DLC conceptsuggestion: weapons of war.

Post » Fri Mar 18, 2016 3:21 am

Posting this cause bored, yes I know it will never happen but I really want a leveled list based DLC, one that expands on the minor factions in the commonwealth and adds to each of them.






DLC concept: the idea of this is to make a massive expansion to the raiders, gunners, rail road, minutemen and children of atom. Giving each faction quests and expanding on their weapons and armor.






lets start with the raiders.



RAIDER EXPANSION



expansion: joining the raiders


info: adds 5 new minor quests which are there to show your loyalty to the raiders doing so will destroy the minutemen and prevent joining the brotherhood of steel (institute will look down on you but let you in, and railroad just doesn't care)



advantage to joining raiders: raider settlements are neutral, this said you can still clear them out to show your territory or make deals with them.



behavor changes


this would change raiders to work in 4 different ways, agressive, neutral, taxing, and raiding.



Agressive: current raider areas, attacks on sight, this would still be the most common, but more then a few would change to the neutral or raiding types.



neutral: they will tell you to [censored] off, but as long as you do not enter their base they will not attack... though drop a mine or throw a grenade and they will turn hostile.



taxing: will try to tax the player, costing caps only hostile if you attack.



raiding: these are the camps you have to worry about as they will raid your settlments or extort them for caps, water, or food. which ever your settlement has more of.



raider weapons



pump action shotgun


info: same damage as a double barreled. this shotgun is one at a time reload allowing for quick combat loading as needed, though running out is a slower over all reload.


Advantages over double barrel: 6 rounds (8 with tube upgrade), tighter spread.


disadvantage vs double barrel: slower reload.



is carried by raiders in early to mid game.



m14


info: pre war reporduction of this weapon proved popular in 2070's as a hunting and game weapon, now it is used by raiders to kill anything that looks like it would make a good target.


modding: the m14 doesn't support many mods, though it has a rather unique muzzle mod that allows it to "shoot" grenades.



Grenade shooting


info:this is basically a prepped longer range grenade throw, to do so you need a grenade cup mod raiders can be seen with a pipe or m14 with said mod. the grenade cup allows it user to literately shoot their grenade over distance though it takes significantly more time to fire.


steps


1. hold key to throw grenade, the click sound will be heard and an animation of putting a grenade in the cup will be played.


2. aim


3. fire weapon, this uses a bullet and adds range based on the weapons range, meaning the longer the range the shallower the arc and the longer the grenade can fly, but note they still have a 3 second timer.






example 2



minutemen expansion



The minutemen as a faction is sort of under severed sure you get flares and artillery with them but they are for the most part just a flimzy excuse to get the player to do radial quests so with this idea comes an expansion of the minutemen.



OUTPOSTS AND TRAINING


yes you read that right, one of the big ways I think the minutemen can be expanded on is by allowing the player to act as a general, setting up outposts and training yards for minutemen recruits. Like all minutemen things you will have to build these and hiring troops is something that you can either have Preston do or do yourself.




Training


this is the first step to the rework, for this preston will tell the player that he thinks the minutemen may need a training yard, this quest will come up once the castle is taken and will put the following misc items in the construction tab, all will be needed for a settlement to be turned into a recruitment location.



items one and two: range target and markers


targets: NPC's will fire at them from range markers if no range markers are placed they will not fire at the targets.


target types: dummy, shooting target, metal tube with melon in basket.


marker: shows where to fire from, is basicly a stand hear shoot targets thing, settlers who are are gaurd or in a training settlement will head to markers like this and shoot at any targets that they can see.



Effect: settlements with a range will have +2 defense per defending settler.(on top of current +2)




item three, four, and five: tire run, "rock climb", and training spot.



tire run: requires 20 rubber sets up 10 tires in a line, settlers on defense at will run through them when not at post or doing other objectives.


"rock climb": all settlers will use this as a recreational item, though adds to the training items.


training spot: a full square cement block with a yellow boarder, settlers will do jumping jacks, push ups or other workouts on this point.



effect: another +2 per settler on defense, and adds to overall happyness of settlement




final items: recruitment desk and armory



recruitment desk


info: a small desk with a safe built into it, requires 2,000 caps



effect: will hire minutemen who can be sent to any settlement to act as guards, though requires a training location in origin settlement to work, said minutemen will also do misc quests related to said settlement.


note: Preston will still give misc quests for settlements but they will have things like "we sent some minutemen to deal with the raiders but they where forced back, and are wondering if you would be willing to help" saying no just leads to a lower defense in the settlement for an in game month as the minutemen and guards deal with the problem. helping has you get to the areas to find exterior clear with the minutemen stating they managed to push the hostiles back into the facility (Raiders or supper mutants, if ghouls they will state they took loses upon entering and need help.)




Armory


info: the only optional part of the minutemen training, the armory allows you to "Arm" recruits with weapons and armor you feel are appropriate. That said all the armory is, is a slab of concrete with armory written on it, any storage built on it will be marked for the recruits to arm from, this means they will drop their pipe weapons and pick up any weapons in the armory. (the pipe weapons are "sold" aka moved to any settlement vendor inventory)





Out side of the training the minutemen can build outposts or wonder the wasteland.




