My Fallout 4 Story Idea: - Come read it, and post your ideas

JoystickJunkie64

First time out of the vault
So I have written a sort of script/plan for MY version of Fallout 4. I started writing it late one night, after finishing Fallout 2 a couple of weeks ago. I thought I would post the opening or PROLOGUE scene of the script and see what you guys think.

PLEASE DON'T STEAL THIS OR COPY IT!
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Fallout 4

The game begins with a flashback sequence, taking place in a Pre-War (2077) town called Premont. Here (in the dream) the Player awaken at a baseball field after a knock from a ball and are asked their name (name selection) by your friend and neighbor, Freddy and given a piece of broken glass so you can see if you are hurt (facial generator).
Freddy, tells the Player that they should grab an ice cream and so they head off down the street, jumping over a fallen tree from last night’s wind storm crouching through a hole in the fence. Today is October 23rd, 2077 at about 9:31am.
A block away from the ice cream shop, they are accosted by three bullies, who ask where the twerps are going (First real speech challenge) and through a speech challenge can tell them to go away, give them the ice cream money or fight them until they decide that Freddy and the Player until Officer Carmichael breaks it up.
Either way, Freddy and the Player end up the ice cream shop and have an ice cream when Freddy remarks on how he has to get home for a dinner party his parents are hosting and runs off leaving you in the shop.

Here the Player sees his childhood crush, Sally, and can talk with her for a while (Many speech challenges and options to say) when all of a sudden an air raid siren rings out throughout the town of Premont. Sally says the town has never had one before, so this must be really serious. She says that she should try to get home, where she says her Dad booked them into a Vault (Vault 169, about 20 miles away).
When the player heads out onto the street, people are running through the streets, when Freddy tells the Player than both their parents (they are neighbors remember) have gone to the Vault with Sally’s parents, and thus Freddy, Sally and the Player’s parents have deserted them in their panic.

Sally remembers there is a small fallout shelter built by Vault-Tec near the Courthouse, as a demonstration of what a real Vault was like. Along the way, the Player gets a .32 calibre pistol from Officer Carmichael, Freddy gets a baseball bat and Sally gets a lead pipe that fell from a building.
They encounter nothing much along the way except running, looting and screaming civilians when outside the fallout shelter, the bullies from before come up to the trio and demand that this is their vault, and that these twerps can just fuck off. Freddy says that they need to work together to save the world, but in a plot twist Freddy is shot by the lead bully. Here the player kills two of the bullies and cuts off one of the lead bullies ears and leaves him there.

Sally and the Player enter the Fallout shelter, sealing the doors behind them, meeting the other 23 people in the shelter. Sally remarks that there are 12 men and 12 women, meaning that she and the Player will have to mate; regardless of love (Here the player has an option to tell her his feelings). The doctor reads out a letter from Vault-Tec and distributes Pip-Boy 2000’s to the 25 people of the shelter. About a minute after that, they hear the bombs falling, and the lights go out and screaming begins, this goes on for about a minute until the Player comforts Sally and it fades to black.

-65 Years Later…-

The Player is awoken by their father in the fallout shelter, and told to eat their breakfast and then get to their chores which are 4 tasks with multiple options to be completed before lunch.
At breakfast, the Player reads over the book your special book (Sets the special points) and then sets to work.
1.Help Julian with repairing the water purifier (uses skills Perception, Intelligence and Luck)
2.Mom needs come items carried from storage to your room (uses Strength and Endurance)
3.Dad needs some help in the school with the kids (uses Charisma and Intelligence)
4.Chase down a unruly child and bring him back (uses Strength and Agility)
At lunch, the Player’s two friends, Thomas and Sophie, come to see you and you go to the kitchens with them to hang out. After Thomas has to leave to help his dad, Sophie tells the player she has feelings for him, and here the Player has many options resulting in different responses (Can result in Negative and Positive Karma based on results).

However before they can discuss a date, Julian comes to collect the player and, by order, send him to the Doctors office (The Doctor is the descendant of the original Doctor from 65 years ago) as he has to talk with you and your dad.
When you reach the office, you are told to wait outside where you can barely hear your dad arguing with the Doctor about something. Here you read a book about skills, and choose you skill points and one perk. (Skill Points and Perk relative to level 2)
You are led into the office and asked to take a seat near your mom and dad. The Doctor explains to you that the food producer module for the shelter has broken and they need three parts to repair it.
1. A humidity controller chip
2. A mini fusion reactor
3. A system controller board
The Doctor explains that they need to have this repaired in 6 months time or they will all surely perish from starvation. Dad asks if they can send someone else out but The Doctor explains that you were chosen due to your strong upbringing and great physical and mental condition. You are given a clipboard, showing all the data so far, and are given the choice to change anything so far.

He says that you have to go now, as the parts will be hard to find and the maps in the Pip-Boy 2000 module are outdated and the location he marked may not even exist anymore. The only object that they might know the whereabouts is in nearby Lansdown, but even that might be a long stretch. The Doctor says you leave in the morning and that you must meet him at the shelter door.
Dad, Mom and the Player talk at home where Dad gives you his .32 calibre pistol and says to conceal it well and use it when needed.
Mom give you a lead pipe which you should use more to conserve ammo. Although they feel that someone else, someone older, should be doing this quest, they are proud of you.
You talk with your friends, Thomas and Sophie that night. Thomas is jealous of you going, and says you better not come back and expect to be friends again, and leaves. Sophie is sad to see you go and you have a chance to have sex here. (You having sex results in different dialogue later and many choices, but simply having sex with Sophie requires a tough speech challenge)

In the morning at 6, Dad and Mom accompany you to the shelter door where The Doctor waits with a backpack full of stuff. You are given
•A armoured suit (a old jumpsuit with metal plates in key areas)
•Some mirrored goggles to protect your eyes against sunlight
•A 10mm pistol
•3 boxes of 10mm AP ammo (30 bullets a box)
•A water flask (refillable)
•A first aid kit (contains 5 Stimpaks, 3 Med-X, 2 Mentats, 5 Rad-X, and one set of pliers and scissors)
•3 flares
And the .32 calibre pistol and the lead pipe (gifts from Mom and Dad)
The Doctor tells you that the radiation out there will develop on you over time so in your best interest he tells you that should be more inclination to hurry up in getting those parts. Your mom and dad say goodbye and the door locks behind you.
You climb up the ruined concrete stairs to the remains of the public gardens of the Courthouse. The light is blinding for a few seconds, even under the goggles. Dust whips through the air and after that it is quiet. The ruined and broken buildings sit there under a cover of rubble dust and at your feet; the clumps of grass that are still living are brown and dead.
And after all The Doctor said, your mother said, your father said and all of the people in the shelter said about the outside world, nothing came close to the truth…

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That's the prologue, and now I'll tell you a bit about my idea.
It takes place in the "Lost Highlands", an area stretching from St Louis in the north, to Memphis in the south. Nashville is in the centre, and Atlanta is in the south east, on the bottom left corner of map.
But near Bath Springs, 230kms out of Memphis, there is a futuristic city built by a conglomerate of powerful companies (i.e. Vault-Tec, Posiedon Energy, Wattz, etc...) called Midway City.
You play as the pre-war kid (one who hooked up with Sally's) kid, either male or female. Still things to work out, of course!
I won't say much more, but if I get a positive response, I'll start posting more.
 
