Enclave DLC with a submarine or a ship?

Post » Mon Jan 11, 2016 4:54 pm

Won't this be awesome?

The Enclave arrives in the commonwealth not to stop the Institute but to secure a underwater base and go to war with the BoS. The Enclave's HQ would either be a submarine or a ship. In the first half of the dlc, you will assist the Enclave in securing a underwater base, fighting off mirelurks and a new faction of underwater creature that are invading the coast and sea near the Commonwealth. The later part of the quests involves you either siding with the enclave to wipe out the BoS or warning the BoS about this, choosing your side. LIberty Prime gets destroyed by the Enclave either way. Whatever you choose the Enclave and BoS will have a huge and epic battle across the ruined city of Boston where power armor troops face off against power armor troops while Enclave vertibirds fights BoS vertibirds from the sky. The BoS has also send in extra reinforcements from the Capital Wasteland to aid the already strong BoS force in the Commonwealth. The Enclave in this DLC would mostly be wearing a new type of black power armor similar to the ones from Fallout 3. The Enclave forces would mostly use plasma while the BoS uses laser.

Features

Enclave MK 3 Power Armor

Underwater hydro movement mod for your power armors.

New locations such as the huge underwater base, Enclave's HQ and a bunch of misc locations off the coast.

New Enclave companion.

New BoS NPCs at mass fusion.

New underwater based enemy faction.

User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Mon Jan 11, 2016 3:08 pm

There are some good reasons to think that there will be some underwater DLC. A hidden harpoon gun has been found in the game that isn't accessible within the normal scope of the game play, and a big underwater structure has been discovered out in the ocean that can't be entered. There's also those mutant shark things that you see along all of the shorelines that haven't been otherwise mentioned at all in the game.

I think underwater DLC is a pretty safe bet, although the exact nature of it is still unknown at this point.

User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Mon Jan 11, 2016 11:48 am

I would like to see the Enclave as a heroic or at least more morally grey organization especially after the BOS became more violent and belligerent.
Also if they make an underwater DLC I'd like to see more mutant sea creatures, maybe sea serpents descended from eels or sea snakes or giant sharks they would immediately kill you unless you were wearing power armor maybe even living versions of those mutant dolphins we keep finding dead.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Mon Jan 11, 2016 8:05 pm

I really don't see what's so awesome about this considering this is pretty much Fallout 3. Only with the choice of joining the Enclave, which makes no sense because the Enclave see everyone that isn't them as muties that should be exterminated.

I really don't understand the obsession with bringing this faction back time and time again, and even more so rehash the same plot of a previous game.

User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Mon Jan 11, 2016 5:02 am

Exactly, they've been beaten so many times now. There was a nice last bit of them in New Vegas, there's barely any left now, just let them rest in peace.

User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Mon Jan 11, 2016 9:02 am

I also think we could see some under water Dlc, as it's a massive space & so far hasn't yielded much, which is a shame. Sea creatures other then mirelurks would be nice Bethesda.

User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Mon Jan 11, 2016 9:03 am

At this point my posts are probably becoming spam because of the sheer number of Enclave threads that appear...

The Enclave have been decimated six times now between two different games. They're dead and gone.

Fallout 2: Enclave established to be around 1,000 members strong. Enclave send teams to Mariposa Military Base where they are killed by super mutants. Enclave establish a FOB at Navarro (insinuated to be only one) which is wiped out by NCR. Majority of Enclave force remains on Oil Rig where they are nuked by the Chosen One.

Fallout 3: Enclave shoehorned in to be on the East coast with magically enormous numbers despite being already wiped out in Fallout 2, because Bethesda couldn't think up their own factions. Enclave main base at Raven Rock is destroyed by Lone Wanderer. Enclave outposts and forces at Purifier are wiped out by Lone Wanderer and Lyons BoS. Enclave almost magically have even more numbers at Adam's Airforce base where they are yet again wiped out.

Bethesda did well to create three new factions in Fallout 4. I hope they continue to establish their own factions instead of nonsensically bringing another developer's factions back from the dead. On that note: Super mutants shouldn't be around in the next game. It's time to replace them as well so long as it isn't aliens which don't logically belong in the series.

Side note about aliens: Fallout has been about humanity since the beginning and is even described as such by Bethesda in Fallout 3 before that mistake Mothership Zeta. Everything in the wastes has been a product of humanities mistakes and our nature (death claws, ghouls, super mutants, etc. etc.). The only thing not related to this core ethos is aliens. :stare:

User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Mon Jan 11, 2016 4:40 am

I do want there to be Enclave again in the future of Fallout, but they should be broken on the East coast for quite some time. Doesn't make sense to me that they only had 5 bases in all of the US (Oil rig, Navaro, Chicago, Raven rock and Adams AFB) seems rather a werid gap in the middle and doesn't really make sense hoping on the handful of men they have to really bring back the world, they seem smaller than a single games set of vaults :/

So I disagree with them re-appearing in Fallout 4 outside of maybe a broken outpost/lab set up some where we can loot. They shouldn't be a key power but should be of some use. They shouldn't be added to wage war with a faction that already has multiple options for the players stance in the main game.

User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Mon Jan 11, 2016 5:46 pm

ENCLAVE: Remnants Asylum

or requiem

PRELUDE: "We used to be feared throughout all of the wasteland, believed we were the pre-war government come to rescue all it's citizens and resume order. Now...now we're hunted... by our sins... and with vindication. Kicked out of the west for our crimes against the "New California Republic" and in the East after our brutalization of the Brotherhood of Steel and our attempt on their purifier and purging of the wastes. We've scattered hoping for any chance we could have at our redemption... our place in some part... any part of this nation we could look to call our home... We'd thought it was over, that this sliver of a chance we kept hoping on would never come, and braced ourselves for it. But then... we'd heard it. A potential answer to our prayers, a possible beacon of the hope we cast ourselves upon. The "Commonwealth" is not just a pile of barren wastes, but a place with a population of PEOPLE, and a group called the Minutemen defending the PEOPLE for the PEOPLE... and most importantly... needing help."

