Hello everyone, Its been a while since I was active, but I figured I might as well engage with some new ideas. While I know I'm setting myself up for failure in opening a discussion of a future Fallout title (We all know how its likely to turn out), but I figured I'd be optimistic for a change. So for this discussion I'm curious to know how you all would approach power armor mechanics and uses in a future Fallout title. This can be simple ideas, quality of life changes, or whatever you would like to see. If I had the opportunity to design the next iteration of power armor I would take from three different points of inspiration. Original Fallout Titles Fallout 4 Real world weapon systems I did enjoy the way power armor was handled (for the most part) in Fallout 4. Specifically the function of entering and exiting the armor, as well the modification and upgrading of the armor itself. If I designed a future power armor the first thing I would do is remove the finite fusion core mechanic. Lets be honest, it doesn't fit in the game and typically the armor will get destroyed before the core runs out if the player uses power armor for its intended purpose. A lot of people forget the basis of design or the reason power armor was developed. Its designed to be basically a walking tank allowing those inside to soak up terrible amounts of damage before being eliminated as a asset. What's the point of that if you run out of FUEL in the middle of a fire fight? Plus refueling Fallout 4 power armor while wearing it makes no darn sense. (The battery is on the outside...) So I have pointed out the fusion cores would no longer be an issue and crafting related to the armor is still viable. So what next? How about turning power armor into a mobile fire base? I'm sure we have all figured out by now the EXTREME sponginess of Bethesda enemies in their titles. To the point that you are basically taking on Godzilla style creatures with a peashooter in Fallout 4. However maybe if giving players some serious hardware could make such sponginess viable? The point I'm trying to make is let Bethesda keep their unbalanced spongy enemies, but for the late game. If balanced properly the game could be set up to introduce the player to the game with weak well rounded enemies, but later on let Bethesda keep their bullet sponges. The difference in this case is giving the player reasonable tools to combat the overtly lazy balancing attempts of Bethesda. This would be great for the next mechanic I have in mind for power armor. The ability to modify it to augment or support. Give players the ability to augment the armor in such a way that it can allow players to increase their weapon damage, rate of fire, ammo capacity, range, etc... Another approach which should be added to such a system is a dedicated weapon system. In this case the player can incorporate a devastating weapon system supported by the armor itself. When such a weapon system is installed they would then be forced to use it or a side arm due to the nature of the weapons installation. My ideas for power armor weapon systems that could be installed through modification and crafting: An anti tank cannon A Plasma cannon Heavy gattling laser Area effect weapons such as a radiation field or something of similar destructive potential Mine layer Mortar Launcher Rocket/missile launcher Point defense Depending on how this is approached other parts of the armor itself could be set up to boost the weapons stats as well, such as leg stabilizers that anchor the armor itself. Range finders, tracking systems, etc... What if the player doesn't want such a weapon system? Then they don't need to use it, just set the armor up to buff what weapons the player wants. In this case the armor itself is a custom augmentation of how the player would like to play the game rather than just a hunk of walking metal. This would also prevent introductions such as the "Magic Mary Sue" weapons added in Fallout 4. If they really wanted to make it interesting I would also suggest adding in different ammo types to further augment the uses of the ideas mentioned above. The way I would introduce such an armor would be to have a faction holding off some kind of terrible threat. With the use of such an armor though the conflict is at a stalemate. In such a scenario the armor itself would not be over powered and would fit within the context of the current in game conflict. I also strongly suggest letting such an armor be late game, rather at the beginning of the game. So what what do you all think?