Fallout 4 Speculations, Suggestions & Ideas, #27

Post » Wed Jul 20, 2011 7:29 pm

Fallout 4: Speculation, Suggestions and Ideas

Thread #27

This topic is for ideas and suggestions for Fallout 4 so that we can keep all the discussion in one thread. Other very general idea/suggestion topics for a future Fallout game will either be closed, or moved to this one.

This thread should be used to discuss items you'd like to see in a future game, gameplay tweaks, quest ideas, things you hope are not in the next game and so on. If you want to discuss major issues, use a separate topic - such as the discussion about adding multi-player or co-op play, which already has a thread. Please search first to see if there is an active/recent thread on a particular topic.

Previous Threads

http://www.gamesas.com/index.php?/topic/1094022-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1139612-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1155353-fallout-4-speculations-suggestions/
http://www.gamesas.com/index.php?/topic/1164088-fallout-4-speculations-and-suggestions/
http://www.gamesas.com/index.php?/topic/1167677-fallout-4-speculations-and-suggestions/
http://www.gamesas.com/index.php?/topic/1170927-fallout-4-speculations-and-suggestions/
http://www.gamesas.com/index.php?/topic/1172666-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1175207-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1178163-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1184923-fallout-4-speculations-suggestions-and-ideas/
http://www.gamesas.com/index.php?/topic/1194408-fallout-4-speculations-suggestions-and-ideas-20/
http://www.gamesas.com/index.php?/topic/1198327-fallout-4-speculations-suggestions-and-ideas-21/
http://www.gamesas.com/index.php?/topic/1202938-fallout-4-speculations-suggestions-and-ideas-22/
http://www.gamesas.com/index.php?/topic/1205578-fallout-4-speculations-suggestions-ideas-23/
http://www.gamesas.com/index.php?/topic/1206720-fallout-4-speculations-suggestions-ideas-24/
http://www.gamesas.com/index.php?/topic/1207575-fallout-4-speculations-suggestions-ideas-25/
http://www.gamesas.com/index.php?/topic/1208461-fallout-4-speculations-suggestions-ideas-26/
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Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Wed Jul 20, 2011 9:32 am

Mega-post:
For a Fallout 4: Chicago.

Spoiler

From my forum that got closed:

Note that these ideas are for a game that ALSO features Detroit and St. Louis, Chicago is just the focus.

I have been playing around with some faction ideas for a Chicago game but they keep getting buried in the suggestions thread.

The Syndicate-
After the Great War dozens of gangs took control of Chicago and in 2254 the Enclave Chicago outpost managed to unite them under the Treaty of Chicago, forming the Syndicate. They had decided there symbol would be a crow rising into the air. The Syndicate is one of the most rich and powerful groups in the MW, they are never attacked or challenged by any other faction. That is except the Radiation...

The Radiation-
When the Brotherhood (The name of exBoS members in Van Buren, I thought it would suit the MWBoS) began killing mutants (Barnaky Ending) a large number of ghouls band together to form the Radiation. There symbol is the symbol for radiation. They believe that the Great War was humanities next step in evolution and ghouls were meant to take over the planet. The Radiation also has managed to make born ghouls (also from Van Buren) and they use captured humans as slaves. They have one major base in a lab near Chicago called the Reservation (I know it’s copied from Van Buren), and another in the ruins of the Wright and Patterson Air Force Base.

The Mutant Liberation Army-
A group of mutants who banded together to fight the fascist Brotherhood. Over the years they have grown from a resistance to a powerful faction. They are based out of St. Louis where an actual government is being formed.

The Brotherhood-
The MWBoS after the Barnaky Ending, they would have had absolute control over the MW if the MLA and the Radiation hadn't been formed. They once had such large numbers that they could regularly patrol most of their territory but now almost all of their troops are pinned down in bunkers and settelments. Their symbol is a steel ring with two BoS symbol swords through it in an X formation.

Talon Company-
With Talon Company gaining very negative reputation from their gruesome work in the Capital Wasteland (Known by Talon Company as the Capital Incident) they decided to spread west. Along the way they became rivals with the Red Hands, a large mercenary group from the MidWest similar to Talon Company. Although they still fight from time to time they have decided to make Chicago mark the borders of their turf.


(EDIT)- Adding in others ideas.

Caesar's Legion- (Meghan and I)
They wouldn't have a large presence in the game, only having outposts in the southwest corner of the map but everybody is becoming more and more worried about a full scale invasion.

Sons of Odin- (Mercman)
A large raider group that originated in the Great Lake Area, but their sites are now set on Chicago.


RMS Tribe- (Gabriel177dan)
The RMS tribe is a modern-esque slaver/tribal band of women.
They enslave men and force them to work in their mines and on their fields to gather as much materials as possible which they sell to other settlements in exchange for weapons.
No one really knows about their slavery.
The most outsiders know is that men are not allowed into their lands, and the women which enter always join them.
The name comes from a robot they worship, named Robotic Memories Storage, but it's acronym is what they took their name as.
The robot has the memories of a very influential writer in pre-war politics, though he did have great plans for how to exploit resources to their full potential he was a... Erm... Well... Man [censored]... A true sixist which considers women nothing more but [censored] toys.
But he isn't stupid; he knows that his charm and wits can win over any woman just like in the old world.
He uses these women for his own pleasure and for his grander goal: To tap out any and all resources.
They will be a fairly large faction (size-wise) and have a great deal of land.
They will use mid-high tier weapons, come in good numbers and have great tactics.
They mostly use their own customized leather armors. (Several variations)

If you're male, you will be enslaved and get a quest to get out.
If you're female, you can join up with them.

They are not the opposite of Caesar's Legion, those are the Daughters Of Hecate.

Vault 98
Due to Chicago's high crime rate. this vault was made up of strict cops, reformed criminals, "good" cops and violent criminals. after some time the violent criminals started a war with the strict cops and after the battle reformed crooks and good cops made a deal to never take sides no matter how good they are. they are also a successful trading town, think of polis from metro 2033.

Bound by Strength
No one knows how they were formed. But they do know they are deadly, their code 'survival of the fittest' means a lot to them they usually attack factions, towns, merchants anybody but if they win the battle instead of the BBS they leave them alone and even try to befriend them. How do they do all this you ask? They found one of the few working factories and made a power armor type armor just without the tech(Agi -2) and use only unarmed type weapons.

The Hooded Foxes
Formed by Canadians and Americans they fought as a terrorist group or freedom fighters depending on who you ask before the great war. they survived by their hideout before the great war payed for by a wealthy Canadian before the annexation. Now they fight any would-be dictator,raider or slaver to make sure people have the choice to be independent.They are a stealthy group mostly with light armor some with medium armor. p.s. they look like badasses think of desert rangers.


The Red Hand- (Niceman Candy and I)
An elite outfit of organized and well-equipped mercenaries who follow the strict orders of an omnipresent leader. Even as far as mercenaries go, they are the most vicious and merciless mercenary group known to exist in the Midwest.

The Red Hand and Talon Company are rivals, with Talon Company controlling almost every contract east of Chicago and the Red Hand controlling everything west. But both factions strike fear into both their targets and employers.


Vault 71 had been composed of 500 happily married couples between the ages of 28-32. Each Vault Dweller was required to take the Standard Vault Citizen Test (SVCT) every year after they reached the age of eighteen (and they were also required to take it before entering the Vault) and they had to receive the Standard Vault Citizen Disease Vaccine, which prevented that person from catching most diseases. At least that was all the Vault Dwellers were told, for 10% of the first generation of them that was completely true but the other 90%s was tampered with so it sterilized them. On the SVCT one question asked whether or not they planned to have two children, only people who answered yes to that and the question of whether or not they were happily married were allowed within the Vault. So everybody who could have a child had two, their annual vaccine was given the chemical that sterilizes them after their second child was born.