*for the sake of quickness I'm just going to go with the minutemen line of thinking.*

So now we have a setting that starts off with a disguised enclave officer coming to see the "Sole Survivor" (as he's been dubbed) and Preston Garvey/ Institute head(s) and asking what he'd (or they'd) think about a group with massive power seeking a second chance and wishing to integrate themselves with the minutemen/institute (if you chose to side with them). Now Preston Garvey Immediately gets suspicious at "second chance" and asks about the first. While hesitant, the officer explains as there can be no misgivings about the current Enclave due to it's past. The Enclave officer also points out that they could supply the Minutemen with the power they need to defend against "raider scum"as well as helping them take back the commonwealth and eastward of them.

*If you chose the Brotherhood of Steel option, the Enclave is seeking peaceful integration into the minutemen and says it has chosen to forget all past animosities towards the BoS and only wishes to integrate itself into the minutemen.

Features:

#Mission to retake a large old radio station, boost it's output, and callout to all remnants that they've "found there chance"

*In game cutscene ensues with massive amounts of Enclave remnants answering the call of hope and integration FEATURING Vertibirds flying through the sky, and soaring overhead and looping to secure the meeting area chosen by radio (preferably a settlement perhaps Sanctuary), Heavy Ground Vehicles coming from seemingly everywhere, at least 2 airships of some type.

#Westward map expansion as well as a new huge Enclave base with a "hail the Minutemen" theme built in center of westward expansion addressing you as "General" within 1 or 2 months in game waiting time.

#In order to prevent complications the Enclave remnant that found you first want's to Re-establish the failed Settlement Council that the Minutemen tried to create.

*Witness the rebirth of the Settlement Council (I forget it's name)

#Upon hearing of a man successfully developing a cure to super mutants and the FEV, the Enclave becomes ecstatic and takes on a mission to find and sponsor his research within the new Enclave base and temporarily hold him within a temporary (or permanent outpost) research and development base (while the main Enclave base is developed) created from out of yet another mission you have the option of joining or them doing without you.

*Installation reclamation Involves a night-op assault on the pre-war facility for reclamation FEATURING Enclave X-01 power armor clad soldiers and Vertibird fire support on outside, AND scene where Vertibird fires into glass wall portion of facility with gatling lasers and kills all super mutants occupying it.

*The Enclave takes on the latter mission of finding Dr. Virgil as yet another chance to reconcile for their past sin of trying to "purify" the wastes of "unclean humanity" by curing super mutants and a beginning to resolve any and all mutations instead.

The Enclave will allow previous Institute scientists to work with them and integrate themselves so long as they acknowledge that they only serve the Settlement Council and to that effect, the Enclave, and that if a breach severe enough occurs and some of them are found to have been involved in it, they will presented to the Council with possible liquidation.

Features: Enclave companion is now available for use.

You now have the option to ride in an Enclave vertibird

Settlements now have mannable transmitters that report to the enclave, provisional government (Settlement Council), and settlements, but are primarily useful in game for settlements to call in an Enclave strike Force and supporting vertibird in Multi-teir attacks.

I guess my adaptation on this would be they also try to reclaim a huge secret underwater installation and that the remnants also have (a) submarine(s) in there forces

Also I was thinking they might rename themselves something more Minuteman themed, But I'm conflicted on the topic

I was also thinking of seeing the old Erkal from Fallout Tactics and perhaps even a tiny mission to go get him from Jefferson, not exploring it, just asking to recruit him and telling him of the already developed cure.

User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Mon Jan 11, 2016 7:45 pm

Enclave with a frigg'n flying saucer and moon base?

User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Mon Jan 11, 2016 6:30 am

The BoS destroyed the Enclave's central HQs in the East and West coasts. So I surmise that theirs probably a central North America HQ or two that have gone silent from shell-shock having seen both East and West coast HQs destroyed.

User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Mon Jan 11, 2016 8:32 am

bring back the wanamingos

they were so satisfying to kill when they exploded on critical

User avatar
Sami Blackburn
 
Posts: 3306
Joined: Tue Jun 20, 2006 7:56 am

Post » Mon Jan 11, 2016 4:23 pm

I really like the idea of a sea base DLC because there are some weird structures on the sea floor on the SE part of the map. Whether it's what's left of the Enclave or some sort of mad scientist lab, its all good with me.

User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Mon Jan 11, 2016 12:30 pm

I agree with OP, Enclave needs to come back in force maybe utterly smash one of the factions to send the message they are back. It's totally doable as there could be a secret underground military vault or perhaps a secret aircraft carrier out at sea to the northeast.

Also this time, we have the option of joining them. Think Broken Steel type DLC but for the Enclave instead.

User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Mon Jan 11, 2016 1:30 pm

I have a feeling that we will have a pirate/underwater DLC, and I kinda hope so. I really don't want to get AC: Black Flag for my pirates craving. I rather do it on via Fallout myself, especially due to the uniqueness of how everything goes. We've already seen how dolphins are effected by radiation. What about sharks? Hell, what about a sea-deathclaw of some sort?

User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Mon Jan 11, 2016 3:00 pm

There's a ton of DLC threads cluttering things up lately. In the interest of cutting down on the many duplicate topics, let's use this existing thread to discuss DLC please.

http://www.gamesas.com/topic/1573098-lets-recap-the-possible-fo4s-dlc/

User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm


Return to Fallout 4