(My Dream) Fallout 5 idea
Setting: New York
Year: 229X (It doesn’t matter really)
Part One
Factions
A: Main Factions
New York Patriots
A right-wing military with enough resources and man power to help the people of New York survive in the wastes. However, their focus on protection has led to even more decay of the natural environment and there is mistrust with some of the higher members (which plays into this faction’s questline later in the game). Also, due to their paranoia, they seek to enforce strict law into the Wastes. Some members have issues against Ghouls (but not all of them). They have a president and vice president who help oversee the issues in the Wastes.
The New Brotherhood
A more left-wing group who tend to be on the defence rather than offence. While they use force, numbers are falling to the point where they may not be able to keep everyone alive. They would rather help educate populations and find more peaceful solutions to problems (some of these may end with their enemy offering protection). They have a more relaxed law, and see to reform rather than simply punish. Unlike the New York Patriots, they don’t have a president, instead they elect a council who make decisions together. Their quest line involves a lot of recruiting of smaller factions.
The Government of the Old America
A very secret Faction who appear at least half way through the game (in fact, you may never get a chance to meet them as finding them involves doing a number of side quests and reading numerous terminals and making the player find them (unless you find them by accident, in which funny dialogue appears, and if you play a stupid character, then yeah, they get kinda annoyed they was found by a dumbass). Anyway, this Faction are part of the pre-war Government (who basically help set up the Vaults and also formed the Enclave). They broke away from the Enclave sometime before the events of Fallout 2 (maybe even Fallout 1). They are all hibernation in an undisclosed part of America (they are communicating through much like Mr House, but they have better tech and so are able to broadcast themselves through a much wider radius.
They basically control the events of the game, with “agents” on the Field who report back information to them. Their big experiment is to see the reactions of people when tensions are rising between different factions, and to see if there is a winner or if everyone blows each other up.(“Some of these findings, they match with information from the Vault Tech experiments to see if there are any differences in behaviour patterns or ideologies).
They play the role of the main antagonist of the game, but can be sided with for great benefits. They don’t want full control, instead they want the player to play the puppet master and lead the factions to war to help with their findings (informing the other factions of this faction leads to a new quest line opening up)
B: Minor Factions
Raiders
Instead of being a leaderless group with no real personality, the raiders are now a full faction, with a leader goals. While they may be hostile at first, speaking to their leader will earn you reputation in their ranks. They are hostile to both the New Brotherhood and New York Patriots, but can be talked into helping the New Brotherhood (The NYP see them as a threat and will want them killed… unless you can convince them otherwise).
The Mark of the Royals
A strange Side Faction who worship the British Queen. While they are harmless, they home some very valuable items. They can help side with either faction, the New Brotherhood believe they can help with an economy and the NYP believe they can help with morale. Of course, having both the Royals and Raiders helping the Brotherhood can cause some internal conflict as well.
The Vault Dwellers
Remnants of a Vault (which will be mentioned at a later date), their goal is to explore the Vaults of the Wastes and to free anyone who is still being controlled by the experiments. They also loot vaults and keep research on them. Both sides believe they are good for combat, morale and the New Brotherhood believe they are good for education.
Enclave (These are more like a shadow of the Enclave really)
Possibly the smallest Faction in the game, the Enclave are in New York purely to wonder the Wastes. They are more like remnants, a squad that are lost from time. However, they also believe there might be more Enclave members in New York (and these are important guys if you want to find the Government of the Old America).
They will side with either Faction with their military history and skill. Having them around may cause tension with the Vault Dwellers however.
Children of the Dark Age
A bitter group of Ghouls and Super Mutants who have travelled across America, resting in New York from their journeys. They have a vast knowledge on survivor skills and are also diplomatic. For these reasons, both factions will have them (but letting them join the NYP will take a lot of time, and there are a couple of missions to it just so tensions don’t raise too high, and it could lead to some people dropping off, forming their own Faction…)
The REAL New York Patriots
So you’ve gone through all that, and there are still some people stubborn enough to think they can take on two armies on their own. Much like the New York Patriots, the Real New York Patriots have the same ideas, minus the Ghouls and Super Mutants. They can be convinced to rejoin leading to the end of this group, or you could just kill them.
Masters of Science
As the name suggests, the Masters of Science are a Faction that are very good at Science. They can help develop new weapons, help cure illnesses and even create stinpaks for the player. Both sides will have them because they are good to have.
I’ll try and get Locations and characters up sometime in the next week or two. Also, I may make edits to this chapter, I may think of a decent Faction to put in so this isn’t final.