So the second generation was only made up of 100 people, the Overseers (Ten people who worked for Vault-Tec's brains were put into robots who ruled the Vault) said this was a state of emergency and claimed to come up with (it was actually all planned, the following was in their instructions) Spouse Week, when the youngest person of that generation turned 18 they all had one week to find a spouse, those who didn't would've been kicked out of the Vault in a time where they were still told it was too dangerous (everybody foudn a spouse), then they were all required to have three children before they turned 32. Nobody could have more or less than four children; everybody was sterilized after the birth of their fourth child.

So the third generation was made up of 200 people, given the same rules. Everybody was in their early forties or late thirties when the Vault was open (it was required to stay shut for 100 years) and they had children that were about ten years old. Their Vault was directly below the townhall of a town near Chicago called Wheaton, after those one-hundred years the front signs W and N faded so (starting as a joke among caravans) they came to be known as HEATO (also because the sign had the name in all capital letters).

They had been given a G.E.C.K. which they used on the large farm next to their town, farming wheat and corn and selling those to caravans for weapons and other needs. For one-hundred and fifteen years it was like that until the Radiation (a large group of ghouls who felt that they have inherited the planet and any humans they find should be punished for their ancestors destroying the planet (dropping the bombs) through slavery) enslaved the entire town.

I was thinking that F4 should have you being a former resident of that town, starting with you being kidnapped by the Radiation and then your escape to a MWBoS controlled town that is soon attacked by the MLA. Then you can chose what you want to do, try and free the citizens of HEATO (which would be a very long quest), help the MWBoS fight the MLA and the Radiation (which gives you the chance to attack the Radiation base with the help of the MWBoS) help the MLA (which also ends up giving you the chance to attack the Radiation), or you can help ghoul activist groups throughout the wasteland and can become an Honorary Ghoul and be allied with the Radiation (that you can chose to exploit and free the people of your town, or not).

By the way, I think the character should be called the Escaped Slave


OK, here's some background information on the locations I put (link to the map is in my sig.)

The Crater-
Use to be the city Madison, it was directly hit by four nuclear bombs. After the Great War all that was left of it was eight blocks to the west, two blocks to the east, three blocks to the north, and four blocks to the south. Everything else is just rubble (but after the war it was brimming with good loot, now only the well hidden stuff is left).

The Ruined City-
Used to be the city of Cincinnati, three nuclear bombs were set to fall on it but one's timer was off and it detonated in the center of the city 150 stories up. The bomber was killed in the explosion, the second and the third bomber's planes crashed in the middle of the countryside. The second's detonated with him in it but the third bomb was a dud and the occupant survived. He became a ghoul, living in small camps, moving every three days and scavenging (finding a dictionary and teaching himself English). When the heavily populated Vault 69 opened (as part of the pun of what it was made for anyway) The Bomber became a legend. He is still around in 2294 (when I hope the game takes place) and you can meet him. He has a special Chinese Pistol that has been modified to cause more damage than the average hunting rifle, but it only holds six shots. There are four ways to get it, convince the Radiation to allow the Bomber to live out his days among them, convince the people of the Ruined City to allow him to live there, kill him, or steal it from him.

As said in the first sentence (I got a little off track) the bomb exploded 150 stories up, destroying everything at that height and above. The people who lived there had decided to call it the Ruined City because of how creepy almost all of the buildings in the downtown area where the same height or shorter. It is the third most populated settlement (behind Chicago and Detroit).

Old World Borders-
Before the Great War 60% of all science labs in the MW moved to a new bunker placed right on the border between West Virginia, Ohio, and Kentucky, it was called the Three Borders Facility (now referred to as Old World Borders). Most of them were very devoted to their work and had agreed to having their brains put into robots so they could continue researching long after they were supposed to die. In the year 2294 they are still working, develpoing newer technologies. Soon after the Great War they had realized the dangers of the waste and most of them had spent 20 years researching newer and better weapons (such as turrets) to improve the facilities protection. If you manage to get inside you will find a ton of powerful technology, but that is nearly impossible.

Vendetta-
The MWBoS had been defeating the MLA, pushing close to their capital (St. Louis) and had made a large camp where thousands of mutants were executed. Within three years the MLA pushed them back and had decided to make the camp a base they called Vendetta, to symbolize their need to avenge those who were murdered there.

Brahmin City-
The main base of caravans trading among one another, named for all of the pack brahmin parked around it. You are more likely to find a good deal here than anywhere else in the wasteland.

Edgeland-
The northern edge of known life. The MWBoS has scouted far north of there and has not found a single settlement or even a living creature. Everything north of there is called the Deadland.

Chicago-
A city completely controlled by the Syndicate, a large number of tribe gangs that are (unknowingly) united under the former members of the Enclave Outpost.

St. Louis-
The capital for the MLA, well protected and where many mutants are trying to form a government.

Champion:
A wealthy town that is well known for its fighting arenas. There are four, the Scrayper (named after Thomas Scrayper, the founder of the first fighting arena in Champion, the only one to offer every form of fighting (melee, unarmed, small guns, and all weapons), the Bloody Blade (a melee fighting arena), the Iron Fist (the unarmed fighting arena), and Weapon's Free (offers a free for all fighting arena, meaning you can use any kind of weapon). The only things in Champion are clinics, weapon dealers, drug dealers (although drugs are illegal in Champion) and, of course, the arenas.


I was thinking, maybe there could be a place that worships a Vault that has not opened.

The reason for the Vault not opening could be that the had a teacher that taught them suicide is the way to heaven. And sixteen years after learning that the last of the second generation of Vault Dwellers committed suicide. The first generation was to old to have kids so they all just died, and this cult is worshipping the Vault that would never open (but you can gain access to it and tell them that everybody's dead.


The Iron Lines-
http://fallout.wikia...wiki/Iron_Lines Basically what the wiki says but they live in the area south east of Chicago instead, they are not very open to outsiders but if you approach their village and tell them you are a refugee from the HEATO tribe they will take you in as if you were on of their own.

The Furs-
Crazed tribals who kill desendants of grizzly bears (grizzly bears are called Beasts, Yao Gui are black bears) and wear their fur, which is how they got their name. They are cannibalistic, eating the bodies of the dead so that their souls can escape to heaven, they only eat people that don't die of natural causes when they are a fallen comrad or a fallen enemy. When any of a father's sons or man's brother reach the age of fifteen they must duel to decide who is the head of the family. If you tell them that you are a refugee from the HEATO tribe they will allow you to become a member of their tribe, which will automatically give you the Cannibal trait (which I think should be a trait picked at the beginning of the game instead of a perk given later) if you don't have it already.

The Twisted-
http://fallout.wikia...ki/Twisted_Hair Out of those who were crucified by Caesar only nine managed to escape alive, heading east. They grounded themselves southwest of the Ruined City, annexing a small tribe that lived there. They changed there name to the Twisted instead of the Twisted Hair due to what they did to any CL scout to come into their territory (eleven have, one is still being tortured when you show up). You can tell CL about them (due to none of their scouts returning to tell of the Twisted) and recieve a large reward and the chance to join in the fight against them. They will be eliminated by CL no matter your choice and their village is turned into another outpost.

The Norse-
A large raider group who worship Norse Gods and go around slaughtering and taking from those who do not worship the Norse Gods. All raiding parties that run into you are hostile but if you approach their village they will allow you to join them, causing the raiding parties to become neutral. They are very unliked by all other tribals and basically everybody else. If you help Caesar's Legion expand and take over every settlement between their Eastern HQ and the area where the Isolated Tribals live the Norse will allow themselves to be annexed, abandoning their religion in a second. The Iron Lines-
http://fallout.wikia...wiki/Iron_Lines Basically what the wiki says but they live in the area south east of Chicago instead, they are not very open to outsiders but if you approach their village and tell them you are a refugee from the HEATO tribe they will take you in as if you were on of their own.

The Rusty Hooks-
http://fallout.wikia...iki/Rusty_Hooks They are one of the largest raider gangs in the MW, numbering well into the 200s and having many villages. They are up to the standards of most tribes, although they are well ahead where weaponry is concerned. They possess a large amount of assault rifles, submachine guns, and munitions from a large shipment that crashed the day the bombs fell on the highway near where their raider gang would eventually call their home.

