A DLC concept for new york city, this DLC when active will cause a mercinary group to spawn in the wastes near the coast, with them is a working fishing boat that they have loaded up with guns and are hiring as many people as they can to help them search for a lost treasure of the old world in the remains of the bombed out new york city.
The DLC is sort of like dead money in which you are brought into a gas filled city which was hit with an unkown nuclear weapon, as such the air is corsosive and anyone there must have on a gas mask or else risk turning into the local flavor a ghoul sub type only known as the reavers.
The city its self is mostly in tact many buildings still hold ground though some are toppled into each other and others have their interior overflowing with lethal dosages of radiation. the hole thing is crawling with the reavers a quadroped ghoul type which has the unique ability to climb any surface, as well as a unyelding ability to survive conventional weapons be they bullets or lasers, though fire seems to do a great deal of damage to them.
story outline
start: mercs of fortune, listen to the radio broadcast coming from the mercs
the broadcast gives information like the following, Looking for any bad[censored] brave enough to head into the fallen city, paying caps and ammo, we are looking to retrive the lost war artifacts that even the enclave failed to find. will pay caps for each item located.
stage one: head to the docked ship, here the player will see every sort from a few diamond city guards, some raiders and gunners, and even a super mutant or two who have been drawn in for the opertunity of loot. if the player decides to join they will be asked to dock their power armor (if have) at bay 3 on the deck and head to the crew room. from there the trip begins.
At this point you can get to know some of the people heading to the city. as well as get some minor side quests like one from the gunners which involves you telling their people about any power armor or weapons stashes you find, gaining 100-300 caps per site located and after finding all the gunners in the commonwealth will stop seeing you as an enemy and allow you into their ranks. (can completely retool the gunners).
once you set out, the ship you are on will dock at a harbor in new york city, the harbor is fortified with powered missile turrets and a strange heavy AA gun in the center (the AA gun fires at these large birds from time to time) here you see the true might of the merc group who has hired you, and it is shown that the merc group is another USA military decedent group, their mission is not as great is the BoS instead it is a small one retake the city their great grandparents called home. And to do it you are given some tools.
MAIN QUEST
the main quest is to find and reactivate several air purifiers in the city, said purifiers where used to filter smog before the war, but they also would work to filter out the toxin hanging in the air now, the problem is tehy need power and the grid has been destroyed, meaning you must patch several areas around the filters to clear each one.
THE CITY
teh fallen city is a skyscraqer dream, with buildings covered in vines and tech partially colapsed in places what the city lacks in size on the ground it more then makes up for in hight with 3 main levels. ground, lower floors and upper floors. all three levels will need to be cleared in order and as you go up the threats git bigger and faster.
As teh city is a vertical location many of the enemies in the area can climb of fly, as such special AA turrets have been built around the city by the mercs the thing is they have lost most of the points requiring you to reactivate them to clear the air hostiles (side objective) not only this but there are working ground vehicles, this is do to the fact that the vapor in the air seems to halt times effect on non organic items in its cover, so most of the areas are pristine as the day they where made.
FOCUS
enemies will not be your biggest problem in this area instead the traps will, every section of the city is trapped do to either the mercs failed attempts at reclaiming the areas, the pre war riots, or even the reaver ghouls themselves. a good knowledge of of traps is vital and the ability to spot them even more so.
Gass masks, along with traps the player will need a gas mask, as such armored and make shift ones can be found through out the area, as well as a power armor mod called toxin filter. these masks are more protective then the standard ones in the commonwealth but they are also much rarer and the player is given a standard one with the warning "you see grey smoke put this on, unless you want to be a mindless reaver."
WEAPONS
in this DLC the player would gain access to several pre war weapons, as well as enclave tech like the armor they had in fallout 3.
items
m-15
info: pre war military rifle similar to the m16 of real, the weapon is chambered in 5.56 and fires in 3 round bursts. it can be given automatic receivers and even drum mags.
anti material sniper
info: you have seen this in fallout 3 and NV (the sniper rifle)
plasma caster
info: large plasma weapon that takes fuson cores, can fire 10 shots per core, shots explode on impact and deal masive damage if they directly hit a target.
trench shovel
info: military engineer standard issue, has a pre sharpened blade on one end, can be weighted for more damage.
mp16 (based on mp5)
info: the old world new yorks police where issued these do the high crime rate, they have a fast fire rate and can use less then leathal rounds.
VEHICLE
the biggest part of this DLC would be the APC and main battle tanks, when you arrive at the harber you will see a single NPC controlled main battle tank as well as several APC's which are more open then standard. Though you do not get training in use of these vehicles until later you will see the mercs fighting with them all over the lower two levels (as they are connected by bridges)
MAIN BATTLE TANK
control: WASD, tank controls that means you use A to turn left, D to turn right, W forward S backwards can turn base with out moving forward.
weapons systems
Primary: dual 90mm, requres ammo, 3 second reload per barrel autoloader, deals 200 damage (you will be fighting some tanky enemies in the lower levels as they have mirelurk like creatures)
secondary: .50 machine gun, use mouse two to fire, does lower damage but has a much greater fire rate also has a bottomless mag as long as you have ammo.
HEALTH: 15,000
yes you read that right, like the power armor the tanks armor has health once that hits 0 you will be forced outof the tank and will have 15 seconds before it explodes with a mini nukes force. you can repair the tank at repair pads through out the area.
FRONT LINE APC
control: car controls like most games you see vehicles in.
weapon systesm
primary: 40mm autocannon, slow firing but packs a punch unlike the 90mm of the tank it does only 60 damage that said it has a much faster fire rate and way more common ammo.
secondary: autofiring 5.56 machine gun turrets, autmatic turrets mounted to the front of the APC they are slow to aim but can take out several targets at once.
health: 6,000
unlike the tank once health hits 0 the apc is not destroyed instead its glass and several armor parts are broken off exposing the driver and any rear passengers (your follower can be in the back safe from harm)
note: an APC is the reward for completing the DLC, along with it is workshop schematics for a repair bay for it. you can also order a tank to be delivered to your settlements which can be used to give them a huge defense boost.
HOSTILES
reavers
description: quadrupedal ghouls native to the fallen city, they are what remains of anyone foolish enough to linger in its toxic vapors with out a mask, be they man, woman or child. unlike other feral ghouls the reavers retain some intelligence and have been seen laying mines and using pistols, so be warned they are a threat that can come from all sides and they may just lay a mine at your feat.
abilities: wall climbing, pretend to be burned corpse, immune to all but fire and plasma, use 10mm pistols and frag mines.
turtles(temp name)
these where once old world giant sea turtles but once the bombs fell they where mutated into large tank sized creatures of death, the turtles live with mirelurks and act as their defenders in the area, that said they see the flooded bottom floor of the city as their nest and will do anything to protect it. The turtles are large and immune to all small arms fire, though .50 cal snipers, and the main cannons of the APC and TANKs can harm them.
abilities: hunker down, when low health will enter its shell making it 100% immune to small arms damage during this time it will heal. its bite can also rip off parts of power armor.
gliders
heavily mutated pigeons, well they where mutated before the war the birds have been feeding off of mirelurks and reavers for the better part of 200 years as such they have mutated to be large dog sized creatures which can penetrate even the strongest of armors with their beaks.
remnants
only rumors, but it is said that a small faction of enclave soldiers has set up a base on teh second level of teh city, it is only a rumor but all mercs have seen their armor for it is scavenged from time to time, and almost always with a fresh corps along side it.