Future DLC Suggestions #6

Post » Fri May 27, 2011 6:30 pm

http://www.gamesas.com/index.php?/topic/1143839-dlc-suggestions-4/

This topic is for all DLC suggestions and thus where all suggestions and ideas members have for such. There is no official news on any planned DLCs yet but we know some are anxious to share their ideas. Having central place to make all these suggestions and ideas makes for a more tidy forum and helps keep more varied topics on the first page.

All other threads made for suggesiont/ideas for dlcs will be locked and referred here. If you see some new member make a suggestion/idea thread for DLCs please report it so a moderator can close it and refer them to this thread. Or help us out by linking them and then reporting it.

Please refrain from flaming others for their ideas and let's try to keep it free of spam.


Thanks from the moderator team.
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Fri May 27, 2011 9:56 am

And it's time again for my regular suggestions.

hardcoe Mode +1
  • H20, SLP and FOD meters go up three times as fast.
  • Radiation intake is tripled (Or maybe just x2.5)
  • Doctor Bags cost 500 caps
  • Doctors cost 500 caps to heal your health, radiation or addiction level. (Doc Mitchell will do all three for 250 caps but only heal limbs to 50% and only remove half the
  • radiation)
  • If you don't meet the weapons soft requirement then you're going to sway alot more and reload slower despite your Agility stat if you don't meet it.
  • If you don't meet the Strength Requirement then reload speed should be much more slower than it currently is, weapons sway more and recoil is like crazy.
  • Caps have weight.
  • Healing items (Chems and stimpacks) have weight.
  • Repair vendors charge twice as much as they currently do.
  • Weapon mods' price is increased by five times.
  • Ammo weight is tripled (excluding missiles which already have a ridiculous 3 weight.)


And then hardcoe Mode +2
All of the above but also with:
  • No fast-travel.




Please add in assassins or bounty hunters for each faction if we piss them off.
Like these:
Powder Gangers.
NCR.
Legion.
Khans.
Houses Securitrons. (Yes they'll go outside of Vegas/Freeside.
Kings. (Yes they'll go outside of Vegas/Freeside.
Van Graffs. (If you slaughter the store then Jean Baptiste and Glorias mother will send her own assassins after you)
Nightkin. (Black Mountain, kill them off then you'll get Nightkin after you/Kill Keene)
Fiends. (Yes add a reputation bar with them, I know it can only go down.)
Boomers. (If you kill Pearl and Loyal)
Brotherhood Of Steel. (If you kill even one of their soldiers)
Gun Runners.
Crimson Caravan.
White Glove
Omerta.
Tops.

I know it's a long list but I really think there should be more to it if we piss off a faction.



Extreme Mode pl0x!

No seriously, I'd really like that.
A non-canon mode which gives the enemy (or ally if you side with them) incredible equipment.
Sure the PC could get it as well once one kills a hostile NPC but it would still be a challenge.
Maybe just up and remove things like young gecko's or purple gecko's and molerats and replace them with something more dangerous like big packs of nightstalkers.

Just imagine how hard it would be at early levels when Powder Gangers run around with missile launchers and plasma grenades.
Or how NCR Troopers are all of the sudden armed with sniper rifles and Assault Carbines.
Or how Legionnaires are armed with stuff like Super Sledge and Ballistic fists.
Or how Nightstalkes at early levels have 5 more in their DT and their poison twice as dangerous.



Turn-based combat.
I remember this mod: http://www.youtube.com/watch?v=oFABEnF7b6I
Listen, I know it ain't as good as the old games but please, create some form of turn-based combat for us in a DLC.
Even if it's as simple as this thing.



Hey Obsidain, mind adding a new faction in the wastes which use completely random weapons and start showing up at lvl 20 around a lot of places in the wasteland?
From 9mm pistol to grenade machine gun, these guys and gals will use everything. (Except mines, I don't know if NPC's can plant mines or how their AI would work with that)
I wouldn't mind it if they had about as much info as Vipers have in the game (none) but it would be better with some new dialogue or holodisks explaining a teeny weeny bit about them.
This faction could really switch up the gameplay.
One time you're meeting four of them with knife, sawed off shotgun, plasma pistol, flamer and the next time you might meet eight of them but this time with knife, riot shotgun, scoped hunting rifle (Yes, these guys are allowed to use modded weapons as well), plasma grenades, brass knuckles, grenade launcher.
It would mean that sometimes these guys can pose a real threat.