Far Go Traders-
http://fallout.wikia.../Far_Go_Traders Once a trading company in California, once the Crimson Caravan drove them to near bankruptcy they signed a contract with the Legion and worked for them for many years. However once the Legion reached the MW the Far Go Traders branched off, still trading a lot within the Legion but also in the war torn, rich MW. In Brahmin City about 60% of all of those caravans are employed by the Far Go Traders.
In a quest you can secure all trade under the Far Go Traders.

Scorpion’s Bite-
http://fallout.wikia...orpion%27s_Bite A deadly gang of chemists who use their knowledge to make the most powerful and addicting drugs in the MW but also to create the deadliest poisons possible, which they use in dart guns.
Their drugs such as Tranquil, Acro, and Burn (will go into further detail at a later date) are popularly used across the MW. They do not allow any outsiders near their base but are friendly to those they meet in the wasteland or in other settlements.



I had an idea a while ago of the Enclave Remnants in Chicago (who rule the Syndicate) have been testing FEV and are starting to make other monstrous soldiers like Frank Horrigan (which they named them after) but field testing went wrong 80% of the time due to the Enclave trying to make Horrigans so you might come across monstrous supermutants in PA labeled Horrigan MK1, Horrigan MK2, and Horrigan MK3. However towards the end of the game (no matter who you decide to help) The Enclave will have mastered creating them and will have an army of fifty Horrigan MK4s.

I think this, this, and this weapon should be in Fallout 4.

And I think this (as a water based creature), this (I think Savage Beatings would really like this), this, and this (AWESOME!!!) creatures to be in Fallout 4.

And I think that in the Old World Border Facility (bottom right corner of the map in my sig.) should have this, this (should be a robot that patrols around the facility and alert others if they are attacked), this (they're really awesome and can be the remaining scientists current form), this (could be patroling the Old World Border Facility's many vents, unable to alert others though), this (but even more advanced), and this (they seem pretty cool).


Creatures in Fallout 4:
Brahmin
-Baby Brahmin
-Pack Brahmin
-Giant Brahmin
-Giant Pack Brahmin
-Mad Brahmin
-Bull Brahmin
Bighorn
-Baby Bighorn
-Giant Bighorn
Radroach
-Giant Radroach
Radiscorpion
-Giant Radiscorpion
-Baby Radiscorpion
Ghoul
-Feral Ghoul
-Glowing One
-Feral Ghoul Roamer
-Swamp Ghoul
-Desert Ghoul
Supermutant
-Supermutant Brute
-Supermutant Master
-Nightkin
-Nightkin Master
Centaur
-Giant Centaur
Deathclaw
-Giant Deathclaw
-Baby Deathclaw
Gecko
-Baby Gecko
-Giant Gecko
-Sand Gecko
Lakelurk
-Giant Lakelurk
-Baby Lakelurk
-Lakelurk King
Crow
-Giant Crow
Raven
Beast
-Giant Beast
-Baby Beast
Dog
-Vicious Dog
Bull Elk
-Giant Bull Elk
-Baby Bull Elk
Mount Lion
-Giant Mount Lion
-Baby Mount Lion
Giant Ant
-Giant Work Ant
Bloatfly
-Giant Bloatfly


Here's my robot list:

Cyberdog
-Giant Cyberdog
-Feral Cyberdog
Floating Eye
Mr. Gutsy
Mr. Handy
Protectron
-Modified Protectron
Security Bot (Like the Security Robots from Tactics)
Agricola Bot
Scurry Bot

I have decided to come up with 'Wasteland Legends' for a MW Fallout game. Wasteland Legends should also be an in game book which your character can buy and read. It should also list there canon for what each character from each Fallout game did (Vault Dweller, Chosen One, Lone Wanderer, Courier, and the Warrior) along with a bunch of new characters.
Here's the first couple, and I will add more soon:

Vince the Butcher-
A legend that the MLA, the Radiation, raiders, and even the MWBoS fear. A man who walks around wearing a wastehound hood and grimy pre war business wear wielding nothing but a Unique Cleaver (called the Butcher's Cleaver). He cuts all of the limbs off of his victims as he travels the wasteland with a former member of the MWBoS who deserted after killing seven other soldiers for unknown reasons. (his friend is also a wasteland legend)
There is a four thousand cap bounty for him dead. However your character has the option to persuade him that the two of you need eachother to be able to cause some real havoc in the wasteland (in a random encounter with a karma check, he will then become your companion).

The Deserter-
Vince the Butcher's one and only ally, he was the champion of a small tribe until the MWBoS recruited him. In the short time he was there he climbed the ranks until one day he killed seven of his commanding officers and fled into the wasteland with nothing but an assault rifle, a power armor helmet, a duster, and reinforced leather armor. Since then he has seen with a modified version of the helmet, with the leather armor under that duster.
There is a three thousand cap bounty on him dead and a four thousand cap bounty for him alive. If the player cannot recruit Vince the Butcher unless the Deserter enters his party aswell.

Ken the Peacemaker-
Ken's family was killed in front of him when he was seventeen for being unfit to work in Caesar's Legion. He was enslaved but one day he fled slavery and found himself in the town called Champion. After spending three years there he went back into Caesar's Legion territory and help to liberate a few small settlements, causing a full scale revolution in some areas. But after six months of doing that he was attacked by assassin's who permenantly crippled his left leg. He then returned to Champion to live out his days.
Caesar's Legion will offer you a large bounty for him dead which the Red Hands will also accept, coming after him every once and a while. If you worn him about it and/or heal his leg (due to him being pretty poor and unable to afford a doctor's treatment) he will become a companion. He will leave if you help Caesar's Legion.


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

Post » Wed Jul 20, 2011 4:30 pm

I feel like this is getting redundant.
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Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Wed Jul 20, 2011 5:19 am

Don't force me to have a family like in FO3.


I feel like this is getting redundant.

How so?
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Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Wed Jul 20, 2011 7:31 am

How so?


Could be because the same suggestions go round and round (even outside the "reposts" some of us do) and there's little to no actual discussion on top of that.
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Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Wed Jul 20, 2011 6:13 am

Could be because the same suggestions go round and round (even outside the "reposts" some of us do) and there's little to no actual discussion on top of that.


Yeah, not much discussion anymore.
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Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Wed Jul 20, 2011 6:22 am

You want something new, huh? Well, here's something new (except for Styles and Sebor who I've showed this to before)


Quoted from the post I sent Sebor (few slight changes from the one Styles saw):
Well, you were interested in seeing it. Here's a text trying to describe the major settlements I had in mind, aswell as a little about the factions involved. It's pretty rough and could need a few rewrites to clear things up/explain things a bit more in detail (like factions, which I haven't written too much about. I figure Styles would better suit the role of "designing the MWBoS/Enclave alliance faction".

You might want to have http://img121.imageshack.us/img121/6540/fallout4routes.jpg and http://img684.imageshack.us/img684/331/usadetailed.jpg map in your head while reading aswell. First one is the imagined world map for the game. The second one is how I imagine Brotherhood territory in 2280's, compared to other factions.