Not really in the mood to go into full details but here is a 'summary' of an idea I have been refining and walking around with since the original Fallout 3 (Van Buren) was canceled.

Some of it is inspired by Fallout Yurop, but its more meant as a tribute than theft.

Note: this all based on what I knew at the time from Fallout 1, 2 and a little of Tactics and Van Buren.
I haven't included Bethesda's Fallout 3 and I refuse to do so.

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The background story of the campaign/main quest would reveal some more details about the US government's top secret projects, the Vaults and the Enclave's crash space program.

Before the War the United States government started a series of secret military and civilian protection projects when it became obvious that the problems with China could become War hot.

Some of those projects include the Fusion Cell project, Power Armor, Energy Weapons, FEV, the BOMB space platforms, but also the Vault Project.

Unknown to most some of the people within the United States government feared that if the conflict with China would result in a nuclear war, that it would leave most of the planet devastated, even for those who would take safety in the Vault.

The survival of the human species and the American civilization wasn't assured.

No willing to inherit a dead world, or at least their grandkids inheriting one, this faction turned to the space program for a solution.
America already had some successes with sending manned ships to the Moon and Mars, and the occasional probe deeper into the solar system, some space stations had been built and plans were in effect for a permanent colony on the Moon and Mars.

The faction originally proposed a colony on one of the worlds within the Solar System but scientists pointed out that all of these colonies still depended on support from the homeworld in form of supplies.

If the US government really wanted a self sufficient colony that could rebuild the US the best option would be an Earth like world were all raw resources would be plenty and were humans only had to bring seeds and industrial equipment along.

Earlier in the 21st Century astronomers had pointed out the possibility of an Earth like planet in the Alpha Centauri system so the said faction set their eyes on this world as a possible new homeworld.

Reports by rocket scientists showed that it would be possible to reach this world with the current level of technology and what could be developed in the near future if focus was put on.

The most powerful members of the US government faction proposed an emergency crash space program to bring the best minds on the field of space travel together to design and construct a starship and the technologies to colonize a new planet. (which would eventually become one of the factors that would lead to the development of the GECK)

Scientists went to work and within the span of a decade made several important developments; a magnetic ramscoop fueled fusion drive and cryogenic hibernation technology which would allow people to travel the long journey.

But by now economic problems settled in, with incredible budgets spend on various military projects there was barely anything left for the starship program.
Enter the Enclave.

The Enclave, a bunch of US hardliners who believed that their 'organization' represented the best of the American people, not to mention the human species, realized by now how the wind was turning, with a military conflict with China most likely resulting in mutual assured destruction.
'Absorbing' the members of the faction that had proposed the starship the Enclave continued to finance the construction of the starship with the intention of boarding it themselves in case they should have to evacuate Earth.

Still there were some lingering questions the scientists hadn't been able to solve yet, both of a technical and a social nature.

Humans had never been this long in space, let alone colonized a new world, and the technology to travel between the stars had barely left prototype stage.

There was no telling how humans would react, and computer simulations alone would not suffice to give answers.

The Enclave was no willing to find out the answer first hand by just going on board the starship, they needed to test various theories proposed by scientists to test people, to see how they would deal with stress and various setbacks and adapt with given resources.

For this goal the Enclave decided to repurpose the Vault program, having already great influence in Vault Tec (with some of its CEOs in the Enclave organization), a large number of Vaults were altered or made defective in various ways, and the population assigned to them would be organized in such a way for the Enclave's social experiments.

One Vault would never close properly, exposing the population to dangerous levels of radiation should a nuclear attack occur, allowing Enclave scientist to study the effects of radiation on a barely protected population.

Another Vault would be populated by people of various ethnics to see how they would react when put together for a long time.

But the result of these experiments could take decades and the Enclave was not willing to waste its starship, how experimental it was.
They also still needed to test its technologies.

So instead of crewing it with Enclave colonists, it was proposed that a more 'regular' colony crew would be assembled from the best of the selected Vault populations.
They would under the leadership of Enclave representatives (unknown to the colonists of course) travel to the new homeworld and set up the infrastructure for a colony while waiting for following starships.

One of the Enclave's best was selected to lead the expedition.
However unknown at first to this Overseer, the Enclave had no big expectations for their starship to succeed, if the Vaults were a series of social experiments, the starship would be a technical experiment; it was primarily intended to test the stardrive and other technologies.
If the ship would work out, great, if not, the Enclave's scientists would take lesson from the prototype's failure and build a better ship.

All seemed to be planned out well, except for the fact the Enclave's chosen representative would discover the true nature of his mission.

Realizing that he and his colonists were pretty much guinea pigs to test out the Enclave old farts' starship, the Overseer started to plan against them.
Using his influence he choose the people that his staff consisted off and recruited them into his conspiracy, revealing to them the truth of the mission.

The Overseer planned to return to Earth some time after the ship had been launched but before it was half way to Alpha Centauri during which the ship would be at greatest risk.

He and his followers would return to the surface and take control of one of the Enclave's other dirty little secrets; a certain hidden military base, Area 51

While research and development of new technologies took place in corporate, military, and university laboratories all over the country, all this knowledge and progress was uploaded through Poseidonet into the vast computer banks at Area 51.

The government, military and even corporations also had research & development and construction facilities at this base were some of their more secret projects were being developed, outside the prying eyes of Chinese secret agents.

And last, a great deal of powerful and experimental technology, machines and weapons (including nuclear bombs) were stored at this base.

The base was to be a storage facility where the US government/Enclave would store supplies in case a nuclear war would happen so that they could later claim it when they needed it.

Protecting the base was an experimental electromagentic screen designed to destroy the electronics of incoming missiles and bombers.
Originally this screen was developed to defend the whole of the United States but both costs and development prevented that from being accomplished on short term.

The Overseer knew all to well that the Enclave would evacuate all the personnel on the base, fearing a possible uprising during the communications black out, and transferring them to the Poseidon Oil Rig.
Super computers led by a ZAX would be left to run the base and continue whatever research was going on at the time.

Having the override codes to the computer, the Overseer planned to take control of the base together with his followers, and aim weapons at the Enclave's HQ and outposts, eliminating them and their forces once and for all.


But like the Enclave's leaders, little did the Overseer know that his plans would not go entirely as planned.

After the ship was launched, it took several decades for the ship to slow down and turn around in order to travel back at save speeds, making the journey last more than two hundred years.