OUTPOSTS



minutemen outposts are built when the player gets 10+ idle recruits at a base settlement, these outposts will send a messenger to notify that they have taken or are trying to take a location for the minutemen.



taken outposts: these are perminate locations that they will take from the hostile factions and can be any location you have cleared in the past. though they like military areas or supply areas (so a bunker or factory). outposts taken will funnel supplies to the settlement of their origin, each settlement may cast off up to 2 outposts. these outposts will also build artillery if possible and will come if called via a flare.


note: all outposts can be attacked like settlements, unlike settlements the attacks can be much, much more dangerous, as outposts are pure defense points. if a outpost falls it will be repopulated by its original holders in x in game weeks. (outposts are attacked, by ghouls, gunners, and raiders)



rare case note: if far enough in story and in good view with the brotherhood these outposts may gain vertibird support if attacked.




taking outposts: if you get a note that a group is trying to take a place as an outpost it will be marked on your map, if you head there with in 1 in game week, you can help them take it. if you do not head to help their is a chance of fail based on location and level. (example taking the forge as an outpost, would have a 10% success chance, while taking one of the factories just in range of the castle will have a 95% success chance) if you come after one game week you will either see hte outpost set up or the remains of the minutemen who tried to take it.





MINUTEMEN ARMORY EXPANSION


info: OK above is not the focus of this idea post but just something I put to much detail into. Along with the expansion of the minutemen workings would come expansions to their weapons and armor.





WEAPONS




M1 grand


info: the soldiers weapon, this 8 round semi auto is the go to ballistic weapon of the minutmen, chambered in 5.56 (for gameplay) Do to its simple design the minutemen have even started to equip their fellow settlers with this (after taking the castle pipe weapons will be replaced with this).


stats


damage: moderate


ammo: 5.56/.308(upgraded)


clip: 8 rounds / 10 rounds



mods


barrel: long barrel, short barrel, medium barrel


stock: standard stock, marksman's stock.


receivers: standard, hardened, advanced, .308, extended(10 rounds) yes the ammo cap is in the receiver do to unique firing system


muzzle: suppressor, bayonet, grenade cup.


sight: standard, glow, short scope, medium scope, long scope.






fare gun (Revamp)


info: held by all minutemen commanders on the field, they may rarely use it to call for aid. (random event added, flare is seen shot up into the air, if you head to it you will find minutemen under attack) Though a new trend has come with commanders using the flare to kill ghouls and stun raiders.



effect change, aiming fires where you are looking, hip firing fires a flare into the air calling for help. aimed shots detonate after 2 seconds lighting targets on fire and stunning human enemies.




plasma blunderbuss


info: a unique plasma weapon that uses 10 ammo per shot and fires off a large "Ring" of plasma dealing around 300 damage to whatever it hits, called the plasma blunderbuss as it is a damage plasma rifle with a makeshift metal shielding directing the energy flow. (the shielding gives it a blunderbuss look)


stats


damage: 300


range: 80?


ammo: 1 shot (uses 10 ammo)


ammo type: plasma catrage



mods


barrel: standard, tight(longer range less damage), wide (lower range, more damage)


receiver: crewed(default), refined (better stats), controlled (lowers ammo cost to 2 per shot improves all stats)


stock: same as plasma weapons


sights: same as plasma weapons




ARMOR



Minutemen combat armor


info: As the minutemen get back together they will start using more standard armor, the minutemen combat armor being the base of that, the combat armor is similar to the generals armor only with a minutemen symbol on the combat armor chest, and a standard minuteman outfit over that. as for stats it gives moderate defense stats to the user similar to using all leather with a none upgraded combat chest. The advantage of this armor is that the chest can be upgraded like standard combat armor.




Minuteman heavy armor


info: based on ww1 german armor https://s-media-cache-ak0.pinimg.com/736x/ac/0e/7d/ac0e7ddc348a5cc60d2b81a1f649e8d9.jpg(basicly some one in the commonwealth found it in a museum or something.) the heavy armor is used rarely by patrols around the commonwealth and is only seen in outposts or misc quests that you let them take.








This is the point where I forgot what the hell I was typing, yeah spent 3 hours typing this, and I only scratched the surface of my idea, though in it is also things like adding the chinese AR to the gunners and making them more merc like as well as explaining why they are hostile to you on site. (do not take kindly to you helping the minutemen or something)

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brian adkins
 
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Post » Thu Mar 17, 2016 9:11 pm

i like it, you really thought it out well, some very good ideas in there

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Lalla Vu
 
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Post » Fri Mar 18, 2016 12:12 am

Same, love those ideas, especially the Raider ideas. The DLC thats coming out, where you can use traps and have beasts fight each other, to me only makes sense to do/use if you are in a Raider gang.



What you said about taxing etc is great too, could set up outposts next to bridges and such with Raiders to tax caravans and anyone else that passes by. Putting caps straight in your back pocket.