And if not completely random, how about them spawning at lvl 1 but gaining leveled equipment alongside the player?
So that by lvl 30 the only items they will use are the top of the line weaponry like multiplas rifle, grenade machine gun, ballistic fist, AMR, super sledge etc.

This faction would also wear either random armor (if going by the first example) or leveled armor.

Where should they spawn?
These guys take over other npc's and creature spawns temporarily.
So for example, at the first dry lake there are tons of giant ants.
But when you go there you might meet this faction who has replaced their spawns.
After you kill them and wait three days the spawned creature will once again be giant ants.
If this is too complicated and can't be done then just add at least 30 new spawns for these guys around the wastes.

Don't get me wrong.
I don't want this faction to be it's own DLC.
But rather have this faction be included as a bonus with Dead Money or Honest Hearts.

One problem I see with this is that we might have it too easy to earn money by killing them.
So how about this, these guys have explosives on them which are rigged to a small heart monitor so that when they die they automatically blow up into tiny pieces and all equipment they have will be lost. (I think I saw this on a Lost episode.)
Why they do this? Maybe they don't want their enemy to get the upper hand if one of their members were to die.
You can still pick-pocket their stuff though but they have a raised awareness so it might prove more challenging than with regular npc's.

This faction might actually be a faction that is challenging to meet.



Obsidian, take a look at this thread: http://www.gamesas.com/index.php?/topic/1148266-they-shoulda-been-companions/
If it's possible for you (with the voice actor/lore/character/???) to make some of them companions in a DLC as a bonus I'd think we'd all appreciate it.
(I know they need their own storylines and all but you've got great writers so that shouldn't be a problem right? ;) )


I don't know if there is a patch thread anywhere so I'll just post this here.

My interpretation of Explosives: (How they should be designed: Fixed by a patch)

Pro's:
* Enormous AOE damage.

Con's:
* Expensive ammo.
* Rare® ammo.
* Slow rate of fire.
* Very VATS focused. (with grenades and especially dynamite..)
* Blows every thing that isn't inside a container or a body to narnia.
* Can kill companions fairly easily.
* Double edged damage. (You can die from you own weapon very easily)
* Breaks your limbs.

Okay, that's my interpretation.
Now, how many of these pro's and con's are in the game?
All of them but rare ammo and enormous damage.
So if we take those two away, currently it looks like this:

Pro's:

Con's:
* Expensive ammo.
* Slow rate of fire.
* Very VATS focused. (with grenades and especially dynamite..)
* Blows every thing that isn't inside a container or a body to narnia.
* Can kill companions fairly easily.
* Double edged damage. (You can die from you own weapon very easily)
* Breaks your limbs.

YouseewhatIdidthere?
Explosives currently have no actual Pro's to weigh out the Con's IMO.
Explosives "need" that ridiculous damage.

It might seem too powerful but you know what? They're meant to be like that.
A dog is not suppose to be able to survive a freaking dynamite!

I'm against realistic damage otherwise but considering how unbalanced and utterly CRAP Explosives are I think that they need this realism.
Only problem is GMG though as it's ammo is plentiful and kills stuff with ease.
Maybe it's ammo should be cut back a little but keep it's damage.

So Obsidian, mind patching Explosives to make them worth a damn?

And before anyone says anything: No I won't consider Explosive a support skill in New Vegas, maybe it was in Fallout 3 but now the skill has the chance to become a main skill.
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Fri May 27, 2011 11:01 am

Perhaps Utah? I believe Ringo said there is a town doing quite well. Reno could be another area, and if memory serves a singer was running away from some type of "business man" (a crime lord of sorts).

EDIT: Decided to copy/paste my old suggestion.