By the time the starship finally returned the events of Fallout 1 and Fallout 2 had taken place, and the Enclave was little more than some sporadic soldiers and scientists spread throughout the US wasteland.


When the colonists finally awoke they soon discovered that they had been in hibernation for more than two centuries only to wake up in Earth orbit again.
The Overseer, feigning ignorance, proposed that a group of people consisting of soldiers, scientists, technicians and other, led by him would return to the surface to track down an active radio source (Area 51) which might have the answers of why they are back, while at the same time determining if the colonists could survive on Earth.

The player would be one of the people chosen by the Overseer to accompany him back to the surface.

But as the shuttle carrying the expedition descents, a powerful electro magnetic force critically damages the craft, making the auto eject system launch all escape pods.
The player would wake up in the middle of the wasteland, having no clue where his or her expedition colleagues are.

The player would have two goals; 1. Find his or her friends, and 2. Track down the radio source to determine what went wrong.
 
Wow, Dutch Ghost, that is an amazing plot. Fits in with the Fallout canon very well, and seems believable.
Also reminds me of Van Buren, with the Bloomfield Space Center and all.
Well, here's some more of my plot, just detailing the areas of the Lost Highlands.

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AREAS AND FACTIONS OF THE LOST HIGHLANDS

The town of Premont is 20 miles south-west of a “City of the Future” kind of development, called “Midway City” where they had the best of everything and was advertised to be a utopia. It was serviced by 5 Vaults and was hit by three 2 kiloton atomic bombs.

There are many companies and places there, and most of the story takes place around there. It is about half the size of the “Capital Wasteland” area of Fallout 3 but this is due to the fact that there are boundaries to Midway City, and you can explore all of the Lost Highlands area ala Fallout 1.

In the east is Atlanta, a highly radiated suburban sprawl, home to thousands of feral ghouls. Vault-Tec had their southern headquarters here, and there is said to be a town of regular ghouls somewhere deep in the ruins.

To the north-west is St Louis which is a slaver citadel of villiany and scum, notorious for their round-ups. They have abducted many villages and tribes but have not been heard from for a few weeks...

Memphis on the other hand is a trader haven, but slavers have started a lucrative business there, to the disgust and contempt of the Guild of Merchants.

Nashville is a raider city, full of gangs which fight each other and outsiders all the time. They have dealings with the slavers occasionally and their currency is empty shotgun shells.

Midway City is the main focal point, with many things to do and see, but the whole of the “Lost Highlands” as the locals call it, is explorable.

TOWNS OF THE MIDWAY CITY AREA:
Vandis: Built around the ruins of pre-war Vanadis, this settlement was made by tribals. They have had trouble with enraged geckos recently and lost many of their Brahmin herds.

Republic of Steve: Run by the charismatic President Steve, they are from Vault 55 where an internal struggle on the inside split the Vault Dwellers into two distinct factions; The Republic of Steve and Michael Town. President Steve rules with an iron fist and the villagers have scavenged enough tools to start building rudimentary weapons. They want your help in destroying Michael Town once and for all.

Erbium City: Largest city in the Midway area, and most likely the safest, due to their proximity to the Soldiers of the South HQ. The city is run by the Tribunal of Liberty, which is run by the three most powerful men in the town. But a plot has arisen to assassinate one of these men…

Craterton: Built around an atomic crater, this is a town full of ghouls. They don’t let anyone in, because they have been pushed around and kicked out of towns by humans and so they built a town in a place humans wouldn’t go. Do them some favours however, and they may let you in…

The Crossroads: This town is run by a band of scavengers and traders who thought it would be best to team up and pool their resources. That was 4 years ago and now the town is a bustling trader town, with trade caravans to Memphis monthly.

Lansdown Town: Started by a bunch of people trying to bust down the door to Vault 61, these people are their descendants. They believe there is another way to get into Vault 169, and if you help them, they know of the location of a great weapon.

Oramp: 2 years ago, a man called Viktor settled with his small mercenary group under the off ramp of the expressway and started a small shantytown. Now, 2 years later, the town is hive of slavers and raiders. They won’t let any goody two shoes in though, but help them out and we’ll see.

Michael Town: This town is peaceful, but poor. They are the other people from the internal struggle of Vault 55 and need your help. Mayor Michael is a great spearman, but spears won’t win against guns however. If you got them some nuclear waste from the Nuclear Waster Dump, they could coat their spears with it and get the upper hand on the Republic of Steve.

MAJOR CITIES IN THE LOST HIGHLANDS AREA:

Atlanta: This town has been divided in two: the Railyard and the Deadfields. The Railyard is where the sentient and smart ghouls are, living in the ruins of Atlanta Station. They worship an ancient F40PH train which was on an exhibition, as they have gone delusional. However, one ghoul called Hasping believes in the Deadfields is a cure to their madness, and asks you to get it.
The Deadfields is essentially all of Atlanta, due to the amount of Feral Ghouls. The city received a dead on atomic blast, and that coupled with the atomic residue of the Nuka-Cola Plant has turned it into an atomic magnet, attracting every feral ghoul for 150 miles. In the ruins somewhere is Vault-Tec’s southern offices.

St Louis: Known to all in the Lost Highlands, this city is a haven for slavers for their kind. The city, also know as “Big Louie” to outsiders, is run by Ned Bell and his hundreds of slavers. They gather up whole tribes in a single night and take them back to the “Big Louie”. However, the city has fallen silent, with no reports of slaver activity in the last few weeks.

Memphis: Divided into four districts, each belonging to a certain “caste” of the city: Luxor, Alexandria, New Cairo and Giza.
Giza is the front gate of Memphis, and home to the Lost Highlands only army: The Soldiers of the South. There is a bar here, and a small motel and a few houses of immigrants from destroyed villages.
Luxor is the trader markets, with many stalls and shops. Every item is here, including slaves to the disdain of many traders. They want these slavers out of here, and you can help them.
Alexandria is the home of many people in Memphis and also the place where the Guild of Traders meet in the Trade Hall every week to discuss matters in the town.
New Cairo is the slums of Memphis; however the Guild of Traders is trying to build better accommodation. But with the marauders attacking, shortage of supplies and lack of water, there is little to no chance of anything being built.

Nashville: A den full of raiders, who are in close cahoots with the slavers of St Louis. But these three gangs also hate each other, and will attack each other on sight. The only neutral territory where the gang leaders can meet about ordeals is Victory Park (known as the Bloodbank)

The city is divided into 3 sections, named after each gang: Germantown, The Coliseum, and Nashville City Cemetery.

In the area of what used to be The Coliseum, It now is home to the Diamondbacks and they hold their territory with a crazed edge. Many of the Diamondbacks are cannibals and as part of a canonising ritual, the initiate must have skin around his mouth chewed off by the leader of the Diamondbacks. Then their teeth are filed down to points, their hair cut off and left hand tattooed with a long black snake.