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Johanna Van Drunick
 
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Post » Thu Mar 17, 2016 6:14 pm

Thank you for the feed back, I still need to concept out the children of atom and railroad.






Now for a continuation of the idea




GUNNER EXPANSION



info: alright the gunners are one of the more fleshed out raider groups in the commonwealth but they have their flaws mostly in the hostile on sight view, while I can get this for their main bases like Quincy and GNN I can't understand why they are hostile for small side areas like some military outposts. So this idea will be more for explaining that as well as adding a way to pay them and even join.




CONTACT: this is the pay them path, for this you need to head to GNN with out any weapons drawn, from there you will be escorted to their commander who will ask what you want. This is a rather difficult situation but it boils down to a few paths of dialog.



I want you to stop attacking me: the commander will tell you their are several bounties on your head and to stop them you will have to either kill the people who put out the bounties or pay them twice as much, paying is a 20,000 cap cost. killing has you taking out 2 raiders a gunner commander, and/or one of your own settlers(Random only happens if settlement has happiness lower then 30%).



Hire: requires stop attacking, from here you will be told it is 2,000 caps to hire one of their squads. once you pay you will be shown a terminal which allows you to choose the squads you want to hire, from there you can have them defend a settlement or take out a target(any hostile place none gunner). Note you can pay gunners to attack your own settlements as a way to test them, though doing so will triple the cost of hiring the squad.




Join: requires stop attacking, from here you can join the gunners, unlike other factions you can not finish the main quest with them. But for joining them you can gain weapons and equipment that other factions will not give, not only that but through the quests you can meld the gunners main force into the minutemen making the gunners the minutemen elite soldiers.


note: all "hostle" areas none GNN will revolt at the soul survivors promotion making them hostile agian, but GNN and minor outposts will stay loyal. (this is to allow combat, and for game play)





JOINING THE GUNNERS


info: joining the gunners would be the biggest part of this DLC, in the fact it adds a hole new story line in which you get to decide the future of the gunners and their rivials. In this it is introduces the gunners "lighter" side by giving you missions and a squad. For the first few quests you will be just a member but later on a squad leader.



first missions: in the first mission you are introduced to a gunner squad commander named Brandon "ghoul eye", (named so do to the fact he is saddly turning into a ghoul as such has started to decay though still looks mostly human) Your commander will issue orders to you and 2 other soldiers. As such you will not choose the first 3 missions instead ghoul eye will lead you and the squad to a location to clear or recover equipment from, unlike brotherhood missions they are only after guns and armor.



mission one: a new squad


objective: head to the supper duper mart and locate the remains of a lost squad.


play through: out right ghoul eye states that the ferals in the place have likely ripped the squad to shreds and survivors are unlikely, upon entering you will see a wounded glowing one, two dead glowing ones and a destroyed gunner assaultron in the main area. you are told to check the assaultron for its black box holotape.



The holotap once played informs you that the rest of the squad set the assaultron to defend the door while they tried to breach some sort of wall in the vehicle bay, the objective updates from here informing you to head to the rear of the building and enter the vehicle bay, from there you will find the bodies of 2 of the gunners near the dead minutemen and a large hole in the wall from it comes 2 mole rats.



From this point you simply enter the hole from which you will find yourself in a blocked of basemant of some sort that has several weapons inside of it. as well as a survivor of the lost squad though they are wounded and require a stimpack and med-x. talking to them then ghoul eye ends the mission, as well as adds several weapons to the leveled lists of the gunners and raiders.




mission two: sweep and clear (This mission is in the stile of a radial mission for the gunners)


objective: A rich Yuppy from diamond city wants you to clear the ghouls from a factory so he can collect its machinery in peace. A simple job that pays well.


note: in this mission your commander seems disturbed as the ghouls are not feral but instead just a scavenger group. He still goes through with the mission.



mission three: ghoul eye out.


objective: your commander ghoul eye has vanished last night, with the rest of your squad, All that is left is a note. Command wants you to find him and discharge him.


note: similar to the brotherhood quest to find the survivor of the last mission, difference is location and all 3 are still alive ghoul eye can be killed, or given a job at one of your settlements, he is a level 4 armor merchant.



from this point it would be radial missions with promotion missions interspersed with the end objective being you in command of the gunners. though most the force denies that and fractures if you ally them with any of the "main factions"



note on squads: squads are just a group of followers, each with a different ability. by default the squad you get has a medic, hacker, and heavy gunner. (medic will stimpack everyone, hacker can hack advanced locks, heavy gunner has a missile launcher and pipe SMG)




WEAPONS


being the most heavily armed faction in the commonwealth next to the brotherhood the gunners have teh largest catch of pre war weapons. anywhere from m16 combat rifles and Chinese assault rifles, to military PDW's(p90 based) and grenade launchers (m32 and grenade rifle based) I will list these out later as it is still working on the ideas.

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x_JeNnY_x
 
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Post » Thu Mar 17, 2016 9:49 pm

If anything this sounds like it'd make for a good mod

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REVLUTIN
 
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