Other than the two areas mentioned within Dead Money (Big Empty and The Great Divide), there is one area I would like to go to: Denver. Denver was supposed to appear in Van Buren (canceled Fallout Game) and is described to have huge towers and streets that have wild, savage dogs (including the cyber variety like Rex) roaming the streets. The Legate also mentions the Legion taking over Denver, but saying that it was not in the Legion's best interest to have taken it over. This could mean that Denver may have little to nothing within it, or perhaps the Legion did not have the ability to "tame" Denver, or perhaps risked too many resources for it.

There had to be more to Denver than meets the eye. And seeing as how Van Buren is gone, this would be a great way to see what it was that we were supposed to see. It would also be a good way to introduce Cyber Dogs as enemies rather than Rex being the sole Cyber Dog in New Vegas. Another neat aspect would be exploring the towers that were left from the war. Rather than having exploration in a horizontal manner, we would have a vertical climb, and even have to deal with the danger of falling to our dooms. Plus building exploration could bring back some flavor from Fallout 3, seeing as how most dungeons in New Vegas are more of the cave variety.

Civilization wise, there are two known groups. The first is a group of scavengers that live in some of the towers. They stay in the higher areas to avoid the dogs and dangers. Whether or not they have been dismantled by the Legion is unknown.

The second is the Legion itself. The Legion has a presence in the Mojave, but not as much of a presence as NCR. Plus with the NCR having more quests than the Legion, this could be a good way for the developers to allow more interactions with the Legion, and more quests. Plus this would be a good way to incorporate the actions of the player into a DLC. If the player is liked by the Legion, they will be able to interact and gain more favors with the Legion. And if the player is hated by the Legion, they'll have another threat to deal with while in the DLC.

Here's the low down of the DLC:

- New main questline for the player to playout (I know I didn't give a reason as to why the player would go to Denver, but I am sure the developers can come up with that).
- More interactions with the Legion faction. Players actions beforehand determine if they're friend or foe.
- New areas for the player to explore, including huge towers and streets.
- New enemies, including packs of Cyber Dogs. Perhaps new variations of Legion soldiers.
- New items and rewards such as weapons, apparel, perks, chems, challenges, recipes, and more.
- Possible level cap increase with possible additions to level up perks.
- Possible side quests for more playtime within the area of the DLC.
- Estimated playtime of DLC: 6-10 hours.
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Fri May 27, 2011 1:44 pm

IDEA:

You have to tell people you killed Mr.House and then choose between a casino group (with Yes Man / Mr.House only), or the legion, or the NCR, and take control of the Strip reopen the Lucky 38 and also for some reason, travel to Denver. Along with my previous ideas about the whole Marriage (optional) thing, the ability to craft armor mods, and the ability to tune radios, other peoples ideas about more weapons and weapon mods, melee weapon mods, the ability to go to and fro the Sierra Madre, maybe throw in a level cap increase and you got yourself a story/game-play continuing DLC.

Also a great idea to add to the above idea would be if you chose Mr.House or Yes Man, and to make it non exclusive, you can betray the NCR or The Legion and upload yes man, you have to make your own faction with the strip families and vault 21, integrate or ally the BoS, integrate the remnants, ally the FoA, ally the Van Graffs, ally the NCR or Legion, and you need to do something along the lines of forming your empire and doing empiric stuff.

Of course the middle section idea would be almost or completely non-cannon.
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Fri May 27, 2011 2:57 am

Old School Mode. (Or Classics Mode... Or "How Fallout Should Be... Mode")

* Perk every third level.
* Level Cap is 21.
* You get twice as many skill points but all skill caps are raised to 200%
(Hacking and lockpicking minigames are removed and replaced with dicerolls)
(Perks needs to be tweaked for this one.)
* You gain health depending on your END and STR stats, for every third point in strength you get an additional hit point, and for END it's like this:
1. 3
2. 3
3. 3.5
4. 3.5
5. 4
6. 4
7. 4.5
8. 4.5
9. 5
10. 5

Maximum health per level is at that point a total of 8 with max STR and max END.
And minimum health per level is 4.
But you don't get ANY initial bonus to health, you start at 100 in health even if you have 10 END and 10 STR.
* Make combat like this, only yknow, more polished and tweak some stuff: http://www.youtube.com/watch?v=oFABEnF7b6I (I know I use this video a lot but I want some form of turn-based gameplay damnit!)
* If you don't meet the STR req or soft skill req then you will get like 10% at most in accurcy.