Germantown is where the Eagle’s Hand gang reside, particularly around the water plant near Metro/Second and Hume. The Eagle’s hand is a very religious raider gang, which is rare in the wastes. They believe in the eagle, and thus use a strange claw like weapon which is silent but incredibly deadly. No gang can hear them move and it is rumoured that their leader, the elusive Great Eagle, can fly.

Nashville City Cemetery is home to the Skullz, a gang which has dug up the dead and worn their skeletons as war armour. Their cruelty is well renowned through the Lost Highlands, and they have many small camps in the surrounding countryside. They are in possession of experimental armour, which their leader, Deathskull, plans to use to destroy the other raider leaders and control all the gangs with.

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Next time I post, I'll post ACT I of my story
 
Ok, I'm posting Act I of my story. But here are some things to keep in mind.
1. This is set in 2142, before Fallout 1, and I was going to try and fit in some characters you meet in Fallout 1 into this story, but it doesn't really work.
2. The Player is by default male, so the canon version is male.
3. There most likely will be some sort of inconsistancy with the other games, so let me know.
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ACT I

The closest component to the Player’s location is the humidity controller, supposed to be in Lansdown, a town in the Midway City area. It takes about 6 days and a bit to reach it and once the player does, they meet the town’s (Lansdown Town) residents. When asked about the humidity controller, they remark that their leader, Saul, may know of its location.
Saul proves to be helpful, albeit a bit stuck-up. He remarks that he can tell the player of where there MAY be a humidity controller, but they must get something for them.
To the north east of Lansdown Town is an old National Guard depot. Saul has reason to believe that there is an old missile stored in the base, due to its proximity to Missile Silo A1 (which Saul encountered many years ago).
He says not to bring it back, but to take an ancient camera and take 5 good pictures of it. Then take them to Oramp, where the raiders have a darkroom to process them. Once done, come back to Saul for further orders.

The Player journeys to the National Guard depot and meets up with Indiana, a scavenger from The Crossroads, who will team up with you if you can heal his injuries. Once inside, you must disable the central control system to be allowed into the storage warehouse.
Once in there, a group of raiders is having a meeting with a group of super mutants. The super mutants say they have travelled from over the mountains of the west and will ally with the raiders and their leader, Francis Cochrane, in return for use of the FEV Project Lab to the north. The raiders agree, and both gangs leave. The Player then takes the pictures and leave to the surface in the newly re-activated service lift.

The Player then heads to Oramp which is north-east of the National Guard depot and they are told by the raiders that they will not be let in…yet. If they deliver some chemicals (the chemicals to make Jet) to their drug-makers in the Daldry Caves to the north-west, then the raiders will let them into Oramp.
After a walk to the Caves, they are told through an old intercom that radscorpions have trapped the drug-makers in their lab and they can’t make it to the surface. Once the Player has fought their way to the drug-makers, they give them the chemicals and here they can do some quests for the drug-makers.

When the Player returns to Oramp, they are paid 130 caps for their trouble and given admission into Oramp. Here they use the old darkroom in the general store and once a day has passed, they can take the pictures back to Lansdown Town. However just as they go to leave, the town is attacked by another raider gang and their leader, Francis Cochrane. If the player has Indiana as a companion, he is killed by a raider and decapitated by Francis Cochrane. The Player takes the photos and his belongings and flees to Lansdown Town.

Once back at Lansdown Town, Saul looks at the pictures and says that the missile seems to be in working order and it should take about a week to move it from the National Guard depot to here. He plans to use it to try and break down the door to Vault 169. But as promised, he tells you of where he last saw a humidity controller. A man in the trading hub of The Crossroads called Robin is a collector of ancient relics of the past. He had one the last time Saul saw him, which was a week ago by Saul’s count.

And so the Player travels to The Crossroads, where they can meet many people and do some quests. There is even a side option to tell Indiana’s friends and family about his passing, which results in a meeting about this new raider menace.
Robin, who has been a small time trader for 4 years, tells the Player that he has been trying to make it onto the Trading Board for 3 years now. If he did something that the rest of The Crossroads thought was selfless and heroic, then they would basically HAVE to let him onto the Trading Board.
What with the Player telling the Trading Board about this new raider gang, and help from the Soldiers of the South stretched thin, they need to arm themselves, reinforce the camp and acquire supplies.
Robin says that they are already starting to reinforce the walls, and supply gangs have combed the Blamco Food Plant for supplies, so what he proposes is that the Player brings back 2 crates of energy weapons from the Wattz Energy Weapons. He will pay the Player well, and will tell you of where the humidity controller is, but only if you do this for him.

The Wattz Energy Weapon plant is under attack from three factions: The Skullz from Nashville, the Super Mutants and soldiers from the Republic of Steve. Depending on which one you help ends in three different events.

1. If the Player helps the Skullz, they ask the Player to sabotage the air supply in side and then draw the Super Mutants and soldiers from the RoS inside. Once inside, the Player dons a gas mask and intoxicates the place. Then use the extractor to expel the gas and let the Skullz come in. Reward is two crates of weapons, a T-4X Power Fist and free access to Nashville on their caravan from Fahey Town in the north.

2. If the Player helps the Super Mutants, they want the Player to fill the sprinkler system with FEV from their newly acquired lab in the north-west. Once the Player has 3 canisters of FEV, hurry it back and they give you a radiation suit. The Player fills the emergency water tanks with FEV and then re-activates the fire sprinkler system and sets it to high. Don the radiation suit and lure the Skullz and the RoS inside and watch them fall into FEV enhanced comas. The Player’s reward is two crates of weapons, free access to Fort Liberty (until Act II) and the radiation suit.

3. If the Player decides to help the Republic of Steve, they ask you to get access to the intruder turrets, which have been shut down. To re-activate them, the Player heads to the Rob-Co Computers Distribution plant and acquires the re-activation codes and power cells to power the main frame. Once back at the Wattz plant, they power up the turrets and the Super Mutants and Skullz become red paste on the ground. The Player’s reward is two crates of weapons, free access to the Republic of Steve and the perk Turret Master.

Once the Player has the crates of weapons it’s time to head back to The Crossroads and deliver the crates to Robin.
Back at The Crossroads, Robin is happy to have the package as this means he has a place on the Trading Board, and the town is now safe from the raiders and their mysterious leader. He says that he sold the humidity controller to a town to the north called Vandis, which is controlled by tribals. But the way there is hard to get to, and he has given you passage on a trade caravan there, as part of his thanks for the crates.
The trade caravan leaves in two days time, which gives the Player some time to hang around The Crossroads and do some quests, shopping, etc…
Two days later, the Player leaves with the trade caravans to Vandis.
That very same day, Francis Cochrane and his raider gang invade Craterton and the ghouls join their army of evil. The super mutants of the Midway City Area heed the call and join for a meeting at Craterton, which the Player sees in a vision during his sleep in the Caravans.

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ACT II will be posted soon...
 
