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)