 Brotherhood, Revelations, and Assassin's Creed 3.) Missions might fail but you can assign multiple minutemen to do missions to increase the odds.


  • New Settler Activities: Lets your settlers do things besides farm, walk around with weapons, or sit an artillery or shop all day.
    • Objects that increase Happiness. Pool Table, Basketball hoop, card table, boxing ring, etc. Settlers will sometimes use these on their downtime. Also, Toilets, Showers, etc. will increase the settler's happiness (good hygene and all that.)

    • NPC-Assigned Crafting Benches. Basically, something like http://www.nexusmods.com/skyrim/mods/51024/?: It gives the assigned settler all the appropriate crafting perks, where you can pay the settler to make mods for you if you have the materials. You can also make a Settler-assigned workbench that way too, so you can pay caps for perk-required objects.

    • Barber Chair



They could also make some sort of "Gun Runner's Arsenal" type DLC. Call it "Blast from the Past." Essentially, every single FO1, FO2, FO3, FONV, and DLC weapon brought back with mods and in leveled lists. This includes previous iterations of existing weapons, such as the Gauss Rifle, Laser weapons, Plasma Weapons, Super Sledge, etc. As well as all the power armors/non power armors from the past too (including the tactics BOS armors and FO3 & Broken Steel enclave armors.)

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Alexandra Louise Taylor
 
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Post » Mon Jan 25, 2016 4:23 pm

I'd like an equivalent to Gun Runners' Arsenal.



KL-E-0's Picks. Or something.

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Trista Jim
 
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Post » Mon Jan 25, 2016 6:03 pm


KL-E-O's Pack from the Past. But as I said, in leveled lists this time rather than just being in a store.




That, the settlement thing, and Broken Steel 2 are pretty much what I'd want to see for a DLC. I really couldn't care less about a DLC underwater, in some other city, or in space. I really don't care to see "return of the enclave" or some nonsense like that.


And I REALLY don't want to see "cod simulation 2" aka anchorage.

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stacy hamilton
 
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Post » Mon Jan 25, 2016 12:32 pm

I want fallout 3 gameplay too with no voice back, three dog & fallout 3 weapons

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Isabell Hoffmann
 
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Post » Mon Jan 25, 2016 5:16 am

How about we ignore all this "settlement" focused DLC and request good written DLCs like NV? (I believe in you Bethesda!) We have nothing to worry about with the world creation of the DLCs.

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Abel Vazquez
 
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