And uhm, I'll come back when I think up some more.



I don't know if there is a patch thread anywhere so I'll just post this here.

My interpretation of Explosives: (How they should be designed: Fixed by a patch)

Pro's:
* Enormous AOE damage.

Con's:
* Expensive ammo.
* Rare® ammo.
* Slow rate of fire.
* Very VATS focused. (with grenades and especially dynamite..)
* Blows every thing that isn't inside a container or a body to narnia.
* Can kill companions fairly easily.
* Double edged damage. (You can die from you own weapon very easily)
* Breaks your limbs.

Okay, that's my interpretation.
Now, how many of these pro's and con's are in the game?
All of them but rare ammo and enormous damage.
So if we take those two away, currently it looks like this:

Pro's:

Con's:
* Expensive ammo.
* Slow rate of fire.
* Very VATS focused. (with grenades and especially dynamite..)
* Blows every thing that isn't inside a container or a body to narnia.
* Can kill companions fairly easily.
* Double edged damage. (You can die from you own weapon very easily)
* Breaks your limbs.

YouseewhatIdidthere?
Explosives currently have no actual Pro's to weigh out the Con's IMO.
Explosives "need" that ridiculous damage.

It might seem too powerful but you know what? They're meant to be like that.
A dog is not suppose to be able to survive a freaking dynamite!

I'm against realistic damage otherwise but considering how unbalanced and utterly CRAP Explosives are I think that they need this realism.
Only problem is GMG though as it's ammo is plentiful and kills stuff with ease.
Maybe it's ammo should be cut back a little but keep it's damage.

So Obsidian, mind patching Explosives to make them worth a damn?

And before anyone says anything: No I won't consider Explosive a support skill in New Vegas, maybe it was in Fallout 3 but now the skill has the chance to become a main skill.



Ayeah, one more thing, Obsidian, do ya'll plan to actually patch this game until at least all ridiculous bugs and glitches are gone?
Cause IIRC Bethesda never patched, among other things, The Steelyards roof which we fell through if we had Point Lookout installed.
After all the DLC's are pumped out, please don't do what Bethesda did and leave the game without patching it up first.
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Fri May 27, 2011 6:21 pm

My idea is for the 360 and ps3. My idea is to be able to build any thing you want and to be able to fix up the vehicles so you can drive them also more crafting abilities like being able to build more weapons, and weapon mods. It would also be a good asset to be able to equip weapons to the vehicles.
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Fri May 27, 2011 3:42 pm

My idea is for the 360 and ps3. My idea is to be able to build any thing you want and to be able to fix up the vehicles so you can drive them also more crafting abilities like being able to build more weapons, and weapon mods. It would also be a good asset to be able to equip weapons to the vehicles.


Weapon mods. Maybe.

Vehicles? No. The engine can;t support them properly without the sort of extensive recoding that is usually done when the game itself is in development.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Fri May 27, 2011 5:19 pm

idea for a weapon/ quest DLC: the mission has to do with lakelurks, what happens is: (Quest name: Scuba-Lurking) Knight Lorenzo of the BoS wants some info on the lakes of New Vegas, so you have to go to Lake Mead and Lake Las Vegas with a pair of supplied binoculars and gather basic info, this info is about lakelurks and their special abilities to use sonic pulses as an attack, you will then return to him and he will tell you to kill multiple lakelurks (10-25 sounds reasonable) and bring back 10-25 lakelurk pulse glands (included in the DLC only), then Lorenzo will tell you to investigate the lakelurk king (if you already killed it another one would spawn) by taking pictures of the cave and it inhabitants, mainly the lakelurk king, after taking this info back to Lorenzo, he will tell you to kill the lakelurk king if you haven't already while you were there, which is highly likely, and then bring back a vial of its blood for DNA testing. As a reward for this quest you will be given the Sonic Rifle in perfect condition, 1500 caps, 2000 with a barter check (65) and 3 weapon repair kits, 5 with a repair check (75) and 500 exp. Also, an unmarked quest given by Lorenzo after competing Scuba-Lurking, he will say if you bring him in more lakelurk DNA and some weapon parts, he will make you special stuff. That stuff is mods for the Sonic Rifle: Sonic Rifle Silencer: 15 total extra DNA samples and a Plasma Rifle mag. accelerator, Sonic Rifle Accelerator: 30 (15 more) total extra DNA samples and a Sniper Rifle suppressor.

