jueves, 20 de junio de 2013

Companions on Fallout 4

Where do I start? So much about the subject.
 Let start with what I didn’t like about the companions in previous fallout games and in Skyrim.

-The limit. I play Fallout 3 and Fallout: New Vegas with some mods that allows you to travel with several companions, and my only complain about that is the fact that in small places things get messy, but in general works really well a big group.
 A solution for that can be given through the Charisma Stat, as it was use in Fallout 2.
 That determinate how many companions you can have.
LIMIT=CHARISMA/2
When the charisma stat is an odd number, the result is rounded down. Ergo, a character with CH 9 will only be allowed 4 NPCs. Since SPECIAL imposes a strict cap of 10 on all stats, a player can have, at most, five "normal" NPC followers.
 If the Nerve Stat for companions will by apply, that works like in Fallout: New Vegas.

 -How they block doors.
 Some characters just step in front of some place and there is no way of move they. Skyrim add the command to grub something, or to sit in a chair and stuff like that, still there is places where the companion can’t interact with anything and still step in front of a door blocking the way.
 Fallout 2 have the same problem and a very functional and practical solution to it: The Hand. In the next Fallout game could be add that command to the companions wheel. The Hand that basically say to then: -“Move of the way”. Something fast and functional without have to get into a dialogue with they.
 The Hand option should be available of be used with some NPCs to.

-How they get in the way.
 I get it with Lily for how “protective” that particular character is even tells you she will step in front of you, but I can’t count how many times I kill Charon by accident because the psychopath just jump in front of where I was shooting, (the same for Veronica). A better AI for the companions that evade those kinds of situations.
 I like the option of ask they to fight at range or up-close.

 Things I like and would like to see again plus some suggestions.

-That every companions have to be recruited in a particular way. With a previous quest and/or through some dialogue line that involves perks/skills/stats.  

-Their reaction to the environment, places that are visited, other NPCs and certain situations.

-That all of they have a personal quest, I would really like to see more about that in the next Fallout game.

-More variety of companions that in some way complement among each other; like, Melee/unarmored characters with stealth characters; firearms characters with energy weapons characters; so one can go with a “little gang” of characters that will shoot or punch; but obviously, that still exist the chance of mixing they up (shooter plus melee character, etc.).

-That one can choose they equipment. Many times they change clothes, armors, accessories, weapons to some that are not that good or “convenient” in certain situations. So, that one can place in the inventory what weapons wants the companion to use (according to what tag skill have, and/or preference). When that weapon broke, that change to next better, but (as happens with Raul) when you give they a plasma rifle that do more damage that a shotgun, and are skill in firearms, they equip the plasma rifle. Those thing should be consider as a “defect weapon”, a second choice when bullets run off or the gun broke.

-That the companions consume items. Need to drink, eat and sleep plus being heal. If they are hurt, that use stimpack, food or any other thing that helps to heal, but that don´t be something “magical” that’s happens at the end of every fight.
 If they don’t have it in the inventory, that the player character can administer it or just give it to they.

-Give the order to do something like open a door, take stuffs, and more. If a player character have a low Science Skill and can’t hack a computer, but a companion do have the requirement, that be available the option that the player character can give the command to the companion of doing it, the same for lockpick, explosives, repair and any other skill require in the moment.    

-That they have personal perks and companion perks. Give something to the character besides their own skills.

_More slide-scenes at the end of the game depending in the action, karma, etc. even if the companion dies, and not just one that overwrite all the other slide-scenes saying something like: -“…but at the end dies in an anonymous grave”._ that could be the final one, but also being show the accomplishment of that particular character (if there was any).

-A larger variety of companions that includes: A Dog (must be a dog), a Super-Mutant, a Ghoul, a Robot, a Replicantmen, and many different other character with “specializations” like a melee character, an unarmored character, and energy weapon character, a sniper, a medic, a repair, a science, a stealth, etc. All following the characteristics previous mentioned.


I can’t thing in anything else right now.









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