Spoiler
Big/important factions:
- Midwestern Brotherhood of Steel
- Enclave (small but influential/powerful)
- Detroit faction
- Toledo raider faction
- Toronto faction
- Mutant Liberation Army (remnant faction, not much left but can be reborn)


Chicago

This is a Midwestern Brotherhood of Steel territory.
Either the whole city has been taken over sometime during these 100 years they've existed, or just partially for whatever reason, or they still are just around in the suburbs. Maybe Chicago's in such a bad shape that there really ain't much worth in controlling it, it's easier to rebuild society in the outskirts of the city, but still close enough to scavenge resources and building materials.
The Enclave outpost(s) gotta be somewhere in the city as well, or beneath it. They have some kind of alliance with the Brotherhood, either they have “joined” the Brotherhood or they have a non-aggressive pact. Either way, the higher ups have nestled into the leadership of the Brotherhood. How else would they be able to exist in the city that the Brotherhood has their HQ around? (I bet the Brotherhood still have Bunker Alpha as their HQ)
Keep in mind that it's about 120 years after the Brotherhood crashed with their zeppelins and were established outside Chicago. Considering Styles want the Barnaky ending, how does the Fallout world look like in, say, 2292 (or whatever time this game would take place in.) What events have happened simultaneously in other locations like D.C. and New Vegas?
If the Brotherhood somewhat merged with the Enclave, when the Enclave was fleeing from Navarro, and later when they fled back from D.C., how did that look like?
And how does it look like in 2292, 15 years later, concerning political situation, territory control, influence over settlements within their regions, factions outside their borders and all that.
Fallout 3 mention the Midwestern Brotherhood has run into some kind of hard time. Legion apparently have captured some Brotherhood members that might be from the Midwestern chapter. Within this map I drew, we'd only hear mention of Vault 0 and Caesar's Legion.
Also keep in mind that Tactics ended 2198, before Lyons or Caesar even were born. Whatever ending that is canon, it could be way different now. Sure, whatever was told to happen in the ending maybe did happen. But it was so long ago that it doesn't matter now. Caesar's Legion, for example, were officially formed in 2255, that is 57 years after the end of Tactics (and also the same year that Lyons Brotherhood reaches Pittsburgh on their way to D.C.)

Key words for inspiration:
- “The Windy City” (could be a very stormy place, like in the intro sequence of Tactics. Potential for great weather effects.)

- The poem “Chicago”:

"Hog butcher for the world,
Tool maker, stacker of wheat,
Player with railroads and the nation's freight handler;
Stormy, husky, brawling,
City of the big shoulders."


Toronto
Since my original idea about this faction svcked, I scrapped it. Trying to come up with something better. Anyways, it was something about proud Canadians, wearing the Maple Leaf with proud
(I think it's a really nice looking flag), but it was rather silly, that they'd have such nationalism after 200+ years and a hatred for American war crimes committed during the Resource Wars and riots.
The idea with them is, that they would teach us a lot of history that took place in Canada, like how Toronto handled the Great War, how it was like pre-war with the American soldiers keeping Canada “safe”, the starvation, the riots, the Canadian resistance, the New Plague, et cetera... They would have some kind of motivation to “invade” USA (or more like, gain territory to the east, in the direction of the Brotherhood and the remnants of the old, American government responsible, the Enclave.

But, since I scrapped how the faction act like, let's go on to how they look like instead.

I am thinking, since I want horses in Fallout, and also an army that does mount soldiers on horses (post-apocalypic cavalry ftw!) I need to explain how horses exist in the universe. We haven't seen any in the Fallout games yet, except for the ones the NCR troopers are riding in All Roads (which I think is excellent, the NCR troopers already remind me of British soldiers during World War 1, when they are mounted on horses it just feels so complete. I love WW1, what I mean with that is the “old word - new world” transition era.)
So, horses in Fallout – all horses that survived the fire storm of 2077 migrated north (and I really do think horses survived if cows did. Horses are flight animals, and cows are cattle that you breed to eat. All horses on the countryside could've been scared, fled, avoided humans and packs of carnivorous animals (post-war, giant mutated animals!) and migrated north because the climate there is much more friendly. Much less wishes for nuclear winter while patrolling.)
By setting the game in a new location, up north like this, we do get the opportunity to see new creatures, and horses could and should be one of them. We got Bighorners and Cazadors in New Vegas and people didn't complain, even though they've never been seen or mentioned before.
So, horses damnit! My kingdom for a horse!

Key words for inspiration:
- Multi-cultural?
- Hockey (some punks in those parts could have hockey sticks as a melee weapon. Ha ha ha!)
- Eh? Moose?
- Canucks?
- I don't know, I don't want to do any American stereotypes of Canadians.


Detroit

The home of the Motor faction (WIP name) who are the descendants of factory workers of several car factories of Detroit. Somehow, many of the factory workers survived, along with many civilians that they helped during the air raid sirens (don't know how they did yet. Maybe a sturdy construction of a factory, and/or they all hid in a huge basemant?)
Anyways, this faction has control of the inhabitable parts of Detroit, most likely close to the Detroit River and/or St. Clair. (It's fictional so it doesn't have to be located where the real car factories are.) It is one huge car factory that was almost untouched by the bombs in some weird twist of luck or fate, and has since been repaired and maintained by these handy people who were saved by this building.
This is their HQ, but they do control other parts of the town that aren't too damaged either, where people can live and commit to trade. But they don't let too many outsiders close to the car factory which is kind of the heart of their faction. It's where they build, repair and enhance vehicles. Their factory and their knowledge is very attractive to other factions, but they would like to remain neutral to everyone.
Their karma is kind of neutral with a lean to the good side. They survive on villages outside of Detroit, through promises of protection they want food and materials to make fuel (corn to make ethanol) They kind of annex these villages though. They even act as raiders, though merciful, sometimes. They are also out scavenging for materials for their cars, spare parts and even batteries. Some cars that they manufacture themselves run on ethanol, but the old cars that they restore use either energy batteries (like Fallout 2) or nuclear reactors (like Fallout 3/New Vegas)
Think of their attitude like the crew of Firefly, more specifically Capt. Malcolm Reynolds
(Great series! Watch it if you haven't.)

Key words for inspiration:
- "Motor City" (car factories)
- Can't be arsed to find more Detroit-references and things for inspiration :P


Milwaukee
I am thinking a good place to trade on the western part of the map, a city that is in the control of the Brotherhood but has a group of insurgents that are causing trouble to them. These insurgents are either supportive of the Canadian faction, or of the MLA, or both (a weak reference to socialis, see keywords.)
If you've got a motorcycle you want to modify, there's a special place for that in Milwaukee.
Or there's a unique motorcycle you can buy here. There would also be a lot of beer to be found/bought in this city, and probably some beer related quest. Hehe, yum yum.

Key words for inspiration:
- Motorcycles (in reference of Harley Davidson)
- Beer (in reference to their beer culture.)
- Sewer socialism (http://en.wikipedia.org/wiki/Sewer_Socialism)
- Someone advocating them having very good sewers (see above)
- ? "German roots"-reference
- ? Historic Third Ward (landmark)
- ? Statue of Solomon (landmark)


Fort Wayne
I thought something about some place where the MLA could be located, or whatever is left of them since it's been decades since they first emerged (Tactics end in 2198, sometime after the MLA is formed, many conflicts take place, decades of fighting, and 80-90 years later...?)
They'd hide away and try not to show themselves too much The pretty much immortal mutants and ghouls hide and live here, along with a few elder humans, while many humans tried to integrate into smaller settlements, not speaking of their past. Some humans helped their old mutant friends by buying supplies that they returned to Fort Wayne with. They've pretty much given up the fight against a superior enemy, though, too many lives have been lost during the years. Many still believe in the cause but are tired of the fighting. Many of their younger generation, who never got to be a part of the conflict and haven't experienced the great injustice of the Brotherhood, wants to pick up the fight but the elders talk them off – it's suicide.

Version 1 - A gang of clumsy youth did try to fight the Brotherhood on their own.
They attacked a convoy up the roadways, killed a handful of Brotherhood soldiers (there were no paladins with PA), wounded a dozen, damaged a couple of trucks... but other than that, they got themselves slaughtered. Some captured, tortured to reveal their location, then nailed to crosses next to their friends killed in combat up by the I-90 where the ambush took place.
The following day, the Brotherhood attacked Fort Wayne with a rather big force, killing many of the old MLA veterans. They raised a few Brotherhood flags, and nailed a bunch of them on crosses around their former home, as well as hung people in lamp posts, as a warning to others.
Then they left the place in a hurry, and the town started to flood not long after that, making the bodies that they hadn't hung or nailed up float down the river, down to Toledo.

