Devise your own Vault Experiment.

Post » Thu Mar 04, 2010 1:59 am

Vault 221: 4 people and every video / computer game ready to play inside.

Vault 222: Fully populated vault, but with no bathrooms.

Vault 223: Fully populated vault, but is pitch black.

Vault 224: Filled with mentally challenged people.

Vault 225: 1 gay man and 1 lisbian.
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Bryanna Vacchiano
 
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Post » Thu Mar 04, 2010 11:47 am

Vault [x]
A vault with narrow corridors and poor lighting and only one place where the inhabitants can get food. Everyone start in parts of the vault that are far from the storeroom. This place is shown on their Pip-boys. Only thing is that the food inside contains chemicals that wipes the vault dwellers' memories, so that every time they've fed, they can't remember anything, go asleep, are transported to the initial location and have to start again with a clean memory.
Since they don't have memories from earlier, they don't know who they or anyone else are.
To make things more complicated, they've all gotten their tongues cut out and some facial surgery to make them look like hell -- so when they meet other people in the dark, they think the others are monsters, can't communicate with them, and will either run or fight. In addition, the vault pumps out a gas that makes everyone tense and paranoid. Yeah, it's not a nice vault.

There might also be one guy who is immune to the memory-wiping effect of the food, but he also falls asleep when he eats it, and is transported back to his "spawn point". He hasn't got a tongue either, but he's got a chainsaw (which helps).


Vault [y]
5000 people. Standard food and equipment supply. In the central room of the vault, there's a giant pit with a http://orangemonk.files.wordpress.com/2010/03/sarlacc2.jpeg in it. If the Sarlacc is not fed once a week, the vault computers will on the first day overdue initiate earthquakes, then overcharge electrical circuits, then cut food supply and finally release hungry beasts to devour the vault dwellers.
The point here is that the vault dwellers have to sacrifice one of their own to the sarlacc in order to survive. The general Vault-Tec hypothesis is that a religious system centered around the sarlacc will soon evolve, with a group of the vault dwellers taking control.
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Jack Walker
 
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Post » Thu Mar 04, 2010 9:44 am

Vault 81: Two Men, a Dog, and four goats.

Vault 120: 3000 residents enter the vault. Of this population, roughly 2/3 are convicted violent criminals.

Vault 100: This vault is entirely populated with clock-makers, business men, and obsessive compulsive pathological murderers with fixations on time and mortality. No two clocks within the Vault tell the same time, and any attempts to re-set the time of any clock is punished with an electrical jolt. Vault-Tek Scientists predict failure within one month.
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Craig Martin
 
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Post » Wed Mar 03, 2010 9:20 pm

Vault 54, New Hampshire
Located in the heart of the White Mountains.
The vaults ventilation system is faulty resulting in the air temperature being set to 100 degrees farenheit at all times.
Also the water system was set so that all water circulates thru the boiler.
The only clothing provided is winter clothing.
The only relief from all the heat is outside in the radioactive snow.
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adame
 
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Post » Thu Mar 04, 2010 1:13 am

Vault #something

There are 100 military commanders, each are assigned 9 citizens of varying backgrounds, from religious peaceful backgrounds to military backgrounds, all groups having at least 3 children at different ages. People are trained by their military commanders and then fight in Virtual reality simulations every month. The winning team gets extra food supplies, whereas the losers have to be punished by an overseer, who will select their punishment by playing a modified version of trivial pursuit. Failure came quickly, as a group of half-insane soldiers blew open the weapons locker and then took out laser rifles and went on a killing spree, sparking a war that caused several factions to retreat from the vault. 1 faction took the only GECK in the vault, and used the power of a lush city to attract traders and then bought their wares and employed slaves into their armies, using that power they conquered all other factions and recolonized the Vault, just to be evaporated by Mothership Zetas Laser cannon.
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Tiffany Castillo
 
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Post » Thu Mar 04, 2010 6:12 am

Vault 694- Inhabitants are forced to listen to Justin Bieber's Baby on the loudspeaker 24/7
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Annick Charron
 
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Post » Thu Mar 04, 2010 5:33 am

Vault 9(001)- Dwellers are forced to listen to Vegeta's "IT'S OVER NINE-THOUSSSSSAAAAAAAAAANNNDDD!!!!" over and over again.