Sonic Rifle Description: Using the lakelurk's natural sonic ability, emits a blueish sonic wave, that is very loud, it takes MF cells.

Mods: Sonic Rifle silencer: reduces noise, drastically;, Sonic Rifle accelerator: increases rate of fire.

Various: energy: 70, str: 6, dam: 44, dps: 91/138, spread: 0,0777, clip: 12, ammo/shot: 2, shots/clip: 6, crit.: x1.5, crit. attack: 66, HP: 125
User avatar
Caroline flitcroft
 
Posts: 3412
Joined: Sat Nov 25, 2006 7:05 am

Post » Fri May 27, 2011 4:01 pm

More traits at the beginning.

Examples:

Supersize! - "You're muscles are so huge, you can plow through almost anything! You gain +1 to your Strength, but because you're so big you run 10% slower than normal."

Old School - "You refuse to get all caught up in those new fangled weapons. With Old School, your Guns Skill get +20, but at the cost of all other weapon skills receiving -20."

New Age - "You're absolutely obsessed with all advanced weaponry! With New Age, your Energy Weapon Skill gets +20, but at the cost of all other weapon skills receiving -20."

Challenger - "You're not one to just want a walk in a park. You want a brawl in that park! With Challenger, more enemies will be encountered in areas. Previously empty areas will have more critters or faction-related NPC's. Roads will be patrolled by factions and critters alike. Enemies will be more frequently replaced by stronger versions of themselves, and may be better equipped. Not a trait for those who just want a walk in a park."

Bag Boy/Girl - "There seems to be more available on the menu when you look in the fridge. All food, drinks, chems, medicine, and animal parts will appear in greater bulk, however, all consumables will only have half of their original effectiveness. This includes hardcoe Mode."

Conserver - "The rule of thumb of keeping things maintained is this: Do less with them. Your weapons and armor degrade 10% slower than normal, but at the cost of 5% less damage and -2 to Damage Threshold."

Comfy Livin' - "You're extremely used to staying home and out of the wastes. With this trait, all food and drink increase in all effects by 50%, but the FOD, H2O, SLP, and RAD meters go up twice as fast as normal."

Boxing Champ - "Who needs knives, guns, or grenades when you've got good old lefty and righty?! With Boxing Champ, your Unarmed Skill gets +20, but all other weapon skills receive -20."

Barbarian - "When push comes to shove, you push back with a beat stick in hand! With Barbarian, your Melee Skill gets +20, but all other weapon skills receive -20."

Mad Bomber - "Sure the enemy may have a fancy gun or sharp knife, but what's that going to do for them when they explode into bits? With the Mad Bomber, your Explosives Skill gets +20, but all other weapon skills receive -20."

Coward's Way - "You've learned to stay away and avoid fights when possible. While in sneak mode, you move 10% faster than normal. Why are you hiding in the first place? Because you have 30 less HP is why!"

Pack Mule - "Your trips through the wasteland have taught you the value of carrying some extra goods. You'll be able to carry 50 extra pounds, but with all of that heavy weight you'll move 10% slower than normal."

Jack Rabbit - "Who needs all that extra junk when you can just skip through the Mojave in seconds? Though you can move 10% faster, you'll have to sacrifice some carrying weight for the extra speed. 50 pounds to be exact."

Quick Reflexes - "Throwing one big punch is okay, but why not a whole bunch of small ones? With Quick Reflexes, you'll be able to swing melee weapons 5% faster than normal, but at the cost of 5% less damage."

Mojave Roadrunner - "You're one fast son-of-a-gun! With this trait, you'll be running 50% faster than normal. Whoo! But you had an accident, and your Pip-Boy's Fast Travel system is on the fritz and can no longer be used."

These are just a few I cooked up. I may come up with more (or if anyone else wants to try their hand at it they can come with some). I would suggest these come with another DLC like Dead Money did with some level up perks.