Version 2 – To play on the nick name of “Summit City” (if “summit” here means “top meeting”), the MLA wanted an official and formal peace declaration. They didn't want to hide away like rats in a sewer anymore, they never left the bowels of Fort Wayne, they always have to make it look like a inhospitable and unpleasant ghost town to lure people away from settling it. They relied on help of human sympathizers to visit towns to trade supplies for them, to help keep the Brotherhood and the attention away. They've done this for decades and could do it no longer.
They sought the attention of the Brotherhood and they were promised they wouldn't be hunted down anymore. They were promised to be left alone, after a meeting in Fort Wayne between the superiors of both sides (in this version, maybe Fort Wayne wasn't their stronghold, instead it loosely belonged to the Brotherhood and they called the MLA there for a peace meeting, which of course was a trap.)
Everyone who came there got killed, some were spared and tortured to reveal location of the rest of the MLA veterans (many of MLA never thought the Brotherhood would agree to peace, that it would be a trap which it did prove to be, and they left for a secret location rather than go to the meeting). Their location was never revealed, but their existence is still very much threatened, now more than ever with the resurrected violence after all these years.

Version 3
– The Brotherhood has yet to know the whereabouts of the remains of the MLA. They are still residing, and keeping their presence unknown to the outside world, in Fort Wayne. When you get there, it'll take some exploring to find any trace of life (except pests like radroaches.) Also, to get there by boat you have to pass through Toledo, which might not be the easiest unless you get on the good side of its inhabitants (see “Toledo” below)

Key words for inspiration:
- Floods
- ? "Summit City"
- "City of Churches" (landmarks – churches and such)
- Embassy Theatre (cool landmark)
- ? Allen County Courthouse (landmark)


Toledo
Ok, so this place I had a fun idea for. With every city, I look up what it is known for, what their nick names are and such. I also wanted a place to put a minor bad faction that would cause trouble to the Motor faction. Turns out that this place is known as Frog Town among other names! Ain't that a great way for a new giant creature? I have this concept art for it, haha!
The faction that lives in Toldedo, raiders or whatever, causes trouble for the Motor faction somehow. I don't know if they disrupt their scavenge parties when they are out looking for materials for their vehicles, and/or if they raid the villages that “belong” to them (from where they get food and maize production for fuel). These raiders want their vehicles. They use a few motorcycles and couple of jeeps (they are crude mechanics and the car factories didn't have the same luck as the ones in Detroit during the war, they maybe didn't have the same sturdy construction, that's why they only have a pair of working Jeeps and a bunch of motorcycles scavenged from elsewhere.)
Light vehicles, but enough to intercept smaller Motor groups, and to attack villages with their stationed protection from Motor City. They do fast hit-and-runs with their light vehicles, they relocate fast and their attacks always seem random so you can't plan ahead to be able to attack them, and Motor City has problems with manpower as is. They don't recruit as aggressively as the Brotherhood does, they want people that already have good mechanical skills, and mostly they don't want to many new people. They don't want to let too many people in on their mechanical secrets, kind of like the Coca Cola recipe.
The Toledo raiders also has a tactic where they don't want to destroy the Motor faction's vehicles, or render them immobile. They just damage as many as they can so that they have to stay home for some time getting repaired. Mostly they do this to the Motor faction's fastest vehicles, the ones that can catch up with their bikes and Jeeps. This leaves the Motor faction with more and more people who have to stay at home and repair their vehicles, and less that can go out protecting, gathering supplies. It leaves them with heavy vehicles that can't catch up with their lighter ones. They do leave some of these vehicles stationed at some of their more important villages, but they can't protect all of them (and they are too few).
They also don't know where their hideout is, but they know it's somewhere just south of them.
And then there's the giant frogs which are in their way, hehe.

Key words for inspiration:
- "Frog Town" (Giant Frogs?)
- ? Jeep industry
- ? "Glass Capital of the World"


Windsor
I have kind of a cool idea about this town. You can of course see it from the Detroit side, where the Motor faction resides, and you can walk to it over the Ambassador Bridge. I took the Weather Network's nick name for it rather seriously and drew a concept art of its skyline as seen from Detroit, where you can see the rooftops of the shells and steel skeletons of skyscraqers sticking up from this weird fog/smog. You can also see the bridge disappearing somewhere in the smog. I am thinking that this fog is brought by winds from the Pitt, and gets stuck in Windsor. I mean, the smog's gotta have some explanation, I thought the idea was cool and I saw that the Pitt is south-east of Windsor. There could also be some other, underlying reason as to why the smog gets caught in just Windsor and doesn't disperse or move on. Or the reason of the smog could be something else than the Pitt. The Weather Network's nick name for Windsor comes from how the winds catches a lot of air pollution from industrial cities nearby and brings it over to Windsor.
It's a dead city, and it's kind of a natural border between old-world USA and Canada.
I am also thinking about “The City of Roses”, even if it's a dead city with no human inhabitants or settlements (maybe just scavengers with gas masks and some weird trog variations, mutant cannibals or other mutations) and a scary, thick fog laying over it, the many parks which gave it that nickname could still have roses in bloom, maybe a mutated species of roses. It'd be kind of ironic, the dead city is pretty much the only place in the Great Lakes Wasteland where flowers bloom but it's unhealthy for humans to be there. It would be all green, like outside that vault in New Vegas, the smog would give it an eerie feeling, and the roses wouldn't be too colorful either. Dark red.
Since no people live, or can live, in Windsor, it hasn't been fully looted or scavenged as other places have been after 200+ years. Scavengers do go into the city, with gas masks, to find valuables. Some run into horrible and deadly mutants, but some are successful. You the player will probably get some quest from a veteran scavenger, to venture into this city and search for something, and you will see things in the fog, and hear distant howling and such, as you walk through a park in bloom.

Key words for inspiration:
- "The City of Roses"
- also "the smog capital of Canada" (The Weather Network)


Grand Rapids
I thought of this as another trading hub, located in the middle of the map. But I guess it could be something different or not exist at all. Instead there could be a town established post-war (like Junktown) or a much smaller town than Grand Rapids.
Of course the world map will have many fictional or minor locations as well, but I am in no position to place them at the moment since this is just a rough draft of the major locations. I just wanted a medium-sized settlement somewhere around those parts, and I want three trading hubs – one to the west, one to the east and one in the middle. The map is, after all, much bigger than F3 and F:NV.

Key words for inspration:
- "Furniture City" (the place to go buy stuff for your home? Hehe...)
- ? Amway Grand Plaza Hotel (landmark)
- ? Heritage Hill (landmark)


London
Well. Don't know anything about London, just placed it there as a frontier outpost and settlement for the Toronto faction to control, which could act as a trading hub on the eastern part, or Toronto will be the trading hub as well as the Canadian faction's home.

Key words for inspiration:
- Apparently high education?
- Reference to London in UK given the same name and the Thames River in Ontario? Maybe too silly.
- “home to many festivals”. Maybe the inhabitants have an annual festival of some sort which we get to see when we visit?


Other inspiration:

Post cards to use as a collectible item, with some weird message on each of them. With each message, you have to figure out what they mean. Maybe when you have a few cards, it's easier to figure out. They'll lead to some place where there's a mystery, and you can use the clues on the psot cards to progress, get through “door” or whatever. In the end, you have some unique item or perk, and a big bunch of post cards to put up in your house, like bobbleheads (minus stupid bonuses)

Michigan postcard:
http://www.legendsofamerica.com/postcards-pictures-of/mi-1013-GreetingsFromMichigan.jpg

Fort Wayne postcard:
http://indianapublicmedia.org/momentofindianahistory/files/2010/08/fort-wayne-postcard.jpg

Wilwaukee postcard:
http://images1.cpcache.com/product/69025831v5_480x480_Front.jpg

Detroit postcard:
http://www.treehugger.com/detroit-postcard.jpg

Chicago postcard:
http://www.chicagopostcardmuseum.org/images/greetings_from_chicago/Greetings_from_Chicago_07_Postcard_F.png

Toledo postcard:
http://farm4.static.flickr.com/3080/2794319904_4a6af74b1d.jpg



The concept art:

http://img844.imageshack.us/img844/9200/chicagoo.jpg, located in some "Fallout-gothic" cathedral in Chicago. The MWBoS/Enclave PA is used by the inquisitors, special operation teams and elder's body guards while the heavy infantry that does the "field work" uses T-51b's.

http://img12.imageshack.us/img12/7340/detroits.jpg, the headquarter of the ruling faction of the city, the ones that restores, builds and uses vehicles.

