Vault Ideas For Fallout 4

Nuka-Cola Addict

First time out of the vault
Vault 122- Control Vault. Last Vault to be built. Opened same time Vault 8 did. This vault had 2 extra G.E.C.K's by shipping error

Vault 120- Vault which raised attack dogs, only 10 dog trainers entered.

Vault 117- Vault that was supplied with illegal drugs and liqour and no entertainment centers, sports equipment, or toys for the children

Vault 113- Housed very supersticious people.

Enclave Vault- ment to house inportant individuals from the military
 
Vault (Something-or-other, didn't think of a number XD): A Vault built to house Convicted Criminals, Including Pedophiles, Murderers, Con Men, Thiefs, every type of criminal you could think of. There were only ten Security Guards and an abundance of weapons at the ready. The Overseer and his handful odf guards were quickly beaten and killed, minus the Overseer himself, who was cast out into the Wastes. Now, the rather large Vault is not unlike the Wasteland, with the four quarters in control of four different factions, who bully the lesser criminals in various ways and are constantly at war with each other.

Vault (No number, yadda yadda): Everyone who entered this Vault was a child, who were separated from their parents, Who were locked in a separate Vault Wing. The Children eventually all died, but the adults are kept from the truth because none of them have the key to open the door that separates the two Vault Wings.

Vault (You guessed it, no number): Everyone in this Vault had a critical disease such as Cancer. They were all told that there was a cure in the Overseer's possesion, and whoever did a set amount of tasks that aided the Vault got to get cured. When someone finally met that limit, they discovered the horrible truth that there was no cure. That person, one Susan Hetcher, Was killed, and had her body thrown into the Wastes, but everyone was told she made an attempt on the Overseer's life. Now, everyone in the Vault lives on with a hopeful gleam in their eye, continuing their repetitive lives at the gain of the Overseer alone, who is merely following the instructions passed from Vault-Tec to his family, and then to him. But the Catch 22 to all of this is that If everyone finds out and stops working, all systems in the Vault will shut down, and all of them will die.

Vault (Derp): Everyone was told that the Vault was actually a giant bomb, and was set to explode at Midnight on a certain date which was not revealed. That much was actually true, and now everyone in that Vault has high Anxiety and Depression issues, and most have killed themselves. Now, only 200 out of an original 575 are left, and 150 of those people have gone crazy violent. The REMAINING 50 desperately want to find an actual bomb, and cannot escape due to the 150 crazies guarding the majority of the Vault, and have acces to all of the firearms.
 
Nuka-Cola Addict said:
Vault 122- Control Vault. Last Vault to be built. Opened same time Vault 8 did. This vault had 2 extra G.E.C.K's by shipping error
So, Vault City again.

Vault 120- Vault which raised attack dogs, only 10 dog trainers entered.
And then they ate the dogs when they realized they had no reason to raise them?
 
Seasick said:
Vault (Something-or-other, didn't think of a number XD): A Vault built to house Convicted Criminals, Including Pedophiles, Murderers, Con Men, Thiefs, every type of criminal you could think of. There were only ten Security Guards and an abundance of weapons at the ready. The Overseer and his handful odf guards were quickly beaten and killed, minus the Overseer himself, who was cast out into the Wastes. Now, the rather large Vault is not unlike the Wasteland, with the four quarters in control of four different factions, who bully the lesser criminals in various ways and are constantly at war with each other.
It would be more in the spirit of Fallout if this turned out to be one of the many unexpected "successes" in the Vault Experiment. Rather than be stupidly cliche and say that a Vault comprised entirely of some of the most depraved criminals would just turn into a hive of villainy (very Bethesda-esque, basically [unoriginal]), it would probably blossom into one of the most just paradises in the whole wastes. Criminals who all make lives based off of somewhat Darwinian principles ("Might is Right" being loosely based off of "Survival of the Fittest", for example) rather than "unnatural" human laws, would be able to shape a truly just society in the post-apocalypse without being bound by social conformity and domineering, regressive "Rule of Law". Essentially, the more novel idea would use this opportunity to provide a stark contrast to much "less successful" Vaults, such as Vault 8. An absurd culture that reveres their law and social hierarchy which is in dire need of outside aid to save it (but can't admit to it), versus a veritable utopia that adapted perfectly to the harshness of the Wasteland, despite both of their respect origins.
 
