Cities, Towns, Villages, Outposts you want to see or build i

Post » Wed May 02, 2012 5:39 pm

This is different than the locations thread as it isn't about about any specific state or city but instead about different types of cities, towns, villages, outposts that you would like to see in future Fallout's. These would be completely made up locations people, and you are the one that needs to give details to what you want.

A place that I would like to see is a underground city made by Vault-Tec as a place where there best could go. It would have been kept secret from the general public as well as government and would likely have used a place that already has caves. It would have had the best of the best tech that Vault-Tec had and could have other big companies so as to explain how it was built with costs and tech.
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Mrs Pooh
 
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Post » Wed May 02, 2012 6:00 pm

Slaughter Town

A wasteland settlement built around the remains of a pre-war slaughterhouse. Run by a powerful family that claim their ancestors founded the town. The patriarch of the family goes by the title “Foreman.”
The town’s main source of income is Brahmin meat and hides. Hundreds of Brahmin are bought and slaughtered monthly there. There are very large pens with several Brahmin throughout the town.

The population is mostly made up of people that are employed by the “Foreman’s Family” that live in buildings close to the Slaughterhouse itself.

The most common jobs are “knocker” or “stunner,” that kills the Brahmin. The lowest job, often done by ghouls is a “shoveller.” A shoveller’s job is to remove the waste from the pens. This not only includes the removal Brahmin crap and urine but their blood and guts after they have been gutted. The waste is separated and sold to farmers in the area.

One of the most coveted jobs is butcher. They own their own shops. They buy the meat from the Foreman’s Family. Yet they still have to pay a tax on everything they sell.

There is other business in the town. A Hotel, brothel, bars, general stores, and a mercenary outfit called “Foreman Guard.” A privet police force loyal to the “Foreman’s” family, they enforce the laws of Slaughter Town.

Other smaller Slaughterhouses can be found throughout the town. By law they aren’t allowed to slaughter Brahmin, so they sell meat from other wasteland animals; each of these slaughterhouses, pay rent and taxes to the Foreman’s Family.

Attached to the town is “The Tannery” the only place in Slaughter Town not directly controlled by the Foreman’s family, it is however dependant on the hides from the Slaughterhouses. “The Tannery” is run by the Tanner family. They are skilled at making all things leather, including armour. They controlled the Tannery since before the Great War or so they claim. The Tanners made a deal long ago with one of the Foreman in control of Slaughter Town, to remain independent.

Slaughter Town has kept that deal for several decades. Over those decades Slaughter Town grew around the Tannery and outlying buildings, the two locations became one. But the Tannery doesn’t have to pay rent or tax to the Foreman and the Foreman Guard have no power there, but all the hides the Tanner family buy comes from Slaughter Town.

The town isn’t that pleasant to live in but like any town some areas are better to live in then others. Most of the workers live by the main Slaughterhouse and have to deal with the sounds and smells 24/7.

The worst part of town is the Ghoul Quarter. Despite the name humans do live there. It is where the waste is sent, sorted and sold.

The Tannery isn’t as pleasant to live in either due to the smell, but people consider themselves lucky to live there, for they don’t have to pay such high rent and tax to the Foreman.

The nicest place in town is the Foreman Hill. Located on a hill adjacent to the main Slaughterhouse is a gated community with pre-war homes but many new post war homes. The largest one is the Foreman’s. Besides the Foreman’s family, the head of the Foreman Guard lives on the hill as well, along with the richest people in Slaughter Town.
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Miranda Taylor
 
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Post » Wed May 02, 2012 10:56 am

The Greenhouse
Spoiler

Location:
At the region around Greenville Mississippi, including part of the river.

Structure:
A Vault City esque large fenced settlement. An underground vault (what ever unused number) from where the inhabitants emerged; a large facility consisting of The Greenhous Genetics laboratories, The Greenhouse Institute and The Greenhouse Testfacility; normal settlement area divided into "the slum" with lower grade infrastructure, "the central area" with higher grade infrastructure, and "the Institute area" with the science facilities and top tier inhabitants.

Politics:
- Non-expansive in a military way, but spreads influence through other means (very high medical knowhow, clean genetically enhanced food and water etc.) some of which may not be too ethical (like secretly creating circumstances which need their expertise to be solved).
- Strict policies about hygiene and diseasecontrol -- the Slum area basically being a quarantine zone for outsiders wanting to move in (though, despite being an inhospitable host, still offering some benefits over living outside as well as the ultimate benefit of the possibility of getting to live in the central area).
- Military force concentrated on defending the city and surrounding areas, not too capable of attacking anyone.