As the picture say - http://img21.imageshack.us/img21/9263/toledohs.jpg. Not much more to add. The raiders has a couple of jeeps, a few motorbikes. Frogs infest parts of the town, acting like a defense if enemies would like to flank the raiders.

My idea of http://img146.imageshack.us/img146/6131/windsor.jpg, as seen from the Detroit-side of the river.

User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Wed Jul 20, 2011 4:48 am

Map Update, now at Alpha 1.8

Didn't change much, made Twin Mothers surrounded by desert, cut out three or four towns that were just canon fodder and really weren't very important.

Changed the town called Lima into a tribe.

Lima-
A Native American reservation survived the Great War but their reservation was heavily irradiated so they fled and eventually foudn safety in a small town named Lima. Before they had arrived the town had been hit been hit by the New Plague and had been turned to a Necropolis (city of the dead, no survivors) Pre-War. It is now one of the largest tribes in the MW, having a slightly different perception of the Native American religion than they did Pre-War.
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Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Wed Jul 20, 2011 10:46 am

Fallout 4: Philadelphia
Spoiler
Fallout 4 featuring Philidelphia

Obviuosly located in Philidelphia, now called Philly

A few reasons it should be considered
-5th most populated city in the U.S.
-Home to some historical sites
-Home to historical monuments
-Next to a river

Plot-Lyon's BoS, now lead by Maxson's ancestor (he was a squire in Fallout 3), are expanding ever so slowly as it is roughly 20 years from Fallout 3. They reach Philidelphia to find many problems just like the Capital Wasteland. Maxson (insert correct number here) decides to help reorganize the communities. The neighboring factions don't want to ally with the Brother hood or the others, making the protagnoist side with one and destroy the others.

Factions

Lyons BoS - They will obviously play a major role. They have discovered T-51b power armor in facilities in Baltimore while they were traveling to Philly. Only some Paladins wear it though. After hearing how Philidelphia has large amounts of technology and a good amount of people they decide to investigate. They are met by three other factions trying to capture Philly for themselves. The PC can decide to side with them or get rid of their presence or destroy them.

Red coats - They do not take after the British redcoats, but their oppsing faction has used the name and it has influenced their armor.. They seek to control Philly just for the sole fact to not let their opposing faction have control of it. They use conventional weapons ranging from R91 assault rifles to swords. There main quests are to destroy the Revolutionairy's and to get rid of the presence of the Brotherhood of Steel and get rid of the presence of Pitt slavers. They only control Philidelphia

Revolutionairy's - A faction that takes after the American rebels in the 1770's. They wear crude armor and clothing and use weapons that can be easily scavenged. They want to control Philly for reasons to expand their army substantially. They basically created the redcoats and who they are today. They also want to destroy the redcoats. Their quests have you destroy the redcoats and get rid of the presence oof BoS and Pitt Raiders, in more barbaric way than the redcoats.

Pitt Raiders/Slavers - Sent out by Ashur from the Piit. In search of more resources and to gain more land to make the Pitt look more menacing. Though that is their mission they have set up an HQ that enslaves people, and they tend to wreak havoc on the surrounding land. The PC when sided with will have the moest challenging quests to destroy all three other opposing factions in complete barbaric means.

Talon Company - Their HQ is based NW of Philly. Not a major faction but has a lot of quests. As of 2298 their main purpose is being hired by the redcoats to sabotage and slaughter Pitt Raiders/Slavers. Most quests involve sabotaging the Pitt Raiders/Slavers. The rest of the wasteland views them as saviors, but the BoS and revolutionairy's want to have no part to do with them, resulting in if you side with BoS or Rev's they are hostile.

Red Foxes - (Raiders) After over 200 years of living in hostile tribes, one group lead by "The Fox" is determined to unite all the raider tribes into one large group. They are a less violent group of raiders that pillages shacks and towns for their own fate and survival. "The Fox" though still enjoys the thoughts of senseless killing, and doesn't want to leave it all behind, you can either help him, or remove him from power.
Fort Washington - Only large community of people that is not conquered by other large factions. They are a main target of the Revolutionary's. They continuously fail because they cannot get through the defenses. The locals have found a secret underground facility equip with prototype laser technology and prototype power armor which is larger than taditional and has less DR/DT.

Locations

Philly - the Main city that the main factions are fighting for Owned by the redcoats. It is equiped with amazing technology and structual buildings that can support a larger population, at least a fallout population.
Washington Castle - (not to be mistaken with Fort Washington) The ravolutionairy'e place of Operations located in present day New Jersey.
Talon Company HQ- HQ of the Talon Company
Large faction bases - spread out throughout the wasteland. Rev's East, BoS South, Pitt West.
Fort Washington - largest free city in the Wastes, it is based in the North. Present day Fort Washington
Vault 76 - West of Philly, unknown
Vault 83 - North of Philly, unknown
Vault 95 - Southeast - unknown, was going to be in FO 3
Vault 100 South - unknown, was going to be in FO 3
Military Industrial Supply - Red coats own this, it still has years worth of supplies stocked inside, enough to feed a whole city.
Fox River - A portion of the Delaware river that the red foxes call their own.
Stealers HQ - Pitt Raiders HQ and a nice play on words.

That's about all I got for now, will probally add on later. I am also working on a map, the first will only have places of importance.

I think if they were to happen to make an online mode they would sort of go towards a red dead redemption style. If you haven't played it then I'm sorry, but it is the whole entire map. There are only a few things to do such as gang shootouts, so for Fallout maybe you could do the dungeons. Then you can wander around and kill opposing players. In RDR you can also join each others posse's, so for Fallout you could join a faction from the game. Then there are things you can do outside the free roam, such as a multiplayer gang shoutout, basically a team deathmatch.

So here would be multiplayer

Free Roam

The entire map is open for exploration. All of the maps locations are open to explore. There are less NPC in the free roam, but you can still take their stuff, and their difficulty is dramatically increased. You gain exp. when you kill people for 50 levels. You unlock weapons and only weapons when you level up, and you can choose 4 from when you respawn and it gives you a limited amount of ammo. You can customize your character's appearence and armor color. You are able to join a faction, but you must get to their HQ to join. (maybe more to come)

Team Deathmatch

8 vs 8 matches where two teams are paired up against each other. First team to get 100 kills wins. You can choose 4 guns with limited ammo and are able to switch throughout the match.

Multi-team Deathmatch

4 vs 4 vs 4 vs 4. Same rules apply with team deathmatch.


I may think of more and repost them along with my other post.


User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Wed Jul 20, 2011 1:36 pm

Fallout 4: Philadelphia
Spoiler





You know what I think? I think we should here that everything in the Capital Wasteland is like perfect now, clean water everywhere, no mutants, as they were racist towards ghouls in F3, (maybe they fled west or (to make things more interesting) they fled north to Philly and formed an anti-Capital faction, spreading false rumors about them which is why people in that area don't want to become part of the BoS CAPITAL (that's what there name should be), appearances by Gob, Fawkes, Uncle Leo, Charon, and many other CW ghouls would be awesome!) Harold (who is probably the only mutant in the Capital) has expanded greatly, and there are no more raiders.
Maybe even a DLC of the now peaceful CW (although I know it would be very boring, but it's just to show twenty years of progress).
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Wed Jul 20, 2011 9:56 am

This repost is a repost of a repost of a repost of a repost of a repost of a repost of a repost of a repost of a repost.


