Fallout 5 Wishlist
This is my “Fallout 5 wishlist”! Fallout is one of the biggest pillars in the role playing genre of video games, and one of the most interesting worlds for story telling and location variety, that's why when it eventually arrives I really want Fallout 5 to make a big splash and set a new bar for gaming, let's begin.
One thing Bethesda always likes to say about their games is that they want you to feel like you are living another life while playing them, and Fallout is part of this too, so, the first thing that Fallout 5 needs is a system to make the NPCs feel like real people, let me explain: for all the smaller factions that are not directly tied to the story like for example Raiders or the Children of the Atom, at the moment in which the player is creating a new save file, based on some boundaries set by Bethesda, Fallout 5 assigns a random amount of resources, loot, people and fortifications to each one of the minor factions, which will then proceed to actually interact with each other while you take on your personal adventure. In addition you must also consider that the people of these factions can interact with each other independently from the player's actions, and you can start interacting with them at any point in this “simulated factions” system.
Vehicles are a feature that should really be implemented for Fallout 5, but let's try to make it right so it's not overpower and it's not something that breaks the Fallout feel, and its gameplay loop in building and improving a character. After all, any limitation or balance that Bethesda puts in their games can later be removed with Mods:
1) vehicles can be crafted and modified to be more resistant, fast and mount weapons
2) vehicles need fuel and ammo to function, a base vehicle without improvements with max ammo and fuel can be used up to 45 minutes, a maxed out vehicle instead works up to one and a half hour
3) there are not super resistant or military vehicles because this would be over power
4) there should not be more than 5 vehicles in total for the player to craft and modify to ensure they don't become the focus of the game
5) certain areas should not be suitable for vehicles but each one of those must have a valid reason for it
Let's now talk about the dialogue system, first off, if the new dialogue system from Starfield is as revolutionary as Bethesda says it is, Fallout 5 must be built upon it by including:
1) the return of the Karma system: bad actions diminish your Karma, good actions increase it, and depending on who you choose to be you will unlock new dialogue options and special abilities only available for good or evil characters
2) give agency to the player like in Fallout New Vegas, so that almost any NPC can be killed without breaking the story, but also increase the amount of important choices and consequences that the player has to make in Mass Effect style
3) and the last one for dialogues is rather obvious coming from Fallout 4, every dialogue can potentially have more than 4 options to continue the conversation and each option must be fully written down, no more “sarcasm” blank options
Since we mentioned crafting earlier talking about the vehicles it's time to tell you how I would modify it:
1) the player is able to craft weapons, ammo, vehicle parts, clothes and armors from scratch with the proper materials
2) while each item has a few layers of modifications that you can apply to them, you are not able to do things like transform pistols into rifles and vice versa because this would cheese out the importance of each individual item
3) the legendary items system does not return but it's simply replaced by choosing a different and better item over a previous one like it was in Fallout 3 and New Vegas
And finally, let's talk progression and perks:
1) at its core the new progression system should be a skill tree with up to 3 branching layers, but certain abilities can be reached by more than just one of the branches, this ensures that each Fallout 5 character while being of a specialized class can still have abilities not completely in line with the main type of abilities chosen in the skill tree's path
2) and, there needs to be a special group of new perks that we will call “actions”, which can also be improved to have their usage expanded, for example, one of these special perks could be climbing, which at level one allows you to walk away through windows or climb over small walls, but when maxed out you can also climb mountains or high buildings.
#Fallout5 #Wishlist #Fallout
Intro 00:00
Real NPCs 00:33
Vehicles 02:00
Dialogues 02:59
Crafting 03:51
Perks 04:45
Bye bye 06:00
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