History:
The Greenhouse was originated in the 60's by a Polish immigrant, a young medical student named Victor Zielinsky, who, with his wife Katja, left the ruins and rebuilding of Krakow in late 40's to seek for a better life in America. He continued his medical studies in New Orleans and funded his living and studies by working parttime at a local florist and some local farms. From these occupations he contacted the interest in plant and animal life, and eventually moved away from medical studies to genetics.

In 1965, due to not being satisfied with the life in a big city, he moved to Greenville Mississippi with his wife and 6-year-old son and started a greenhouse project with a goal to enhance the livestock and crops to produce more and more nutrientwealthy products, and to "create" decorative plants by mixing various species'. The start was a rockyone and he still had to have another occupation as a local doctor and a vet. But as years passed, the greenhouse project started to bear fruit. In 1976 he made a significant breakthrough in the area of animal genetics and was able to expand. In following years the Greenhouse Project turned into a fullblown sciencefacility called The Greenhouse Genetics. Victors son, Adam Zielinsky, had taken an interest in his fathers study already at a young age, and eventually took over the project in early 1980's when Victor died of lung cancer.

Adam, being passionate about his work, changed his last name to Green to connect better with the work he was doing, and to sound more "American". He continued evolving the project, and expanded further by establishing The Greenhouse Institute at the side of The Greenhouse Genetics facility. The Institute worked as a university of genetics and schooled people to work at the Genetics facility.

Adams passion to his work was such a powerful kind that it drove him to force the same passion to his daughter, Sylvia. Due to the strong belief in family ties and inheritance, he effectively brainwashed her to continue his legacy at the helm of the project. This line of action was then rooted to the Zielinsky/Green family as Sylvia passed it on to her child, and the chain went on from there.

Eventually the Greenhouse grew to be a national interest. The government had high interest in it and what it was doing, and at later point Vault Tec built a vault right next to the facility as part of the Project Safehouse. Pacts were made in secret and Reginald Green, the head of The Greenhouse Genetics at that point, was set as the overseer of the vault, which, like the other vaults, was sealed at 2077.

The overseers orders consisted of continuing the Greenhouse work, and doing medical experiments with the inhabitants in research of enhancing the human body. An accident was staged with the air- and waterfiltration systems and it was said that due to this, a form of plague had gotten in the vault. There was no permanent cure for this so the medical team started giving vaccines to people on regular basis. Most had a placebo, but some were intentionally contacted with various gene experiments. These experiments all led to deformation and horrible sickness, which of course was not the intent, but the eggs had to be broken for the omelet. This went on for years and the coverup held.

The vault doors finally opened at 2251 and the people emerged. With the aid of the vaults GECK, they formed a settlement around the vault entrance and the Greenhouse facility which they started repairing in working condition, as per ordered in the overseers instructions. It didn't take much time due to no direct hits of the warheads. The vault generators and the facilities own underground generators produced enough power to keep the settlement running and allowing it to expand a bit.

The young overseer, Victor Green (named after his ancestor), was appointed mayor and head geneologist. He restarted the Project Greenhouse which was to make the surrounding wasteland to flourish again, to produce wealth and health as it used to.

The neighboring settlements in the area took interest in The Greenhouse and commercial routes were established. Some people wanted to move in behind the protective walls and prosper with the advanced medical and agricultural prospects the Greenhouse offered, but due to Victors demands on high end diseasecontrol, they were packed in a fenced slumareas which eventually grew to form a full district. The Slum district occupants were regularly tested with various chemicals to assure they posed no significant threat of contaminating the central populace. The procedure was slow due to only few officials taking part in it which led only a handfull of people being tested at a time and for many times during a lengthy period of time. The district was full of people waiting to get tested, so new people were only let in the slum when others left or were let in the central district. The choosing of people to be tested was seemingly random and this led to some people living their whole lives in the slum waiting be tested.

It was not long after the facility got restarted when the first ghouls were met. At first they were shunned and driven away due to their appearance, but when it was learned that they had an abnormally long life, some were let inside, allowed to get past the line. And they were studied. Victor got immensely curious about their genetical structure and how it allowed them to live so long. With his most trusted scientists, he immediately started a behind the curtains project to create a vaccine which would give normal human the benefits of long and diseasefree life without the side-effects of rotting skin.

This was at first done in a civil manner, but when Victor learned he had cancer, he hasted the research. Soon the it consisted of cruel and inhuman practices. The testsubject were predisposed to enjailmet and torture, they were injected with substances that caused various diseases and deformations, they were cut to pieces to study their bodies' reactions to the chemicals. Victor justified all this with the, as he was sure of them, eventually succesful results and necessary evil in the betterment of human physiology which would, as he believed, eventually lead to the end of the wasteland and rapidly bring societies together again forming a better world.