Note- Some of these I wrote while half asleep, so forgive me if the names are taken or what not.
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Fri May 27, 2011 5:46 am

Hello everyone! I thought about this: the new companions.

Bobby Brutus:
He is a kind of Super Mutants, became so when he went to the Necropolis, he was hungry and thirsty, and finding nothing but dead bodies of Super Mutants and ghouls, was forced to Cibas of Super Mutants. Not the Ghouls, which he thinks are disease-carrying blood.
Because of their body, containing the FEV, he too began to change. Has become tall and strong as one of the Super Mutants, however, his skin remained unchanged, as her hair. Only her voice varied, becoming deeper and more hoarse sempe.
With this change, Brutus managed to survive radiation, starvation and dehydration for over 200 years!
However, in addition to increasing his strength, he increased his intelligence, becoming proficient in firearms and build different lasers. in particular, he always comes out with his trusty Solar Laser RCW.

In short, he provides the following bonuses:
Guru-desert: 50% reduction of damage to your hunger, radiation, drowsiness, dehydration and 25% of your endurance during the fight.

-The Master: Brutus is very good with any energy weapon, and always causes damage in more than 35 with any energy weapon, but only 10 with the firearms

Friend-repairer: Brutus allows you to repair your equipment for free, as long as you have available the following materials such as scrap metal, empty cans and scrap electronic.

Interesting eh?
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Fri May 27, 2011 3:26 am


Interesting eh?


People don't become super mutants by being exposed to the blood of super mutants. Also why would everyone be dead in Necropolis? Are you trying to say the Vault Dweller killed everyone there?
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Fri May 27, 2011 5:52 pm

People don't become super mutants by being exposed to the blood of super mutants. Also why would everyone be dead in Necropolis? Are you trying to say the Vault Dweller killed everyone there?


You know, I noticed that even if a man comes into contact with the FEV, is it possible that he still harbors the virus in his body, obviously not at those levels, which led him to change.
Brutus turns too, but not like other Super Mutants: on the contrary, he keeps his skin, his hair, his eyes. In short: preserve all of his humanity (including his reproductive organ).

Then I thought for his own mutation in Necropolis, just for that.
He has 200.
But I think he is a super mutant, but a super human being, as it has been able to have children, that unlike Brutus, seem to normal people, but they age more slowly once they reach puberty.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Fri May 27, 2011 2:28 pm

Only way to become a super mutant with FEV is to be dipped in a vat or spend a really really long time in whats left of the Vats like the enclave miners in FO2. I don't like is he became mutated after drinking mutant blood.
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Fri May 27, 2011 2:23 pm

Hey try to lissen what the rest of the users think about this. Ok?
However you should know that anyone who drinks the blood of a person is infected, has the ability to take 100% of his illnesses.
It 's very likely with Brutus, and so is the rest of the real world and also in the Fallout universe
User avatar
CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Fri May 27, 2011 10:08 am

FEV does not work like a normal virus and drinking the blood won't infect you. If just a small amount of exposure to FEV made you into a super mutant then walking around in side Mariposa in FO2 would have made a character a super mutant. The Master would not have had to dip peoples entire body into a vat of the stuff. All he would have had to do was throw a small amount on you. Anyone who as every killed a super mutant and got blood on them would have become a mutant. FEV pretty much changes you and then burns itself out.
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Fri May 27, 2011 3:25 am

FEV is not just a virus, as Doctor Curling on the Oil Rig says it's Bio-Chemical, it's not a proper virus, that's why it's in green, gooey liquid form.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Fri May 27, 2011 1:24 pm

I said eat or drink, do not touch or even touched!
Brutus was cibato of the bodies of Super Mutants! Cannibalism!
The FEV is a virus!
The FEV is a disease!
Scientifically it is possible that he becomes a sort of mutant, but not as a real Mutant of Mariposa.
I explained. you have not read what I wrote?
Brutus is NOT a Super Mutant, but a derivation of FEV!
He is a kind of superhuman!
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Fri May 27, 2011 11:22 am

I still want to be able to make bombs out of C4 and suitcases, teddy bears, briefcases, tool boxes and Doctors bags. C4 and one of those items plus egg timer. Bigger the object bigger the boom!. I want to be able to set the bomb outside of a casino and carry it in. Higher your speech/charisma the better chance you have of getting it past gaurds. Since its an egg timer you only have so much time to set it and get it in place. I just want to be able to plant a bomb casually without having everyone turning hostile. Just walk up and leave it by the target.