Setting: New York
Year: 229X (It doesn’t matter really)
Part One
Factions
A: Main Factions
New York Patriots
A right-wing military with enough resources and man power to help the people of New York survive in the wastes. However, their focus on protection has led to even more decay of the natural environment and there is mistrust with some of the higher members (which plays into this faction’s questline later in the game). Also, due to their paranoia, they seek to enforce strict law into the Wastes. Some members have issues against Ghouls (but not all of them). They have a president and vice president who help oversee the issues in the Wastes.
The New Brotherhood
A more left-wing group who tend to be on the defence rather than offence. While they use force, numbers are falling to the point where they may not be able to keep everyone alive. They would rather help educate populations and find more peaceful solutions to problems (some of these may end with their enemy offering protection). They have a more relaxed law, and see to reform rather than simply punish. Unlike the New York Patriots, they don’t have a president, instead they elect a council who make decisions together. Their quest line involves a lot of recruiting of smaller factions.
The Government of the Old America
A very secret Faction who appear at least half way through the game (in fact, you may never get a chance to meet them as finding them involves doing a number of side quests and reading numerous terminals and making the player find them (unless you find them by accident, in which funny dialogue appears, and if you play a stupid character, then yeah, they get kinda annoyed they was found by a dumbass). Anyway, this Faction are part of the pre-war Government (who basically help set up the Vaults and also formed the Enclave). They broke away from the Enclave sometime before the events of Fallout 2 (maybe even Fallout 1). They are all hibernation in an undisclosed part of America (they are communicating through much like Mr House, but they have better tech and so are able to broadcast themselves through a much wider radius.
They basically control the events of the game, with “agents” on the Field who report back information to them. Their big experiment is to see the reactions of people when tensions are rising between different factions, and to see if there is a winner or if everyone blows each other up.(“Some of these findings, they match with information from the Vault Tech experiments to see if there are any differences in behaviour patterns or ideologies).
They play the role of the main antagonist of the game, but can be sided with for great benefits. They don’t want full control, instead they want the player to play the puppet master and lead the factions to war to help with their findings (informing the other factions of this faction leads to a new quest line opening up)
B: Minor Factions
Raiders
Instead of being a leaderless group with no real personality, the raiders are now a full faction, with a leader goals. While they may be hostile at first, speaking to their leader will earn you reputation in their ranks. They are hostile to both the New Brotherhood and New York Patriots, but can be talked into helping the New Brotherhood (The NYP see them as a threat and will want them killed… unless you can convince them otherwise).
The Mark of the Royals
A strange Side Faction who worship the British Queen. While they are harmless, they home some very valuable items. They can help side with either faction, the New Brotherhood believe they can help with an economy and the NYP believe they can help with morale. Of course, having both the Royals and Raiders helping the Brotherhood can cause some internal conflict as well.
The Vault Dwellers
Remnants of a Vault (which will be mentioned at a later date), their goal is to explore the Vaults of the Wastes and to free anyone who is still being controlled by the experiments. They also loot vaults and keep research on them. Both sides believe they are good for combat, morale and the New Brotherhood believe they are good for education.
Enclave (These are more like a shadow of the Enclave really)
Possibly the smallest Faction in the game, the Enclave are in New York purely to wonder the Wastes. They are more like remnants, a squad that are lost from time. However, they also believe there might be more Enclave members in New York (and these are important guys if you want to find the Government of the Old America).
They will side with either Faction with their military history and skill. Having them around may cause tension with the Vault Dwellers however.
Children of the Dark Age
A bitter group of Ghouls and Super Mutants who have travelled across America, resting in New York from their journeys. They have a vast knowledge on survivor skills and are also diplomatic. For these reasons, both factions will have them (but letting them join the NYP will take a lot of time, and there are a couple of missions to it just so tensions don’t raise too high, and it could lead to some people dropping off, forming their own Faction…)
The REAL New York Patriots
So you’ve gone through all that, and there are still some people stubborn enough to think they can take on two armies on their own. Much like the New York Patriots, the Real New York Patriots have the same ideas, minus the Ghouls and Super Mutants. They can be convinced to rejoin leading to the end of this group, or you could just kill them.
Masters of Science
As the name suggests, the Masters of Science are a Faction that are very good at Science. They can help develop new weapons, help cure illnesses and even create stinpaks for the player. Both sides will have them because they are good to have.
I’ll try and get Locations and characters up sometime in the next week or two. Also, I may make edits to this chapter, I may think of a decent Faction to put in so this isn’t final.