He was was aware of how this would look in public, so extreme discretion was taken and all research was kept under a blanket. He also knew harvesting test subjects from the populace of his own city would eventually lead to lowering in popularity and desertion. So he, with his high security officials, staged diseases they knew how to cure in the other nearby settlements and then offered them medical assistance. They cured most for the show and kept others with the excuse of them being in such a bad shape they had to be quarantined, cremated or got disposed of by other means.

The growing efforts, however, spent more subjects than they could gather. Additional measures were taken and they started abducting people. They left clues in the wildersness which led to an assumption that the abductees were either killed and eaten by wildlife or cannibal savages, or captured by slavers. All this eventually rose suspicion among the other settlements, and a group of people started their private investigations to prove that the Greenhouse was in some way responsible for the ever growing number of missing people.

And this is the state the region is in right now in the year 2283, when a hasty stagíng of a form of smallpox got out of hand and spread throughout the region.
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joannARRGH
 
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Post » Wed May 02, 2012 8:49 pm

A place that I would like to see is a underground city made by Vault-Tec as a place where there best could go. It would have been kept secret from the general public as well as government and would likely have used a place that already has caves. It would have had the best of the best tech that Vault-Tec had and could have other big companies so as to explain how it was built with costs and tech.

See also, Vault 0.

Anyways, I'd like to see a locale which is based on a Monarchy. I suppose that the BoS somewhat counts towards that, but I want to see a true Kingdom.
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Fanny Rouyé
 
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Post » Wed May 02, 2012 3:41 pm

You guys have had this all planned out I see.
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Sheeva
 
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Post » Wed May 02, 2012 5:52 pm

I like Styles idea, very much.
Hopefully Bethesda really puts some thought into settlements, actually giving them their own unique story/ mystery/ ideals.
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CArlos BArrera
 
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Post » Wed May 02, 2012 7:17 pm

I like Styles idea, very much.
Hopefully Bethesda really puts some thought into settlements, actually giving them their own unique story/ mystery/ ideals.

Thanks :D and I also hope they put alot of thought into town creation for Fallout 4.

See also, Vault 0.


Vault Zero didn't have the best of the best Vault Tec had. It was really built half assed. One could say it was designed to fail :shifty:
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Colton Idonthavealastna
 
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Post » Wed May 02, 2012 11:22 pm

I should REALLY be playing the sims

I second this
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Kim Bradley
 
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Post » Wed May 02, 2012 10:30 pm

Thanks :biggrin: and I also hope they put alot of thought into town creation for Fallout 4.



Vault Zero didn't have the best of the best Vault Tec had. It was really built half assed. One could say it was designed to fail :shifty:
They could integrated a streamlined and perfected RTS. And the UVC wouldn't have anything to do with the vaults other than having a map of all of them incase they need something from one of the vaults. It could be in the Cave of the Winds maybe, I hear those are supposed to be huge. Although I may be thinking of a different cave system in the US.
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courtnay
 
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Post » Wed May 02, 2012 5:49 pm

Anyways, I'd like to see a locale which is based on a Monarchy. I suppose that the BoS somewhat counts towards that, but I want to see a true Kingdom.
Like the Republic of Dave or the Kingdom of Tom?
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~Amy~
 
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Post » Wed May 02, 2012 9:45 pm

...on the other hand... nevermind...
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Ella Loapaga
 
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Post » Wed May 02, 2012 1:37 pm

I want another Vault City, minus the snobbery. Why? Because anything with beautiful green trees and grass get's my vote. :D
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Richard Dixon
 
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Post » Wed May 02, 2012 10:22 pm

A old abandoned locked up Enclave outpost, would need to be hidden but open to the sky. Might work up in mountains or a area with a high number of deathclaws to explain why no one has found them before.
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JLG
 
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Post » Wed May 02, 2012 2:58 pm

A vault city sounds good I want some sort of monarch aswell :banana:
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Quick Draw III
 
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Post » Wed May 02, 2012 8:40 pm

Garytown. All the garys was set loose by lone wanderer in the wastes and they finally settled and establised a new town called Gary Town. They would be friendly, but they all would say just garyyyy! Just like in fallout 3. :D Maybe there would be some scientist that studies them and gives you a translator device what allows you to understand somewhat their speak and you could trade with the Gary Merchant and dialog would be like this Gary: Gary?!(What is it?) Then you say GAARYYY!(I want to buy something.) Gary: Garyy. Hehehee.(Yes lets see what i got. Hehehee)

Also town Police Gary would give you mission to rescue some garys that had been captured by evil super mutants.

