I’d like to hear your thoughts.
I feel that there should be a trade off for each race. Example, a Ghoul would be damn near invincible to rads but normal chems (including stimpaks) wouldn’t work as well.
I’d like to hear your thoughts.
I feel that there should be a trade off for each race. Example, a Ghoul would be damn near invincible to rads but normal chems (including stimpaks) wouldn’t work as well.
I kind of see it like the different races in Skyrim. I can't walk into the Orcish villages without people trying to murder me every second they get, but if I waltz in with my main orc, they chat me up like its a family reunion.
Diamond City mainly hates the synths, but they seem to be on good terms with non-humans that I could tell. They let the kid sell water, at least anyway?
^Diamond City forced the entire ghoul population out of the city.
As far as multiple races, sure. That it would have an impact on dialogue would be a highlight of such a system not a problem. TES was already mentioned by a few, but just as importantly would be a series like Dragon Age which has done great things with multiple races and classes and subclasses and origins, a separate type of dialogue modifier from race. And Dragon Age is better for it.
I think it'd be something like
ghouls: +immunity to radiation, and heal slowly in radiation
+slight boost to agility
-less effective with big guns
-less favourable dialogue with certain npcs (brotherhood, enclave, some towns, etc.)
S Mutants: +immunity to radiation
+innate dt/dr
+increased strength and/or endurance
-cannot wear most armours, or need different armour from regular npcs
-less favourable dialogue with certain npcs (see above)
humans: +probably like in d&d, they'd have no distinct advantages, but would have a slight boost to all skills/additional special
I’d like it, especially if quest dialogue and backstory changed depending on your race. It wouldn’t be easy for the developers and I can’t imagine voicing a super mutant main character, but it would be interesting if they found enough voice actors or at least did an unvoiced protagonist.
What I’d expect:
-Customization (at least limited)
-Buffs/debuffs
-Relationship with different factions depending on your race (e.g. BoS would be hostile to super mutants, but other mutants would be friendly)
-4 races: super mutant, ghoul, 3rd gen synth (same customization as humans, but different buffs and faction status), 2nd gen synth (like Nick)
-Different weapons and armor for every race with easy-to-find merchants
-At least one possible backstory for each race
What I wouldn’t expect:
-Animals
To be honest, I can’t even imagine animal races. I have a mod called Playable Deathclaw and it’s painful to try to get through the doors. I’d say that would be a negative value for super mutants as well, but Deathclaws would be limited to outdoors and that would crop the space you can play in even more. A small DLC would be nice, though. I’d download it, but it would be too much work for a main game story that not everyone would like.
Humans may remain the most beneficial race, but which real Fallout fan plays a game only once? Different races would add so many possibilities for subsequent playthroughs and keep things interesting. Just look how many “Playable...” mods are out there and I won’t pretend I didn’t search for them myself.
It would be interesting if you could mutate into another race during the game. You start as a human and become a ghoul above a certain radiation level, and can inject yourself with FEV to become a super mutant. The only problem would be how to reverse these mutations.
If it borrows from the more forgiving TES model, an overly elaborate quest which is both unique and one off enough that it only stretches the lore very thin or just slightly breaks it.
If it borrows more from something like subclasses in Dragon Age, you just have to live with choice you’ve made, or try again later.
I've read up on some of the tabletop Fallouts that each had playable races and here's some of what those games do.
Fallout 2d20:
Ghouls recieve immunity to radiation damage, heal when they rest in an irradiated location, and get a debuff to charisma checks. Players may also choose to make a ghoul that is a wastelander or Vault dweller, gaining additional features.
Handies recieve additional perception, are immune to radiation and poison damage, cannot use chems (healed with robot repair kit or with a repair skill check), are not affected by difficult terrain, must use armor designed for Handies, begin with 150 carry weight but cannot increase unless wearing armor that increases it, and can equip arm attachments with different abilities.
Super mutants gain additional strength and endurance but reduced intelligence and agility, are immune to radiation and poison damage, and can only wear armor made for them.
Humans have a variety of options depending on whether you choose to be a wastelander, Vault dweller, or Brotherhood of Steel member.
Fallout: The Board Game
Ghouls begin with additional perception, have immunity to radiation damage, and have reduced health but heal from radiation.
Handies begin with additional endurance, cannot use chems, cannot gain traits except the karma-based ones, come equipped with armor plating made for them, and can scrap a junk item to heal.
Super mutants begin with additional strength, have a debuff in dialogue, and gain XP when they take radiation damage.
Humans recieve additional SPECIAL points, items, and abilities depending on what background they choose for their character (Vault dweller, wastelander, NCR Ranger, Brotherhood Outcast, Enclave deserter, lone gunslinger, and caravan merchant)
Fallout: Wasteland Warfare
Ghouls have immunity to radiation damage and are disadvantaged when speaking with some people.
Handies can take more damage, do not require sleep, and do not breath. Handies also start with several "knowhow" skills (give knowledge on certain things) and can perceive things better.
Super mutants can either gain the intimidation and athletics skills or the knowhow (locals and creatures), track, and intimidate skills, and a bonus to tracking human characters.
Humans gain different bonuses based on their archetype (scout, bandit, researcher, etc).
^ one thing to note is that reduced intelligence for super Mutants really only makes sense with non-first gen Mariposa mutants, so that's something to consider
Yeah, but depending on setting, Mariposa mutants might not be available. Suppose if there were subclasses/variants per race though, you could have something like intelligent ones with lower melee damage output or another softening of some stats. A version of nightkin would be really fun, making dialogue with others nearly impossible with only loony toons answers, and maybe do something like have phantom enemies appear occasionally to demonstrate the stealth boy induced psychosis.
Like that one mission in GTA V where you smoke weed and go on a trip where you have to fight hordes of clowns.
What do you think?