I would like Talon Company to be in Fallout 4, but not like they were in Fallout 3, I want it to be like the factions of New Vegas, with interaction and reputation. My logic is that, in a post-nuclear world like Fallout, an entity like the Talon Company would flourish into tremendous presence, even more so in areas where no large factions had developed to create order. I mean, the Talon Company is a perfect example of the perfect post-apocolyptic business model, a moderatly sized, well-equiped paramilitary force that would be deployed at the word and monetary expense of wealthy people or groups to vy for power. I dont understand how there are no other factions like them, the Talon Company should be in Fallout 4, it fits well in the setting and, frankly, the poor usage of a faction with such potential in Fallout 3 left a bad taste in my mouth, and, seeing how very well Obsidian did with factions in Fallout: New Vegas, really fleshing them out with backgrounds and interactions, I have no doubt that, if Bethesda takes some pointers from New Vegas's handling of factions, they could be a great faction in Fallout 4.

Talon Company

Talon Company is an equal opportunity employer. Talon Company is a mercenary group who has almost no restrictions on contracts, making it one of the most effective, and therefore wealthiest and best equipped, mercenary group known to exist in the wasteland, it's Regional HQ's are usually pre-war military installations, and the technical department of Talon Company is known for achieving great technological discoveries, such as the activation of Highwater Trousers. The basic Talon Mercenary is equipped with a suit of Talon Company Combat Armor, a 5.56mm R91 Urban Assault Rifle, and a Combat Knife or Police Baton, mercenaries are allowed to use their pay to purchase other weapons from any Talon Company Armory, weapons available range from the 5.56mm Type-93 Chinese Assault Rifle to the AER9 Laser Rifle to the feared Missile Launcher.

Mercenaries that prove their mettle in battle stand a chance to be promoted to Squad Leader rank and given Reinforced Talon Company Combat Armor Mk. 1 and will be in charge of a squad of 5 basic Talon Mercenaries. Another great charactaristic of the Talon Company is its orginazation, 5 Mercs and a Squad Leader make up a squad, 5 squads are led by a Talon Company Veteran Mercenary, whom wear Reinforced Talon Company Combat Armor Mk. 2 with a stylish duster, and all Veteran Mercenaries report to their respective Regional Commander. An added benefit of being a part of the Talon Company is that the Company will pay off any bounty (up to 10000 caps) for a mercenary that proves that they are loyal and can pass the recruitment tests. The training process is specially administered to weed out the weak and instill loyalty in the strong, bringing out the best in your character, defeating the worst of it. Many rumors float about, saying that the Company is "evil" or "full of maniacs", this is simply not the case, the Talon Company just doesn't pass moral judgment on those who would wish to emply Talon Mercenaries, and who needs to bog down good business with morals in the wasteland? Dispite the rumors, Talon Company does in no way practice sixual discrimination, mercenary applicants are accepted from all walks of life if they can prove themselves.

Thanks to the BoS-Enclave War, Talon Company has come into possession of a large amount of Enclave equipment and have captured some researchers, you can bet we shot those fascists! But other than the killing of those that wanted to kill all of your friends and family, the experience has also created a new rank in the Talon Company, an alternative to becoming a Squad Leader, the Talon Company Shocktrooper wears specially customized Talon Company Advanced Power Armor Mk. 2 and comes equipped with a Minigun, Gatling Laser, or Heavy Incinerator!

The Talon Company has from then gained strength, called for an end to hostilities with the BoS, and is focusing on fighting the Super Mutants, once again fighting those who would kill your friends, pets, neighbors, and all of your family.

Join Talon Company, it's exciting, worthwhile, enriching (both in experience and monetarily), and the best way to truly broaden your horizon!

Any person who wishes to join Talon Company only has to speak to your local Talon Company representative, from them you can negotiate on the purchase of mercenary contracts, or speak to them about joining Talon Company.







Mako Vlazkov
Talon Company Veteran Mercenary and acting Midwestern Regional Commander
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Wed Jul 20, 2011 2:19 pm

This repost is a repost of a repost of a repost of a repost of a repost of a repost of a repost of a repost of a repost.


I would like Talon Company to be in Fallout 4, but not like they were in Fallout 3, I want it to be like the factions of New Vegas, with interaction and reputation. My logic is that, in a post-nuclear world like Fallout, an entity like the Talon Company would flourish into tremendous presence, even more so in areas where no large factions had developed to create order. I mean, the Talon Company is a perfect example of the perfect post-apocolyptic business model, a moderatly sized, well-equiped paramilitary force that would be deployed at the word and monetary expense of wealthy people or groups to vy for power. I dont understand how there are no other factions like them, the Talon Company should be in Fallout 4, it fits well in the setting and, frankly, the poor usage of a faction with such potential in Fallout 3 left a bad taste in my mouth, and, seeing how very well Obsidian did with factions in Fallout: New Vegas, really fleshing them out with backgrounds and interactions, I have no doubt that, if Bethesda takes some pointers from New Vegas's handling of factions, they could be a great faction in Fallout 4.

Talon Company

Talon Company is an equal opportunity employer. Talon Company is a mercenary group who has almost no restrictions on contracts, making it one of the most effective, and therefore wealthiest and best equipped, mercenary group known to exist in the wasteland, it's Regional HQ's are usually pre-war military installations, and the technical department of Talon Company is known for achieving great technological discoveries, such as the activation of Highwater Trousers. The basic Talon Mercenary is equipped with a suit of Talon Company Combat Armor, a 5.56mm R91 Urban Assault Rifle, and a Combat Knife or Police Baton, mercenaries are allowed to use their pay to purchase other weapons from any Talon Company Armory, weapons available range from the 5.56mm Type-93 Chinese Assault Rifle to the AER9 Laser Rifle to the feared Missile Launcher.

Mercenaries that prove their mettle in battle stand a chance to be promoted to Squad Leader rank and given Reinforced Talon Company Combat Armor Mk. 1 and will be in charge of a squad of 5 basic Talon Mercenaries. Another great charactaristic of the Talon Company is its orginazation, 5 Mercs and a Squad Leader make up a squad, 5 squads are led by a Talon Company Veteran Mercenary, whom wear Reinforced Talon Company Combat Armor Mk. 2 with a stylish duster, and all Veteran Mercenaries report to their respective Regional Commander. An added benefit of being a part of the Talon Company is that the Company will pay off any bounty (up to 10000 caps) for a mercenary that proves that they are loyal and can pass the recruitment tests. The training process is specially administered to weed out the weak and instill loyalty in the strong, bringing out the best in your character, defeating the worst of it. Many rumors float about, saying that the Company is "evil" or "full of maniacs", this is simply not the case, the Talon Company just doesn't pass moral judgment on those who would wish to emply Talon Mercenaries, and who needs to bog down good business with morals in the wasteland? Dispite the rumors, Talon Company does in no way practice sixual discrimination, mercenary applicants are accepted from all walks of life if they can prove themselves.

Thanks to the BoS-Enclave War, Talon Company has come into possession of a large amount of Enclave equipment and have captured some researchers, you can bet we shot those fascists! But other than the killing of those that wanted to kill all of your friends and family, the experience has also created a new rank in the Talon Company, an alternative to becoming a Squad Leader, the Talon Company Shocktrooper wears specially customized Talon Company Advanced Power Armor Mk. 2 and comes equipped with a Minigun, Gatling Laser, or Heavy Incinerator!

The Talon Company has from then gained strength, called for an end to hostilities with the BoS, and is focusing on fighting the Super Mutants, once again fighting those who would kill your friends, pets, neighbors, and all of your family.

Join Talon Company, it's exciting, worthwhile, enriching (both in experience and monetarily), and the best way to truly broaden your horizon!

Any person who wishes to join Talon Company only has to speak to your local Talon Company representative, from them you can negotiate on the purchase of mercenary contracts, or speak to them about joining Talon Company.







Mako Vlazkov
Talon Company Veteran Mercenary and acting Midwestern Regional Commander


You know what would be badass? If in a MW game they actually make a character named Mako Vlazkov the leader of Talon Company in that region.