Vault 73 - A Vault inhabited by Clinically ( not Criminally) Insane and Psychiatric staff

Vault 10 - Nuka Cola sponsored vault, the Vault was kitted with the State of the art Eat-o-Matic food dispenser, Exercise equipment was never installed.

Vault 35 - All of the Vault women were zealous feminists.

Vault 88 - The vault was inhabited by neo-nazis, black women and a Jewish Overseer.

Vault 33 - Top rank gourmets were allowed admittance in to the vault, the vault's food dispenser set for breakdown after 3 month, rendering it capable of making only bread and American cheese

Vault 60 - Vault inhabited solely by homosexual Males and a "SURROGATE" RobCo breeding machine ( Egg cell incubation model ).

Vault 23 - Only admitted compulsive smokers, a 6th months supply of air filters was provided.

Vault 5 - The vault was extended in size to accustomed livestock herding and a slaughter house, food extruders were programmed to create low nutritious animal feed, the main vault reactor had to be manually refiled with manure to function.
The only Inhabitants admitted in to the vault were Rich Vegetarians,
 
Eeee bad choice of words... :oops:

What I meant to say was a Vault with Straight women and gay men, otherwise it would be a flop after the first generation :lol: or... now that I think about it...

also tweaked Vault 88 and Added vault 5
 
Khuzor said:
otherwise it would be a flop after the first generation
That was kinda the point of the Vaults. To see where they'd go. Very few of them had specific circumstances that REQUIRED maintaining a system after the first generation's passing (Like 13, since it needed to maintain extended isolation) while all the rest were meant to see what would HAPPEN when you placed the survivors in these circumstances, and then handed control over to them. Vault 11 ended up maintaining its bizarre social experiment for an unknown number of generations out of fear. Vault 21 made a "truly fair" society formed around the laws of probability that was only halted by the intervention of Mr. House. Vault 15 tested cultural divides, and would've tested them for longer without any "artificially prolonged" extensions had it not experienced a catastrophic collapse from seismic activity.

A Vault with entirely gay men (or if you really wanted to include Straight women OR an egg incubator, it doesn't matter, just A means of sustaining more than one generation) would make perfect sense without having to force the next generation to "be gay", because that wouldn't be the point of the experiment. It would showcase facts (which is the objective OF experimentation) such as "100% of all children in homosexual relationships are voluntary" (DUH!!!), and the emergence of heterosexual children would clearly demonstrate no biological bias towards one sexuality, and so on and so forth.

Including Vault 10 would kinda require staying in the West Coast (which you wished against), and taking away the rights to Nuka Break right out from under the feet of its creators, Wayside Productions... So I wouldn't want this in the next game, if I were you.

I liked the ideas of 88 and 5 the most, though. =)
 
Wow, I didn't know about seismic activity in Vault 15. Where it is referenced?

Katrina:
My life was very boring. I was raised in a Vault. I lived there for many years. Unfortunately, we were crowded and life was very bad. There was a schism, and many people left, taking with them the best equipment. Still, some of us tried to stay in the Vault. But then we were attacked. I was hurt, and I ended up here. Now I try to help people . . .

I always thought overseer's room is buried because lack of care and some c4 maybe from vault dwellers raiders, not seismic activity. :P
 
To my recollection only the Pilot episode was West Side, in the first EP of the series proper - Twig is clearly thrown out by Chet out of the Good Springs General for botching the delivery.


Also since Nuka break can't be Trade marked ( since it's a fan production including a lot of Fallout IP material ) it can be put in to the game even without permission of the creators since in a Legal matter Nukabreak is a Fan Fiction, besides with all due respect to the Nuka-Crew there all FO3 Fantarts, I can imagine they wouldn't mind at all if Beth stole the Vault for the sole purpose of inserting pop-culture refs in to the game.
 
Khuzor said:
Vault 73 - A Vault inhabited by Clinically ( not Criminally) Insane and Psychiatric staff

Vault 10 - Nuka Cola sponsored vault, the Vault was kitted with the State of the art Eat-o-Matic food dispenser, Exercise equipment was never installed.

1.Vault 35 - All of the Vault women were zealous feminists.

2.Vault 88 - The vault was inhabited by neo-nazis, black women and a Jewish Overseer.