Vault 666- Dwellers are made to worship Satan and the underworld.

Vault 1912- Dwellers forced to watch the Titanic movie over and over again and every April 14th, get away from the annual flooding of the vault.

Vault 123- Dwellers that are obsessive compulsive are allowed here.

Vault 325- Dwellers are forced to put up with a high-pitched whining from the speakers.

Vault 157- Dwellers are forced to listen to "Never Gonna Give You Up..." over and over again.

Vault 888- Dwellers are constantly insulted, belittled, and made fun of for every mistake they made.

Vault 24- Dwellers are forced to do 72 physics problems every single day. If they didn't complete the assignment on one day, it carries over to the next day's assignment and so on. Their only materials are lined paper that easily tear and pencils with dull lead and a missing eraser. The whole thing is due every year at March 14th and every single problem must be completed. Failure will result in jail time. Oh, and they also have 9-5 jobs they have to do every week, no vacations. Weekends are nonexistant.
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Stephanie Kemp
 
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Post » Thu Mar 04, 2010 12:50 am

Vault #

An accurate representation of the outside world in a dome, a small town on a stranded island. They are taught that at night, a monster comes out to eat anyone outside. Slowly, they came to believe it. After several generations they decided to hunt down the creature, and after finding it kill it. Killing the creature, they discovered it to have robotic innards and then went on a 'witch hunt', where day by day they would kill a community member, being suspicious of them and thinking they made the robot. Slowly, 90% of them died out, leaving the rest to fear for their lives and sparking a battle, which lasted a few days and killed off the last of them. Year of failure? 2127, the year they were meant to exit the vault.
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Laura
 
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Post » Thu Mar 04, 2010 1:57 am

Vault 300: Residents are forced to talk like Leonidas. Example: "PASS! ME! THE! SODAAAAAAA!!!!!!"
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Cesar Gomez
 
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Post » Thu Mar 04, 2010 10:27 am

vault 444 a vault that plays rick roll music 24/7 oh yea btw

http://www.youtube.com/watch?v=dQw4w9WgXcQ











YOU JUST GO RICK ROLLLLLEEDDDD
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Karen anwyn Green
 
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Post » Thu Mar 04, 2010 2:54 am

Vault 35- There are 2,000 serial killer, an overseer, and 25 guards armed with miniguns and Fatmen (or is it Fatmans)

Vault 122- never completely finished but was meant to start a government either if the Enclave failed (as it did) or join forces with the Enclave to re create America, holds 8,000 people
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John N
 
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Post » Wed Mar 03, 2010 9:33 pm

Humm a vault with a great big sunroof kind of whats like over the more modern football domes.. No point to the test really other than to see the looks on the faces of the lucky few who made it in just to see the ceiling open right before the bombs hit..... Heh now that i think about it this might make good Tv in another vault .. Specially if they got enough of a dose to ghoulify em
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X(S.a.R.a.H)X
 
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Post » Thu Mar 04, 2010 4:15 am

Vault 37

A nuclear bomb easily capable of completely destroying the Vault and everything in it along with its detonator is placed in the atrium where all dwellers can access it with ease. The Vault is also to be sealed permanently (like 101) so that the Vault can only come to an end through the detonator being pressed. Experiment designed to see how the bomb will be detonated and how long the Vault lasts.

Vault 79

Two people of the same gender are admitted to this Vault in which they find that plenty of robots are present to tend to them and they have every TV show episode, film, book, and music tape ever made. The experiment is designed to see whether the two enjoy themselves with these luxuries or if they are miserable due to loneliness or anything else.

Vault 22

No overseer or any other semblance of authority is assigned to this Vault. Do the dwellers form their own government, do they divide into small groups, do they live together peacefully without need for authority, or do they live in chaotic anarchy?

Edit: It's kinda hard to Rick Roll someone when you tell them that the link is a Rick Roll.
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Brandon Wilson
 
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Post » Thu Mar 04, 2010 7:57 am

Vault 17

Theme: Military

Armory: Fully stocked, 100 P94 Plasma Rifles, 100 Wattz 2000 Laser Rifles, 100 Glock 96 Plasma Pistols, and 100 Wattz 1000 Laser Pistols. 200 Suits of T-51B Power Armor.