EDIT- That post never gets old, I've read it a dozen times.
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Sabrina Steige
 
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Post » Wed Jul 20, 2011 9:47 am

Not to point fingers, but this is why these threads are getting redundant:

"This repost is a repost of a repost of a repost of a repost of a repost of a repost of a repost of a repost of a repost."


@Sebor; good ideas. I like the idea that the CW would have transformed a lot.

Not sure about Harold though; he really wanted to die. I mean, I mercy killed him almost every time.

I feel like the CW BoS would have turned into an almost entirely different faction.

Maybe rivet city would have merged with the BoS.

And if we include point lookout, I feel like there would be trade coming up the river from maryland and dispersed through the CW.

Maybe that fruit (can't remember the name) would have been brought in to be cultivated so they wouldn't have to ship it in.
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Austin Suggs
 
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Post » Wed Jul 20, 2011 7:40 pm

You know what would be badass? If in a MW game they actually make a character named Mako Vlazkov the leader of Talon Company in that region.


EDIT- That post never gets old, I've read it a dozen times.

Well, I don't think that'd happen, I wouldn't mind a referential easter egg, like finding a dead TC merc with a unique weapon with Vlazkov in the name. That's right, I'm hoping that they kill me in their video game.


Glad you like it, I just hope someone at Beth likes it.
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Iain Lamb
 
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Post » Wed Jul 20, 2011 6:52 pm

You know what would be badass? If in a MW game they actually make a character named Mako Vlazkov the leader of Talon Company in that region.


EDIT- That post never gets old, I've read it a dozen times.

Indeed, it's a cool name and would fit a merc leader without morals ;) The older Fallouts did references to the community, although many bad ones of renowned complaining critics hehe.
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electro_fantics
 
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Post » Wed Jul 20, 2011 9:02 am

Well, I don't think that'd happen, I wouldn't mind a referential easter egg, like finding a dead TC merc with a unique weapon with Vlazkov in the name. That's right, I'm hoping that they kill me in their video game.


Glad you like it, I just hope someone at Beth likes it.


You'd rather be killed? Ok, how about a living merc. leader named Mako who has a unique weapon called the Vlazkov.

Indeed, it's a cool name and would fit a merc leader without morals ;) The older Fallouts did references to the community, although many bad ones of renowned complaining critics hehe.


They did? I hope Bethesda does that in F4!
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FABIAN RUIZ
 
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Post » Wed Jul 20, 2011 5:16 pm

Indeed, it's a cool name and would fit a merc leader without morals ;) The older Fallouts did references to the community, although many bad ones of renowned complaining critics hehe.


Morals? Let me tell you about morals, they died with the old world, anyone that acts as though morality is still worth a damn... is waiting to bleed to death.

@Sebor, I don't want a direct reference, the leader of Talon Company should be spoken to and provide quests, and if they base it off a real person, there is the chance that they'll do it wrong, unless they contact me to write his dialogue, which I doubt. To be frank, nobody but me knows how Mako thinks, he's my character.
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Tom Flanagan
 
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Post » Wed Jul 20, 2011 12:46 pm

Morals? Let me tell you about morals, they died with the old world, anyone that acts as though morality is still worth a damn... is waiting to bleed to death.


Well maybe more lawless lands like the East Coast but anything with an established government should have established morals...

@Sebor, I don't want a direct reference, the leader of Talon Company should be spoken to and provide quests, and if they base it off a real person, there is the chance that they'll do it wrong, unless they contact me to write his dialogue, which I doubt. To be frank, nobody but me knows how Mako thinks, he's my character.


You're probably right, a dead mercenary named Mako with a weapon called the Vlazkov would probably be better.
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Talitha Kukk
 
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Post » Wed Jul 20, 2011 5:21 am

Well maybe more lawless lands like the East Coast but anything with an established government should have established morals...

Well, Mako believes that the Great War showed that humans aren't naturally moral, that they force upon themselves a false morality, like how people wear good looking clothes instead of comfortable clothes, its all false and only for appearance, and when people try to act on those false, superficial morals, they destroy themselves, he believes people defying themselves is what caused the Great War, fought over politics, a fancy wrapping and further falsifying of already false morals. He believes people shouldn't care about their actions, only about the results of their actions. The ends justify the means, don't let morals bog down what is natural. Then again he is quite a disturbed individual, having murdered his own father in response to his father murdering his mother.


You're probably right, a dead mercenary named Mako with a weapon called the Vlazkov would probably be better.

As long as they kill me in a dignifying manner.
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Courtney Foren
 
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Post » Wed Jul 20, 2011 3:39 pm

Well, Mako believes that the Great War showed that humans aren't naturally moral, that they force upon themselves a false morality, like how people wear good looking clothes instead of comfortable clothes, its all false and only for appearance, and when people try to act on those false, superficial morals, they destroy themselves, he believes people defying themselves is what caused the Great War, fought over politics, a fancy wrapping and further falsifying of already false morals. He believes people shouldn't care about their actions, only about the results of their actions. The ends justify the means, don't let morals bog down what is natural. Then again he is quite a disturbed individual, having murdered his own father in response to his father murdering his mother.

What if I like to wear good-looking and comfortable clothes? ;)

As long as they kill me in a dignifying manner.

I hope they don't just because you said that ;) Like you are hung in the balls from a lamp post by a rival merc company that stole vital information that you were carrying.
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jadie kell
 
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Post » Wed Jul 20, 2011 7:19 pm

What if I like to wear good-looking and comfortable clothes? ;)


I hope they don't just because you said that ;) Like you are hung in the balls from a lamp post by a rival merc company that stole vital information that you were carrying.

That's okay then. Me personally, I couldn't give a damn about matching colors.

Well, I'd rather they not include anything if they don't plan on doing it right, just saying, it wouldn't fit the character. I'd rather he blow himself up, something crazy, but for good reason.
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Caroline flitcroft
 
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Post » Wed Jul 20, 2011 2:07 pm

A pre-Fallout "Resource Wars" game set in collapsing Europe (during the U.K.'s invasions of the Middle East) is one of the games that J.E. Sawyer would like to make if he could do any game, regardless of money and developing time[1].
http://fallout.wikia.com/wiki/Resource_Wars

I like this one the most.
I mean another desert set game? Same or similar Factions? All in all nothing rly new?

I say the future of Fallout is it's history.
Playing even the "bad" guys can be more stunning, then something like a Fallout: New New York ect.

Playing a chinese Spy or Soldier
or
an Us-american Soldier
or a Canadian Freedom Fighter
ect ect....
during the Resource Wars or prior or maybe a bit later.
See more then just the wasted US....

The Fallout Universe is huge, both in it's size and it's history.
This should be used instedad of throwing around with this and that location in the US at quit similar times in the timeline.

...
Remakes of Fallout 1 & 2 would be nice also.
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Lil Miss
 
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Post » Wed Jul 20, 2011 6:38 pm

Well, I'd rather they not include anything if they don't plan on doing it right, just saying, it wouldn't fit the character.

It doesn't fit your character to be hung by the balls? I don't think it fit most men to be, actually. Balls are not made to be hung by.
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Angus Poole
 
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Post » Wed Jul 20, 2011 12:09 pm

It doesn't fit your character to be hung by the balls? I don't think it fit most men to be, actually. Balls are not made to be hung by.

If they were to use him, it wouldn't be my character, it'd be the character itself, whom doesn't deserve to be demeaned in such a way, moreover it'd be more likely for him to die by his own hand.

I'm just trying to get around your vulgar and flame-like trolling, honestly.
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Laura Tempel
 
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Post » Wed Jul 20, 2011 1:02 pm

If they were to use him, it wouldn't be my character, it'd be the character itself, whom doesn't deserve to be demeaned in such a way, moreover it'd be more likely for him to die by his own hand.

I'm just trying to get around your vulgar and flame-like trolling, honestly.


Savage is just being funny, how about he was attacking a rival mercenary grou alone, he killed seven of them but the last guy got a lucky shot and scooped his head clean off. You can find him celebrating in a nearby bar with his Lucky Revolver.
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Add Me
 
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