Edit: better yet forget the egg timer and just have C4 in the object and use the detonator. Egg timer can be for dynamite filled objects, less powerful and only x amount of time before it goes off but its alot cheaper.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Fri May 27, 2011 1:25 pm

An option to sell "This Machine" to the Gun Runners this way future Fallouts can have the M1 Garand as a common weapon. :tops:

By sell it I mean, go to Isaac and say "this weapons is awesome and I bet your bosses at the Gun Runners would make alot of caps off this baby." He asks to try it out, he then agrees and pays you 5000 caps for it. Gun Runners reverse engineer it and make many copies.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Fri May 27, 2011 3:39 am

An option to sell "This Machine" to the Gun Runners this way future Fallouts can have the M1 Garand as a common weapon. :tops:

By sell it I mean, go to Isaac and say "this weapons is awesome and I bet your bosses at the Gun Runners would make alot of caps off this baby." He asks to try it out, he then agrees and pays you 5000 caps for it. Gun Runners reverse engineer it and make many copies.

Would be nice if we could do this with all one of a kind weapons.
EW would have to be specific to Van Graffs of course. (Pulse Pistol, Gauss Rifle, Tri-Beam.)
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Fri May 27, 2011 2:56 am

how about "your own settlement maker" giving you a way to go out into the wastes anywhere un-populated but secure e.g. no enemy spawns and start a settlement. starting out as just a demountable house (yours) but having the ability to buy more houses (allowing room for other settlers, whether it is just passing caravanner's looking for some where to stay or even settlers from other towns looking for some where safer) and other additions e.g. fences ,water pump (liberating your settlement from solely relying on caravan traders), and a shop that comes with a hologram trader. I think giving players the freedom to make their own settlement would be AMAZING (of coarse making a settlement may go with all the cons and pros.) making money (if store is bought), town may come under attack from any faction for control but you can also fight it off of them if control it but that will obviously affect the way they react to you or you can buy it off of them (price being judged on how many buildings in settlement.)
what do you think?
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Fri May 27, 2011 5:36 am

how about "your own settlement maker" giving you a way to go out into the wastes anywhere un-populated but secure e.g. no enemy spawns and start a settlement. starting out as just a demountable house (yours) but having the ability to buy more houses (allowing room for other settlers, whether it is just passing caravanner's looking for some where to stay or even settlers from other towns looking for some where safer) and other additions e.g. fences ,water pump (liberating your settlement from solely relying on caravan traders), and a shop that comes with a hologram trader. I think giving players the freedom to make their own settlement would be AMAZING (of coarse making a settlement may go with all the cons and pros.) making money (if store is bought), town may come under attack from any faction for control but you can also fight it off of them if control it but that will obviously affect the way they react to you or you can buy it off of them (price being judged on how many buildings in settlement.)
what do you think?

Don't like it.
This isn't Sims or anything like that.
Don't think it's something important enough to put focus on. It's more like a little toy feature of no real importance.
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Fri May 27, 2011 3:53 pm

A small change that can be added to any future DLC. Drinking a beer will give you a bottle cap.
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Fri May 27, 2011 6:35 am

A small change that can be added to any future DLC. Drinking a beer will give you a bottle cap.

Beers use corks! :bonk:
Seriously though, this should really be added.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Fri May 27, 2011 2:49 pm

Yeah I'm just gonna drop this here and continue on it later.
http://img814.imageshack.us/img814/8345/charte.jpg

This is a DLC idea I have, kinda tired right now so my brains not well working urgle gurgle /cavemen IQ.
Will detail it more later on and explain what the hell that chart actually is... But I think I have a vague description in there..

...
Oh and I drew Ulysses and took a pic with my mobile phone: http://img696.imageshack.us/img696/688/ulysses.jpg
WATCH THE BLURRYNESS AND FEAR IT!!!
[edit]
My god his arm is out of proportion. :cryvaultboy: /sad
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Next

Return to Fallout: New Vegas