Population: 200 pacifists

Experiment: 200 pacifists go into Vault 17, expecting safety from the chaos and anarchy of the outside world. The entire vault is ran by a computer. They are trained eight hours a day in topics such as weapon maintenance, accuracy, sniping, etc. to survival in a hostile enviroment and recon. The Vault is intended to open in 10 years.

Expected Result: The dwellers leave and organize a military force that is elite in every way, but are eventually taken out due to low numbers.
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DarkGypsy
 
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Post » Thu Mar 04, 2010 1:50 am

Theme: Military and Westerns

The Experiment: See how a society brought up on violence in fiction and non-fiction during their free time would turn out.

Structure: The Vault is run by an elected "Overseer General" with "Sheriffs" to keep order. Citizens are known as "Privates" and certain roles like shopkeeper are referred to as "Quartermaster"

Entertainment: All the books and comics are westerns, war-stories, and books on military history and strategy, same with all the films and cartoons (making the kids grow up with "Der Fuhrers Face" should toughen them up for rebuilding the world!) The Vault has also been stocked up with war toys and model kits of tanks, guns and fighters. Music consists of old patriotic war songs like "It's a Long Way to Tipperary" and "There'll Always be an England" as well as a plethora of military marches and some Wager.

Equipment: All equipment works perfectly.

The Catch: NO WEAPONS OR FIREARMS! XD

Probable Outcome: The people will leave the vault and as soon as they find a gun shop create a military state of well trained shock troops to civilise the 'frontier' and kill a few injuns and commies along the way

What do you mean, "you've already posted this"? IT'S COOL GODOMMIT.
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Mr.Broom30
 
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Post » Thu Mar 04, 2010 4:10 am

Theme: Military and Westerns

The Experiment: See how a society brought up on violence in fiction and non-fiction during their free time would turn out.

Structure: The Vault is run by an elected "Overseer General" with "Sheriffs" to keep order. Citizens are known as "Privates" and certain roles like shopkeeper are referred to as "Quartermaster"

Entertainment: All the books and comics are westerns, war-stories, and books on military history and strategy, same with all the films and cartoons (making the kids grow up with "Der Fuhrers Face" should toughen them up for rebuilding the world!) The Vault has also been stocked up with war toys and model kits of tanks, guns and fighters. Music consists of old patriotic war songs like "It's a Long Way to Tipperary" and "There'll Always be an England" as well as a plethora of military marches and some Wager.

Equipment: All equipment works perfectly.

The Catch: NO WEAPONS OR FIREARMS! XD

Probable Outcome: The people will leave the vault and as soon as they find a gun shop create a military state of well trained shock troops to civilise the 'frontier' and kill a few injuns and commies along the way

What do you mean, "you've already posted this"? IT'S COOL GODOMMIT.


Don't forget to add http://www.youtube.com/watch?v=podh1wht9RY&feature=related the (unofficial?) English anthem.

Come to think of it, an experiment with a vault that constantly plays the http://www.youtube.com/watch?v=JaPf-MRKITg loud enough to be unable to ignore it.

Other experiments would be to have a few vaults involving sixual cannibalism.

Like 999 straight male sixual cannibals, and 1 six addicted woman. Will she start dating one of them, knowing the background of the men? How will she protect herself to avoid being eaten?

Or a small number of straight female six addicted sixual cannibals (feels weird reading that back) and a large number of men. The vault has a livestock pen included, and only enough rooms for the women, with a similar experiment running in another vault nearby, but with the genders swapped. Might make an interesting faction that keeps humans as livestock and have weapons named after atrributes used in the food industry (I have to stay true to my nickname somehow, don't I).

Another experiment is to have a vault that leaks a carefully monitored (ever increasing, but never lethal) dose of radiation into the interior. The difference with vault 12 being that the dose here is controlled so the inhabitants have time to adapt to the radiation.

EDIT
Come to think of it, isn't Violet (FO:NV) a sixual cannibal, judging from the cuffed hand a bed in her hideout.
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Smokey
 
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Post » Thu Mar 04, 2010 8:08 am

A Vault playing Catana music 24/7.... you monster

Here's another one I made earlier.