GAAAAAAAAAARYYYYYYYYYYYYY!!http://www.youtube.com/watch?v=4izKFr2Lj40&feature=related :biggrin:
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April
 
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Post » Wed May 02, 2012 7:18 pm

I want another Vault City, minus the snobbery. Why? Because anything with beautiful green trees and grass get's my vote. :D

I don't mind it being a vault city, but I definitley want to see a town which is full of life. Both plant life and human life.
Have it well taken care of, like the people actually give a [censored] about where they live.
Just once I want to see an area that doesn't look as if everyone is blind to their surroundings, as if they like sleeping on a bed that's been used by every prosttute in the wastes.

It just seems very ridiculous that people still leave a 200 yrold burnt/ shredded painting dangling on their wall.
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Killah Bee
 
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Post » Wed May 02, 2012 4:52 pm

Garytown. All the garys was set loose by lone wanderer in the wastes and they finally settled and establised a new town called Gary Town. They would be friendly, but they all would say just garyyyy! Just like in fallout 3. :biggrin: Maybe there would be some scientist that studies them and gives you a translator device what allows you to understand somewhat their speak and you could trade with the Gary Merchant and dialog would be like this Gary: Gary?!(What is it?) Then you say GAARYYY!(I want to buy something.) Gary: Garyy. Hehehee.(Yes lets see what i got. Hehehee)

Also town Police Gary would give you mission to rescue some garys that had been captured by evil super mutants.

GAAAAAAAAAARYYYYYYYYYYYYY!!http://www.youtube.com/watch?v=4izKFr2Lj40&feature=related :biggrin:

You just smashed the lore into tiny little pieces. You should be hired to write at Bethesda
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jasminε
 
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Post » Wed May 02, 2012 4:29 pm

A community of scientists or so they say. The elders say their ancestors worked for a company called Med-Tek. Some of them are deformed, large craniums and blind. They possess unique wasteland made weapons as well as energy weapons. They also have a lot of robots. They are very technologically advanced.

They all drink a strange liquid made up of various strange chemicals. They are heavily addicted to it. They say it makes them smarter and stronger. We discover that their mutations and blindness comes from years of exposer to their drink. It bio accumulated in their systems, each generation being born addicted and needing more and more of it.

Mutation and blindness aren’t their only problem. They have been running out of pure chemicals to make their drink. They have been forced to use lower grade chemicals and use chemicals exposed to radiation. This increases the rare of mutation and blindness.

Some of the mutated members have psychotic behaviors; some even say they have psychic abilities. Some members of the group feel they should try to push their psychic abilities by altering their drink. Isolate what it is that gives them their ability and increase it. They even go so far as to experiment on wastelanders.

They buy various drugs. Mentats being the most prised. They will also buy psycho, buffout and various other drugs and alcohol.

They will not sell you their drink, but if you manage to get your hands on it be warned. It has a 100% addiction rate. It increases your agility, strength, intelligence and perception, for many game hours, but you crash hard. Your special increases crash to lower then before you took the drink and remain like that for many game hours. Addiction lasts a very long time and lowers your charisma.

They will be able to tell that you have taken their drink, they know the signs of its affects really well. They will not trust you as much in the future.

(work in progress)
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Jason King
 
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Post » Wed May 02, 2012 10:03 pm

Increasing blindness?
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tannis
 
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Post » Thu May 03, 2012 1:06 am

One thing I think would be a great addition is for you to be able to actually improve on communities, building on the idea from skyrim, so if you help a local wood suppler or scrap dealer or if you just give them money etc the community grows, you see new buildings being built new citizens appear seeking safety, more shops grows. Or if you help with the towns sheriff extra guards towers and guards are added.

Doubt it will happen though, would require a lot of design time.
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Baylea Isaacs
 
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Post » Wed May 02, 2012 5:15 pm

I would like to see more underground towns and such, as well as more outta the way villages. The gypsy ghoul village would have been a lot better if you could talk and trade with them. Roving towns would be interesting as well, or at the very least the roving trade caravans similar to what we saw in Skyrim.
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jess hughes
 
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Post » Wed May 02, 2012 11:49 am

A Vault city would be amazing...minus the snobby attitude. A Vault that is actually doing pretty well for itself would be refreshing to see.

An underground city? Yes, please! :D

I would also love to see a settlement or a variety of settlements under a monarchy. We've had Presidents (democratic) and totalitarians (dictator). A monarch would be an awesome thing to see, especially for a faction.
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Portions
 
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Post » Wed May 02, 2012 10:57 am

Radroach King.
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le GraiN
 
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Post » Thu May 03, 2012 1:38 am

Can we have one vault submerged deep under water to test the radiation spread through water? Or would the 50s theme with the retro scifi take remind us to much of Rapture?

Possibly if we ever go to Hawaii.
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Emily Shackleton
 
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Post » Thu May 03, 2012 2:15 am

i want a giant market were people trade things. A place were caravans meat and travelling traders rest.
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Laura Ellaby
 
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