Thank you, I tried to put some time and effort into my story, which alot of my friends believe is more than Bethesda did. HEY O!
Anyway, enough of the dissing, ACT II begins now.
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Act II:
The Player awakens from a long sleep to find they are in Erbium City, as an insurrection amongst the two merchant guilds of Erbium City has caused all trade caravans to be halted. But this is all a cover started by the New Anarchist’s Legion to assassinate the head of the Tribunal of Liberty, Christian Wright. The Player has many options here, and the choice is yours.

1. Work with the Tribunal of Liberty, and uncover the plot to assassinate Christian Wright. Interrogate, question or bribe the merchant guild leaders to uncover who asked them to revolt. Once the Player has uncovered the plot, they work with the city guard to root out the New Anarchist’s Legion from the sewers under Erbium City and destroy them. The Player’s reward is a box of chems, 1300 caps and a unique pistol called V’s Vindicator.

2. Work with the New Anarchist’s Legion to assassinate Christian Wright. Do this by interrogating, questioning or bribing the merchant guild leaders to learn of the whereabouts of their leader. Then once done so, the Player meets with their leader English Roth in the sewers of Erbium City. Here they come up with the plan to kill Christian Wright and thus destroyed order in the City. When you meet with Christian Wright, slip his before bed Mentats with identical looking cyanide pills and no-one’s the wiser. After the Player has done so, the Tribunal of Liberty bicker about who should be leader and the city descends into anarchy and chaos. The Player’s reward is a box of grenades, 1200 caps and a piece of unique armour called Rainsborough Mantle.

Either way, the trade caravans are free to pass through Erbium and onto the great North thanks to the help of the Player. The trader caravan for Vandis leaves at dusk, so the Player can walk around Erbium City and look at the sights until it is time to leave.
At 6:00pm, the trader caravan leaves Erbium City, with the player on board, headed to Vandis and the humidity controller.

Finally, one day later, the Player arrives at the tent and mud-brick city of Vandis, where the tribals are wary of the Player. They allow the caravans into the entrance, and will allow you to talk to their leader, Kazuo. The leader has the humidity controller in his possession, but was going to send it to their tribe in the north who collects and worships technology. If the Player wants to convince him to give them the humidity controller, the Player must get 2 referrals from 3 tribesmen in Vandis OR find something just as good to send them.

1. Help two tribesman capture geckos to herd in and kill the feral ones that are attacking the village. Once they have captured 20 geckos and killed 10 ferals, the two tribesmen agree to send Kazuo their referrals as part of their approval. They also give the Player a gecko skin cape, made from the skin of the feral geckos.
2. The Player goes on a search patrol with a tribesman to search for the lost brahmin that ran off into the night two days ago. The brahmin have been found in the Croft Ruins, and are being held by raiders for a bounty. The Player can kill the raiders, pay them out to leave or give them half the brahmin for 200 caps. Either way, the tribesman gets the bra hmin back and will give the Player a referral to Kazuo.

3. The technology that he will accept in trade are:
•A pristine Fat Man Nuke Launcher, one of the last ever, from Vault 121
•The head of a Robobrain from Fort Liberty
•A pristine cash register from Super-Duper Mart
•An Alien Power Cell from Area 67
•Portable Water Purifier from Arixo Water Facility

Either way, Kazuo gives the Player the humidity controller, and then a scout from the camp tells Kazuo and the Player that an army of Super Mutants are converging on the camp. Kazuo says that he and the Player will lead a small battalion of tribesman to try and hold them off while the rest of the camp leaves for the main camp of Espor in the north.
So Kazuo, the Player and Kazuo’s second in command called Iriz and 12 tribesmen fend off Super Mutants until their leader Francis Cochrane arrives.

Francis Cochrane wears a welder’s mask modified to look slightly like a Spartan helmet. He compliments this with a large longcoat, with a chain of skulls on his belt. He carries an ancient .44 Magnum on his left pouch, a sword on his back and his left arm appears to be mutated, but is kept under a large metal glove, scavenged off a T-51B Power Armour unit.

He talks to the player for the first time and remarks that:
“You…look just like your father, every bit as cowardly and mousy as he was. It makes no sense to turn you into one of the perfect race…one of the perfect Super Mutants. The future has no place for cowards like you…cowards like man. You pathetic humans grovel in the filth and refuse of a glorious age, and I have come to cleanse this earth. I have come to destroy you.”

While he says this Kazuo manages to attack him, and is killed by the Super Mutant’s hounds, the Centaurs. He is eaten alive and during the commotion, Iriz and the Player escape into the night. They meet up with the rest of the villagers of Vandis and eventually two days later, they make it to Espor, home of the Technoscribes, who worship technology. They accept the Player and Iriz with open arms, and the Player falls into a deep sleep.

Interlude:
In the deep sleep that the Player falls into, many events happen…

The residents of towns such as the Republic of Steve, Michael Town, Erbium City, Oramp and Craterton have all been turned into Super Mutants, and Francis Cochrane’s army increases day by day.
The FEV Labs are where humans are being taken to become Super Mutants. Francis Cochrane has demanded this: Kill only those that revolt back, all must be taken to the FEV Labs in Midway.

Nearly all of Midway is under their control, and their successes in the FEV Labs are due to refined version of FEV and how it has not been exposed to the radiation of the outside world.

Since the incidents of last week, the Soldiers of the South have returned to defend the last few settlements of the Midway City area; The Crossroads, Lansdown Town and of course their HQ. Many people in Lansdown Town are being persuaded or forcibly evacuated to the west, to Memphis. The Soldiers of the South cannot, and will not defend it forever, and will move back to defend Memphis.

A small contingent of soldiers from the Brotherhood of Steel, who abandoned their brothers to the West and came here, have started recruiting up north and have contacted the tribes of the area. They sent one such emissary here to Espor, to talk to them about their technology.

The Master back west has not heard of the troubles to the east, and continues to build his own army in California.

Francis Cochrane has taken the missile and blown up the door to Vault 169 and used his FEV Labs to turn everyone in Vault 169, from women to children to baby, into the smartest, strongest, meanest Super Mutants around. He has made them squad leaders, and they overseer Super Mutant raid squads of 9 at a time (10 including them)

As the whole of the Lost Highlands moves into war, the Player has not forgotten their mission to save their shelter and has vowed to get the parts as quickly as possible and get the hell back in.
[/u]
 
JoystickJunkie64:

I salute you on the amount of detail and time you have spent on this.
Personally I would have liked to experience a not-wold-saving story. Call me jaded but after "omg you need to save the world" crap thrown at my face for the last... 10? years I am tired. I would have loved to wander in your creation to build my life. Acquire a home, acquire more tech for it, build up a business or head a military force or be a mayor...

Still I haven't been able to find any major problems with your draft so far.