Theme: Openness/lack of secrecy

The Experiment: To see how society can cope without privacy.

Social Structure: 'Normal' Overseer election and law enforcement. Initial candidates will be picked out for their vanity, secrecy, and busybody-ness.

Physical Structure: One large central dormitory. Rest as usual

Equipment: CCTV cameras and microphones placed above each bed and bathroom. All inhabitants given a PiP-Boy equipped with a viewing screen for every camera in the vault. Large telescreens with randomly changing camera views placed all around the vault. No bedsheets, loo doors, or even clothing. To counterbalance hypothermia extra heating provided including heated bedsheets. Other equipment works normally.

Entertainment: As normal.

Probable Result: Initially there will be resistance to the lack of privacy but in time inhabitants will get used to openness of peoples thoughts and in turn create a fairer society due to the fact that people will be judged not only by their appearance but also by their habits and feelings. However it is also likely that paranoia will ensue as well as vanity as people will be driven to improve their bodies physically. It is also likely that bluntness in conversation will be common due to the lack of secrecy. Crime should be non-existent due to constant surveillance and any rebellious thoughts will be instantly detected, which could cause the Overseer to become megalomaniac.

When the vault is opened many people will die due to the lack of protective clothing, and for those who do find clothing will have difficulty adjusting to a post-war society due to their perceived rudeness due to their tendency to state their mind.
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Ally Chimienti
 
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Post » Wed Mar 03, 2010 10:40 pm

A vault designed to keep residents alive until the radiation levels outside the vault return to safe levels.
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Miguel
 
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Post » Thu Mar 04, 2010 2:19 am

A vault designed to keep residents alive until the radiation levels outside the vault return to safe levels.

But it's missing water chips?
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Kelly Osbourne Kelly
 
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Post » Thu Mar 04, 2010 3:58 am

But it's missing water chips?


A vault with a non-functioning water chip? Why hasn't anyone done this before?
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Adriana Lenzo
 
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Post » Thu Mar 04, 2010 1:33 pm

Vault 40

Overview:

An engineering marvel. It's a giant cube composed of smaller cubes on tracks. These tracks shift the cubes around with simple commands. Most of the cubes of have deadly weapon experiments in them. A new deadly toxin to a prototype Mark IX Turret. The rest of the cubes that don't have weapons in them are considered safe rooms. There is one cube that leads to the exit. The Vault residents are put into these safe rooms, monitored buy a group of people which in turn are monitored by an overseerer. The group of people are trapped in the the safe rooms for ninety days with little food or water. They are then released.

Purpose:

To test prototype weaponry. Along with the social effect of a group of people living in close proximity of each other for extend periods of time.

This is a totally original idea. Honest.
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Michelle Serenity Boss
 
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Post » Wed Mar 03, 2010 11:17 pm

Vault 40

Overview:

An engineering marvel. It's a giant cube composed of smaller cubes on tracks. These tracks shift the cubes around with simple commands. Most of the cubes of have deadly weapon experiments in them. A new deadly toxin to a prototype Mark IX Turret. The rest of the cubes that don't have weapons in them are considered safe rooms. There is one cube that leads to the exit. The Vault residents are put into these safe rooms, monitored buy a group of people which in turn are monitored by an overseerer. The group of people are trapped in the the safe rooms for ninety days with little food or water. They are then released.



Sup Dawg I heard you like cubes... So we put cubes in a cube so you can live in a cube while being in a cube!

Vault 40, it's a series of cubes.

O.k I'll stop.
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IsAiah AkA figgy
 
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Post » Thu Mar 04, 2010 4:21 am

The doors are also cubes and the floor panels are squares, but really their cubes also!

Actually I had just finished watching Cube Zero. It seemed like a social experiment to me.
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Sarah Edmunds
 
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Post » Thu Mar 04, 2010 1:42 pm

It's an interesting idea though. Although I somehow doubt it would appear in a Fallout game. However I could see a vault where the inhabitants have to fight though a series of rooms to get out being made, unobserved.
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Christie Mitchell
 
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Post » Thu Mar 04, 2010 3:52 am

Unobserved! But what about all that nice data?
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Tanya
 
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