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.
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.
-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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