Except:
•A pristine Fat Man Nuke Launcher, one of the last ever, from Vault 121 (Fat Man is stupid in itself. what is it doing in a vault? I would suggest a data/holo disc containing a copy of a virtual library. That would be priceless instead of another junk weapon.)
•The head of a Robobrain from Fort Liberty (What about a Mule (multi-role ulyses land explorer) unit instead of it? A small tracked robotic vehicle that can carry stuff and follow complex programming / basic commands)
•A pristine cash register from Super-Duper Mart (pristine...??? wouldn't a restored antique be better fitting?)
•An Alien Power Cell from Area 67 (Aliens should really stay as easter eggs if you ask me. Why not a prototype weapon like solar scorcher?)

As you might have noticed I tried to make all the items immensly useful to the Player. Giving tech away should be a tough choice.
 
Its weird, but when people say that they don't want another "Save the world" scenario in Fallout but rather some personalized tale I feel more like saying "Well then, play an MMO game, or FOOL when that is released."

When it comes to Single Player I still believe the ending needs to have something epic, but that can be combined with a personal story in order not to make it repetitive.

For people who just want to make a tale of their own I feel an MMO would be far better for them to play, and not expect a single player game to become completely 'sandbox' in which you just wander around pointlessly.
 
Neolk: Wow...that is really similar. I played it for about an hour, and yeah I didn't see that. I've never even played it before, let alone heard of it.

Cronicler:
I agree with the whole saving the world thing. Sometimes I feel...well...can't someone else do it. I mean maybe a Fallout game where you start in a Vault, and you and your fellow Vault Dwellers exit, use a GECK and you have to help settle and build the town. AND maybe your actions shape the town...hang on let me write that down...
With regards to the techonology, I totally agree with what you said, and I actually changed the alien power cells. Aliens should be easter eggs, not game material.
A holo-disk library is a very good idea, and so that was changed.
But the reason the head of a Robobrain was so they could find out about how it works, and how to preserve brains after death. I didn't write it in, but maybe I should have. Oh well.

The Dutch Ghost: There has to be a fine balance, and a perfect example of how not to do it was Oblivion (The Elder Scrolls). The story was lacklustre, with a lame ending and no cool boss. No real moral choices that impacted greatly on the game but hey, check out this massive world! Ugh...
I ended up downloading like 3gb of mods for that game and made my own storyline. It was a little bit better, but hey, my choice.

Well enough with that, Act III begins now!
-------------------------------------------------------------------------------------
Act III:

The Player awakens 2 days later in Espor, and is requested that they speak with the leader of the tribe, Ichabod, as quickly as they can. The Player walks through the village to the hut of Ichabod, where Emissary Asher and Ichabod wait for you.
Ichabod tells the Player that Emissary Asher is here to talk to you and him, but Asher has questions for the Player first.

Emissary Asher asks the Player to recount the last two weeks to him, and then tells the Player of what has been going on. He says that the Brotherhood of Steel has arrived a couple of weeks ago, but they knew nothing of what has been going on. Asher was one of 3 scouts sent to the Three Great Tribes in the Lost Highlands, and their purpose was to get them to band together. Once that was done, the Brotherhood of Steel planned on allying with the Soldiers of the South to fight the Super Mutants.

The Player says that this may be all said and done, but they are already on a mission…a mission to save their shelter.
Ichabod remarks that the one of the parts the Player needs is in St Louis, which would lead into an offer that Asher came with: If the player agreed to help Asher and Ichabod in joining the Three Great Tribes, then the Player could expect the full support of the Brotherhood of Steel in saving their shelter.
(There is no way to say no to this, just give a bad response.)

The Player will leave for the first tribe, the Husurg tribe to the east, over the river tomorrow. Emissary Asher will accompany them as will Iriz, determined to avenge his leader’s death. The Player is given a spear from the shaman, a box of healing flowers and an add-on for the Player’s Pip-Boy 2000, a radio station tracker to find pre-war and post-war stations.
Their Pip-Boy picks up three radio stations across the whole Lost Highlands area for the player to listen to: National Guard Radio, WMC FM and Brotherhood of Steel AM.
National Guard Radio: Plays old loops of the National Guard warnings of food rioting, police messages, advertisements for pre-war companies and even some jazzy tunes. Its range is everywhere as it broadcasts on a low frequency.
WMC-FM: A station run out of Memphis and its range reaches to Nashville (albeit faintly). It is run by Victor Ulysses in New Luxor and broadcasts the news of Memphis and its surrounding areas. It plays about 40 songs from before the war and the Player can find records in the Lost Highlands and Victor Ulysses will add them to the play list.
Brotherhood of Steel AM: Run by the second-in-command of the Lost Highlands brigade, Samuel Staley, this station relays news of Super Mutant attacks and troop movements, news of Francis Cochrane and tells people were battles are happening and if to evacuate or not. Also plays some music and some public service announcements. Its range is from the HQ in Shelbyville just to the tribe of Husurg (faint and full of static)

Enclave Entertainment Radio: Starts playing when the player reaches Atlanta in Act IV, and broadcast’s President Michael Porter Harwood’s messages to the Lost Highlands. Reports are patriotic, idealistic and portray the Enclave as gods among men. President Harwood says that the Enclave has seen the Super Mutant threat and has come to save the Lost Highlands from this menace. They also play American songs, like “Dixie” and “Stars and Stripes.” Can be heard all over the Lost Highlands from the moment it comes on.

-------------------------------------------------------------------------------------

The next day the Player leaves with his two companions to the Husurg tribe, which will take about 3 days to reach due to raider gangs and torture squads from Nashville patrolling the area.
Once they make it to about 1 mile outside of Husurg, the bridge guards tell them they will not let them pass unless they fetch them some prostitutes from a nearby raider compound called Lakeview Manor. If you don’t get them their women, you won’t be allowed into Husurg.

The Player heads north to Lakeview Manor, to deal with the raiders. Here the Raiders say that business in prostitution has been bad and that to make up for lack of business that the Player should capture them some women. Here the Player has 4 options when dealing with the raiders:

1.Kill the raiders of the Lakeview Manor and take the women to Husurg to be free albeit seen as only sexual objects. The Player’s reward is good karma (10 points worth), access to Husurg and the recipe for Super-Psycho.
2.Head to nearby Sandy to capture women from a small village, and using slave collars bring them back to Lakeview Manor in return for three prostitutes to take back to Husurg. The Player’s reward is bad karma (18 points worth), access to Husurg and the ability to capture women and send them to Lakeview Manor for caps.
3.Initiate a jailbreak using your companions as bait and get the women out of there. This option is dangerous as the Player will have raiders chasing them for quite some time. The Player’s reward is good karma (10 points worth), Protectron’s Helm (the head of a Protectron with glass removed) and access to Husurg.
4.Pay for the girls (400 caps a girl so about 1200 caps) and leave with them. The Player’s reward is access to Husurg and 500 caps as thanks from one of the guards.

Just as the player crosses the bridge, a large Super Mutant patrol appears on the other side and the guards use their secret weapon, namely plastic explosives under the bridge. The bridge blows up and the Super Mutants are wounded.