Vault 33 - Top rank gourmets were allowed admittance in to the vault, the vault's food dispenser set for breakdown after 3 month, rendering it capable of making only bread and American cheese

3. Vault 60 - Vault inhabited solely by homosexual Males and a "SURROGATE" RobCo breeding machine ( Egg cell incubation model ).

Vault 23 - Only admitted compulsive smokers, a 6th months supply of air filters was provided.

Vault 5 - The vault was extended in size to accustomed livestock herding and a slaughter house, food extruders were programmed to create low nutritious animal feed, the main vault reactor had to be manually refiled with manure to function.
The only Inhabitants admitted in to the vault were Rich Vegetarians,

1.... Dear god no :|
2. That sounds like a fun idea.. But it could never end well :P Need some "friendly" guards with nightstick or 2..
3.
tumblr_m9exjqHDBp1qc27gg.jpg
 
Vault 44: Robots were programmed to kidnap and kill random vault citizens without any discretion as to who the killer was. Was done to see how people would react to constant paranoia.
Vault 58: Vault was designed to constantly cycle in different "climates" and temperatures, forcing people to constantly adapt, or be killed.
Vault 70: Everyone in the vault administered either one of two of extremly deadly, non-contagious diseases, and every generation a decision would be made as to which of the two groups would get a cure.
Vault 33: In the beginning of the vault was a complex labrynth, and a complex puzzle to solve, with the end being the actual housing complex, and exit which would open after a certain time.
Vault 66: All the hallways in the vault were very long and stretched, making it take almost an hour just to get to a bathroom.
Vault 84: Entire vault was filled waisthigh in water. Was done to test long term exposure to water.
44's results: The inhabitants never figured out the culprit until the entire system came crashing due to a power failure. By that time, only a single man remained, who currently lives out his days in extreme paranoia. Status: Failure
58's results: One of the few Vault-Tec projects that didn't end in complete failure. Though most of its residents died due to starvation, dehydration, etc., those who survived were more than ready to deal with the wasteland horrors that awaited them. Status: Success
70's results: Eventually, one plucky vault dweller found a cure for one of the diseases while it was decided the other group would be cured. Unfortunately, she was found missing with her cure as well, to which the overseer "denied" any involvement. Eventually 70's numbers dwindled, and only a handful remained when the vault's door s opened. Surprisingly, no riots broke out over any of the overseer's decisions. Status: Pyrrhic Success
33's results: Despite most inhabitants being lone wolves, one group made it through all the way to the end, beating everyone else there. Rather surprisingly, despite the ancestors achieving success through collaboration, the descendants made use of the armory and kept the vault all to themselves. Eventually, a large group of "outsiders" managed to overthrow the defenders with sheer numbers, though many were killed during the battle, and even more dead due to the vault's failing life support which was destroyed by the selfish, previous owners. Later generations learned from the parents, and took the previous incident to heart when they ventured out into the wastes, becoming some of the most compassionate to wander the wastes. Results: Success
66's results: The vault was never actually finished, due to the elongated hallways, and as a result, only the bare essentials were put in place. Interestingly enough, the residents died of mental psychosis, from a lack of any real entertainment, than of dehydration and starvation as expected. When the doors opened, some of the wasteland's most "messed up in the head" raiders began to roam the wastes. Results: Failure
84's results: The vault is still undergoing the experiment, and as per procedure, won't open for another 42.7 years. And no, no fishmen have been produced, at least as of yet. Results: Occuring
 
I'm kinda getting burnt out on the Vaults with a catch of some sort.
 
Sometimes I do think Tim Cain should never have brought up the Vault Experiment concept in the first place, how much I liked the revelation foreshadowing the Enclave's existence in Fallout 2 and their plans for colonizing the mainland and eventually space.

I think the idea presented in Fallout 1, that the Vaults in general weren't always properly designed or planned, leading to technological or social failures was better than 'every Vault is a wacky experiment' background we have now.
 
What the vaults need is to be less "whacky experiments" and more "things that might actually make sense when colonizing another planet/living on a spaceship."
 
One idea I had for a Vault Experiment was a Vault which reactor deliberately had weak radiation shielding, resulting in a slow poisoning of the Vault.

The Enclave scientists wanted to see how a population would react in the knowledge of being inside a sealed environment that is slowly rendered inhospitable and to what solutions they might come up with or resort to.

