Just in case: Before stating my Quest ideas, I must say that any of these can be used in a Fallout game, BUT I want to be notified so I can get ecstatic ASAP. Also, I want feedback! Lol.
Also bear in mind that I only took 30 minutes to come up with these, so they're fairly rough and should probably be adjusted.
General:
- In hardcoe mode, display dehydration, starvation, and exhaustion bars on screen.
- A type of dog that is used by raiders to raid camps for supplies and bring them back (a necessity for one quest idea). They're loved for their intelligence, reliability, their ease to train, and the fact that they're fairly hard to kill. Raiders place bags on the creature's side and the creature will put stolen items in there using its mouth. Reference name for this comment: Scaywolf.
- For some quest items, you can drop or sell them (another must for a quest idea)
Quests:
- Tin City- A city that incorporates a lot of tin (such as houses and furniture. Weird, I know) It has a Tin Can Processing plant where you can compress tin cans into certain items (you can also store your tin cans there so that you don't have to lug them all there at once). (Next part is highly debatable) For example: Weapons, ammo, and armor. Each item takes a different amount of cans to make (here comes another highly debatable and must be adjusted idea), such as 50 cans for ten 9mm bullets and 20,000 (probably a lot less) for the Reinforced Tin Armor (rating of about 15?). Basically the quest is similar to the Sunset Sarsaparilla quest for FO:NV.
- Ferris Wheel Sabotage-Some guy wants you to sabotage a ferris wheel to collapse when a famous crook (stole billions from the government and got away with it) is going to ride the Ferris Wheel with his wife and 6-year old daughter. If accepted, you can do two things: Sabotage it to collapse, or snipe the guy (who is hard to hit because his family is in the way so you might shoot them) from afar.
- If you choose Sabotage, the success depends on your Luck trait (LT). If LT is 1,2, or 3, the man and his family live and he tries to seek revenge, but isn't too persistent. If LT is 3, 4, or 5, his family dies but he lives and will continue to hunt you down until you eventually kill him. If LT is 6 or 7, the man dies, but everyone know you sabotaged the Ferris Wheel and you can get shunned, banned from traders, and maybe close some quest possibilities. If LT is 8 or 9, some people know that you sabotaged it while others think it was an accident, some shunning, trader banning, and quest closing may occur but not as much as 6 or 7 LT level. If LT is 10, everyone thinks that it was an accident and you get no negative karma effects.
- If you choose assassinating, no one thinks it was an accident. If LT is 1-5, everyone knows it was you and the same thing could happen from sabotage LT 6 & 7 players (shun, ban, close). If LT is 6-10, some people think it's you, but not all. Same thing with Sabotage LT 8 & 9 people, except the number of people who think you did it is decreased as you Luck level goes up.
- Another part of this is if you get your luck level goes up after you have experienced negative effects, the effects can decrease so you don't have to live with it forever.
3. Scaywolf Raid-A pack of Scaywolves raided a town and a valuable religious statue is stolen. You are hired to find it and bring it back for 500 caps (statue is worth 2,000 caps). One citizen will tell you the general direction they went (like North-Northeast {not precise}) and you have to find the tracks (which can vary between easily visible and nearly impossible to see at different intervals) on the ground. They eventually lead you to another town that was burned down a while ago and only a few people are around. The tracks end at this town because the wind has covered the tracks. If you ask around, one person directs you to an old man who has lived in this area his whole life, and may know about these animals. The man lives underground in nearby hills. Once you talk to him, he knows what you're talking about and he marks the Raider camp on your map, but warns you that there is a Deathclaw nest nearby. If you can beat the Deathclaws and the Raiders and retrieve the statue, you are given two choices:
- Give it to the church. Despite what they originally offered, they give you 750 caps and a special flask (highly debatable considering it strays from typical Fallout). You can fill the flask with any water, and after 24 hours in the bottle the Rads are gone and, when drinken, you get: +20 HP,-10 Rads, +1 strength for 30 seconds. The flask is worth 500-1,000 bottle caps and can be sold.
- Sell it to a merchant. This could happen because you are told you'll only get 1/4 of what it's worth, so people may sell to get more money not knowing you get better stuff. Of course, you'll have to sell this on some sort of Black Market considering its fame and value.
Any thoughts?