Husurg is a bustling town, but the men outnumber women 2:1. It is a chauvinistic, racist tribe, but they are renowned for their collection of pre-war books and their access to underground caves where the tribes hides out when wind storms come through the area.
The Player and their companions enter the town where they ask to speak to the leader named Vraal (pronounced Vrail, like veil with an R) who is supposed to be half ghoul and half mutant. When the Player meets Vraal, he is sick and diseased. He tells the Player that he is dying of radiation poisoning. Although his natural resistance has kept the rads at bay, he needs medical drugs to get over this sickness or he will die. Sadly, he believes that recent internal struggles for power mean that if he dies, the tribe will most likely fall into disarray.
Vraal says that he will ally Husurg with the Brotherhood of Steel if the Player travels to Nashville to get him at least 10 Rad-X and 5 Rad-Away from the local hospital.

The Player and his companions agree and set out to recover the medical goods from Nashville, taking about 3 days to reach the outskirts of the old city. Here the Player encounters a large skirmish between two groups of raiders, the Diamondbacks and the Skullz, until only the raider gang called the Diamondbacks remain. But that changes when the third raider gang swoops down from the rooftops and kills them all silently and takes their decapitated heads.
The Player is taken by the gang called the Eagle’s Hand to their headquarters at the Water Plant, Germantown and meets with their leader’s second-in-command, Blackhawk. He says that their leader has been taken hostage by a gang of Super Mutants and taken to a warehouse in North Rhodes. If you get their leader, Great Eagle back for them, they will accompany you to the hospital.

On the way to North Rhodes, a squadron of Vertibirds fly over head, and Emissary Asher remarks that those are the 5th time he’s seen Vertibird patrols since arriving here in the Lost Highlands.
The Player and their companions safely retrieve Great Eagle from the warehouse and return to the Water Plant. However the raiders betray the Player and attempt to kill them at dinner and the Player is only saved by the Skullz. Here the game has two options.
•If the Player helped them back at the Wattz Energy Weapons Plant at Midway City, they take the Player with them to the hospital and give them weapons and ammo and leave them there. Iriz however was injured in the battle and is bleeding out.
•If the Player did NOT help them and instead killed them, then they capture them and leave them outside the hospital, with Iriz injured and bleeding out from the battle.
The Player has a 10 minute time limit to find Med-X for Iriz’s wounds and a box with the medical supplies for Vraal. In the hospital, they encounter hundreds of Super Mutants and discover that the leader of the Diamondbacks raider gang has planted a bomb in the hospital, thinking you had joined the Eagle’s Hand (explained in a note next to the bomb). The Player escapes just as the hospital detonates, and they heal Iriz. But all the gangs start to converge and battle it out in the burning ruins and in the commotion the Player must escape to highway and out of Nashville.

Once the Player makes it back to Husurg and heals Vraal with the drugs and he asks the Player to stay for a couple of days to see if the treatment works. The Player may stay for a couple of days (4 days), do quests in Husurg, head back to Nashville and do quests for the raiders and explore the area.
The night before Vraal is supposed to awaken; a squadron of Vertibirds fly over the town and land north of the town at the ruins of New Johnsonville. The Player goes alone during the night and spots Enclave troops deploying a radar type device and dropping a kind of small dish into a sewer. Then the Vertibird squadrons leave, heading west into the night.
The Player then investigates the radar device and it has written “ECLVE Mapping Radar Model XK42CD27 – Property of U.S Government and Poseidon Oil Rig”
Further investigation reveals a small electronic screen, with the outline of the Lost Highlands or “MWT Area 3” as the Enclave has called it. The radar device seems to be linked up with the dish in the ancient sewers, but before the Player can investigate more, yelling from the camp of Husurg is head.
The Player makes it back, and discovers a dead super mutant, with Iriz and Emissary Asher grouped around it. They remark to the Player that they heard it enter a couple of minutes a go, with some sort of holotape and a canister. The canister cannot be opened, and there are no markings or symbols to indicate what is inside of it.
A module in the Pip-Boy allows the Player to play the holotape on speaker to their companions.

To the Lost Son,

This is Francis Cochrane writing to you, hopefully that thick headed Super Mutant got this letter to you and your pathetic tribal friend and that tin can boy scout. I haven’t got much tape, so I will make this quick. I know your intent to rally the tribes, and don’t think that your quest will save you. My soldiers have already begun to wipe out the Northern Tribes…or at least…those that fight back. All people will become perfect…clean…mutants. I don’t know what you think you will accomplish out here in the wastes but I can assure you that I will not let you do this.
Your father was a coward, and his friend died like I broke a baby’s neck…when the time comes I will not let you die peacefully nor quickly.
I plan to let you die slowly, and your friends will be tortured and crushed. Your father on the other hand…I know perfectly well where he is, but I wish…to savour the kill…
You have my…hahaha…word…

Your…faithful…friend
Francis Cochrane.


Emissary Asher says there is no time to waste, especially if he knows the location of the Player’s father. Iriz remarks that Vraal must be awoken and told to listen to this tape. The two companions leave to awaken Vraal, and the Player is left with the words echoing in their head, until the screen fades to black.
 
TDG: The dislike for saving the world comes from doing it too many times. It can still be good if portrayed right but for me fallouts were more about your own story instead of opposing others. My guys were always from the small minority of misfits that were not wholly indocrinated about vault being home. they all had wanderlust in them.
Sure they had gone out to help their communities but it was just an excuse to run away. Thats why I was dissapointed with Fallout 2's story I guess. I had the smarts, knowledge and connections. Why didn't I and my followers go to Shady Sands or Junktown first to stock on equipment than go to V15 and make that place habitable like Vault City? It still had its power source and hydroponics available...
I guess you can say I wanted to create instead of destroy destroy destroy....

JJ64: As you post more and more of your draft, I am beginning to realize that your story is not suited for Sandbox Game mode. You might want to parse the game a bit, using these chapters like fallout Tactics did. You can use these as "Missions" with some breathing space between them in the form of villages, camps whatnot where you can rest, refit, insert some light side stories and initiate the next mission when the player is ready.

Edit: Also knowing where the parts are a bit cheesy tbh. It would be better if player was given locations which were not too badly hit by the war and where similar tech had existed. The next part is in this place is really railroading.

Edit 2: You might want to give player alternate options too. Like going after a fabricator unit and blueprints to manufacture the part itself or o jurryrigged homemade design doing the same job using available parts...

Rant 1: Don't you just hate the creation/crafting systems in modern games? To make a limpet mine you need 5 grenades and a box and some string. No you cannot use rocket warheads instead of grenades. No you cannot add a pressure canister to create a FAE. its just yes the player can obtain cool item x by scavenger hunt too atm.
 
Yeah, Fallout Tactics was a big influence on me, and it shows. Those towns act as bases, where I guess you can do missions and buy gear and stuff.
As for your ideas Cronicler, I like alot of them, and as Act V begins, in the city of Atlanta, I might have to slip some of those in. And yes, there should really be more options. But I think what I've got here is three things.