Reason for this experiment was the fact that the crew of any interstellar spaceship the Enclave might launch would have to deal with prolonged exposure to cosmic radiation with no guarantee that any radiation shielding would hold out during the entire journey.

I guess it's sort of like what Vault 34 became.
 
Wintermind said:
What the vaults need is to be less "whacky experiments" and more "things that might actually make sense when colonizing another planet/living on a spaceship."
That really seems to be an issue with fans and not so much the canon material. For example, Vault 13 made sense, Vault 15 made sense, Vault 12 made sense, Vault 8 made sense. Vault 11 made sense. Vault 19 made sense. Vault 22..... sorta made sense, but you had to work out the logic of the experiment. Vault 77 was a great idea, comical, and yet made sense (in a sick sort of way). Vault 34 made sense, although I think its in-game representation lacked some lore polish.

Once we venture into the fan-based ideas, they stop making much sense at all. Isn't Vault 101 just a poor-man's copy of 13? Why not just rig the door like Vault 12, only to NEVER open instead of never close? Vault 108 wasn't a bad idea, and could have been great as a twisted end to a relevant experimental idea. What would be the point of 112 though? Why would we need TWO different takes on super soldier creation as the basis of a social experiment in the forms of 87 and 109?

Most fan ideas, that I've seen, spun off in similar "whacky" directions thanks to Bethesda's encouragement of this idea of the Vault Experiment, and not exclusively due to the introduction of the idea of the Experiment, itself. Even though it was wrong, FOT's idea that the BoS came from a military Vault wasn't a bad idea, and it wasn't "whacky" in the slightest. If it weren't canon-contradictory, it would've been a great idea. Despite being attached to a shit game, FOBOS's Secret Vault sounded like a good idea. Why WOULDN'T the company building these damn things wanna make their own shelter to spare themselves from being subjected to a veritable lottery of misfortune? Having a different strain of FEV brought to it for study was a gimmicky idea, but the primary principle of the Secret Vault still sounded pretty solid.

The core, canonical Vault Experiment always made perfect sense, to me. It was twisted, and if you tried to work out the logic, it even made sense. But fans are the problem with most of the latest ideas. They don't understand the logic of it (and neither did Bethesda, who popularized getting the idea wrong) so they see more recent realizations of getting the idea all wrong, and they get bad ideas of their own. Some still sound alright, though.
 
There is a rather interesting thing about the Vault Tec vault SnapSlav.

While the manual mentions Vault Tec getting their hands on FEV the actual game never mentions it anywhere at all.
Instead the Vault Tec scientists were working on a treatment to cure sterility caused by mutation, and that was what Attis was after in the game.

At no point it's mentioned that Attis wanted to create new FEV vats, he just wanted a cure for his Super Mutant army so that they could reproduce naturally and so expand their forces.

It seems the writer of the manual is telling a whole different story than the game is.

While I consider FOBOS in general non canon I can definitely live with elements like Attis and his forces (explaining what happened to some of the Super Mutants after the Master's death), the secret Vault Tec vault, and there being a BOS presence in Texas (as long as they are not the shining knights of the wasteland).
 
The idea, Dutch Ghost, is basically what the Bakersfield Vault (8? 12?) did.

I'd prefer to see vaults use after wards. Some people under siege in a vault, factions fighting over a vault, that sort of thing. Or the consequences of a vault harming other people.

I had the idea of an existing Vault, whose reactor's radiation containment measures had failed (intentionally or not). The residents either left or became mutated. Now, the vault is populated primarily by mutants who are unaffected or benefit from the radiation from the reactor. More over, now, there are new flora and fauna developing in a cave system (or perhaps old mine) the vault was built into, and they are not just thriving in spite of radiation, but actually living off of it (which some of the mutants do as well).

The problem is that the radiation from the reactor is also leaking into the ground water, causing issues on the surface, polluting water and making it difficult to grow crops. So the player must decide between whether to help the people on the surface or the mutants in the vault. Then they'd be able to fix the radiation shielding, fixing the problem but dooming the mutants, or fixing some part of the vaults security systems to help the residents of the vault be safe/attacking the humans and killing them or running them off. Or maybe they could fix the shielding to prevent it from leaking out but not dooming the residents, but I'm not one for a full comprise type of solution. Life isn't so easy in the wastes.
 
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