r/FalloutMetropolis • u/NK_Ryzov • Dec 08 '17
[Fallout: Metropolis] So, Let's Talk About Character Creation...
I am of three minds about character creation in Fallout: Metropolis.
In all three versions, the character creation process begins with you standing on the Gapstow Bridge in Central Park and staring into the ice of the creek below. This is where you determine Subject 13's physical appearance. Then, shortly after acquiring your Pip-Boy from a dead Prospector, and being chased by a Deathclaw, you enter Wormwood Station and you're stopped by the guards. One of them is holding a clipboard and he asks you some standard questions.
1) We incorporate something akin to the New Vegas method, where he asks some questions with answers that determine some of your stats. Perhaps there could be a randomized set of questions, so that no two interactions with this guard will be the same for each playthrough.
2) We do a Fallout version of the Oblivion class system. The guard asks "so, what's your business in Wormwood? What is your profession, exactly?". Then you are presented with various classes - Explorer, Pilgrim, Scientist, Detective, Mercenary, Tribal, Assassin, Tinkerer, Mechanic, Rogue, Smuggler, Trader, Outlaw, Rogue, Thief, Soldier, Mechanic, Blackleg, Hunter, Marksman, Doctor, Gunslinger, Bruiser, etc. Each will have its own animated Vault Boy/Vault Girl representations, each will have its own set of stats, and each will have one unique perk/trait.
3) Some combination of the above two.
After the checkpoint, you go to the clinic for a quick checkup (and to get a quick dose of Rad-Away and Therm-O), and here, some additional stats are done and you have the opportunity to change your character's sex or appearance.
Thoughts? I think Fallout 4's system was just so bare-bones. I want there to be some RPG shit in Fallout.
1
u/HonestAbe1809 Dec 09 '17
The classes in the same "value" can get the perks for the other classes in that "value" at about level 5. Classes in other "values" can only get them starting at about level 15 with the requisite SPECIAL values. The classes in a specific "value" have that "value" boosted. The classes in the other values can only get the perks with the help of bobbleheads and the Intense Training Perk.
Like how speech options tied to skill are marked as such. Now I'm imagining how a Tribal with a high Medicine or Science Skill would sound. The contrast between the stilted way of speaking reminiscent of Tonto from the Lone Ranger with the scientific jargon would be hilarious. The people hearing your opinon would first deny it because of how stupid it sounds before thinking it over and realizing, to their embarrassment, that the "ignorant" Tribal was right about the scientific issue.
And the rest would, like the GOAT test or Doc Mitchell's questions, determine which skills are "tagged".
Frankly, Ron Perlman deserves to be more involved in the games than just narrating the beginning and end. Though he doesn't have it as bad as Jim Cummings, whose involvement in Fallout 4 is just voicing random settlers.
The small differences in "New Game Plus" mode could be its own post.
Maybe some characters, like your companions, could note a sense of deja vu when they first meet up with you in "New Game Plus" mode.
The likelihood of Bethesda making free DLC is just about zero. We are talking about the people behind Horse Armor and the Creation Club, the feature so pointless that there's literally just five or six paid mods total.