1: A Fallout Tactics sort-of game, set in 2142, with a mission based structure and open world.

2: A very linear story line, with only minor paths...Although I have like 7 radically different endings, and I plan on doing some end town dialogue ala Fallout 1 and 2. (why didn't Fallout 3 have that?)

3: A basic plan...yeah

But hey, what do you think of vehicles? Maybe not like new cars, but something like the Highwayman to travel in?
As for sandbox, I'm still thinking about the endings. 4 of the 7 endings would let you continue after the game, with an epilogue quest relevant to the ending.
Act V should be up soon.
 
I understand what you mean cronicler.
For me that is why I was looking so forwards to playing Van Buren, during the game you got the opportunity to rebuild places like Fort Abandon, Hoover Dam, New Jericho and possibly the Big Empty, turning these into prosperous places.

And in the end you would have to defend your work from the guy who thinks the only way to rebuild the world properly is to start another nuclear holocaust.

I would love to have a conversation a la the Master in which you prove him wrong, making him realize that his plan isn't the only way.

Edit: dam, not damn!
 
Man, I really loved the sound of Van Buren. Just the thought of the B.O.M.B. 001 Ballistic Base sounded awesome.
If I had to have a plot of Fallout which was total free-roam it would be this.

FALLOUT 4

PLOT:
Set 5 years after Fallout 2, a lonely Vault opens in the desert, Vault (Player chooses number from 1-122). You are the Vault Overseer and this control Vault has been given the all clear to open up and see the wastes.
The game would have a story, but that optional. The main focus would be the fact that the Vault had a G.E.C.K. and you can choose where to build your town.
Many questions arise when building your town, and the player can address them any way they want.
------------------------------------------------------------------------------------
Should I use the G.E.C.K near the Vault and use the Vault's resources to help build the town (ala Vault City)

Where do I settle? Near water? Uranium? Will the terrain affect the G.E.C.K?

Is it well protected? Can we be attacked by raiders? Maybe I can ally with the raiders?

Will trade caravans trade with us? How far away from other towns is it? Can we give them protection? Will their town accept our traders?

AND MANY MORE!
-------------------------------------------------------------------------------------
The game's graphics would be 3D but Isometric, like Van Buren. It would take place over all of the Fallout 1,2 and Van Buren maps but would have a World Map like the first two.
The player can be any karma they want, and as an option could have it reflect onto the town.

EXAMPLE: If you are an evil slaver, and your town deals with raiders and drugs, your town could become the next New Reno or The Den.

War could be an option, and one could go to war with a town like Vault City if you were strong enough and take over it. You could kill everyone, sell the residents to slavers, experiment on them (like the Master did), burn the place to the ground or corrupt it.

More options could be possible, like sabotaging their Vault.
There would be storyline, mainly about the NCR and your town, and the options could be endless.

The players town would be custom made, but you could choose from stock buildings or make your own in the editor. Many buildings can be built, but there is a limit to how much your G.E.C.K can sustain. Buildings like the armoury will arm your guards if you have guards and storehouses will give tools for bigger buildings.
Crops would be planted, but what do you plant? How would you water it? FEV Crops? Choice is yours.

Hell...that would be cool...but thats a REAL sandbox game.
 
JoystickJunkie64 said:
Man, I really loved the sound of Van Buren. Just the thought of the B.O.M.B. 001 Ballistic Base sounded awesome.
If I had to have a plot of Fallout which was total free-roam it would be this.

FALLOUT 4

PLOT:
Set 5 years after Fallout 2, a lonely Vault opens in the desert, Vault (Player chooses number from 1-122). You are the Vault Overseer and this control Vault has been given the all clear to open up and see the wastes.
The game would have a story, but that optional. The main focus would be the fact that the Vault had a G.E.C.K. and you can choose where to build your town.
Many questions arise when building your town, and the player can address them any way they want.
------------------------------------------------------------------------------------
Should I use the G.E.C.K near the Vault and use the Vault's resources to help build the town (ala Vault City)

Where do I settle? Near water? Uranium? Will the terrain affect the G.E.C.K?

Is it well protected? Can we be attacked by raiders? Maybe I can ally with the raiders?

Will trade caravans trade with us? How far away from other towns is it? Can we give them protection? Will their town accept our traders?

AND MANY MORE!
-------------------------------------------------------------------------------------
The game's graphics would be 3D but Isometric, like Van Buren. It would take place over all of the Fallout 1,2 and Van Buren maps but would have a World Map like the first two.
The player can be any karma they want, and as an option could have it reflect onto the town.

EXAMPLE: If you are an evil slaver, and your town deals with raiders and drugs, your town could become the next New Reno or The Den.

War could be an option, and one could go to war with a town like Vault City if you were strong enough and take over it. You could kill everyone, sell the residents to slavers, experiment on them (like the Master did), burn the place to the ground or corrupt it.

More options could be possible, like sabotaging their Vault.
There would be storyline, mainly about the NCR and your town, and the options could be endless.

The players town would be custom made, but you could choose from stock buildings or make your own in the editor. Many buildings can be built, but there is a limit to how much your G.E.C.K can sustain. Buildings like the armoury will arm your guards if you have guards and storehouses will give tools for bigger buildings.
Crops would be planted, but what do you plant? How would you water it? FEV Crops? Choice is yours.

Hell...that would be cool...but thats a REAL sandbox game.

Actually that is pretty awesome, except the Sim City-stuff...

I would prefer that there are maybe 6-7 different locations where it is possible to settle down. Some places all alone, some places where you ally up with somebody else. I think it would be easier to make the game good if you do that. If you could set up anywhere you want and how you want, the AI needs to be on it's own. And that don't really work in a good RPG in my opinion. The dialouges will probably fuck up and be out of place.

Like... Maybe you want to ally up with the raiders. And they accept it. Later on in the game they betray and take all resources on their own and kill most of your people and throws some of you out in the wasteland. Now I don't know where to go with this, but you maybe see the point. I don't think this could happen if nothing was scripted...
 
I think a fallout game that explored the origins of the brotherhood of steel would be cool starting from when they were still attached to the military.
 
interesting how all of you guys have far better ideas for a plot and for games than people at Bestheda have. Maybe NMA should buy the Fallout license. We have the modders, the plotters, we have everything! (not being ironic)

I didnt had the balls to read everything joystickjunkie, but from what I've read, your prologue and "SimFallout" idea are great.
 
radiatedheinz said:
interesting how all of you guys have far better ideas for a plot and for games than people at Bestheda have. Maybe NMA should buy the Fallout license. We have the modders, the plotters, we have everything! (not being ironic)

I didnt had the balls to read everything joystickjunkie, but from what I've read, your prologue and "SimFallout" idea are great.
^^

You mean not being Sarcastic.
 
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