Fan-made Fallout

Post » Fri May 13, 2011 3:59 am

This is open to all members.

All great ideas for Fallout should be posted or Re-posted here.

THIS IS NOT FOR FALLOUT4 (subject to change)

Multiple threads may be added to make organization more clear and concise.

Threads(examples):
1. Location/year
2. Factions
3. Characters/Companions
4. Conflicts
5. Weapons/Armor
6. Perks/Traits
7. Game-play mechanics
8. Easter-eggs

It is vital that members comment on ideas and assist creators in fleshing out and fully developing ideas.

AND: since we cannot delete posts, it's best to send comments through the personal message system in order to save forum space. People can always edit their posts as new ideas come in.
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Neko Jenny
 
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Post » Fri May 13, 2011 2:19 pm

like what we think they need to put in?
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Laura-Jayne Lee
 
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Post » Fri May 13, 2011 1:17 pm

like what we think they need to put in?


Yes! All that would be necessary to make a complete FALLOUT experience.
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biiibi
 
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Post » Fri May 13, 2011 10:46 am

Sorry if this seems as sloppy to you as it is to me...

What follows are quites from many of my recent posts.

“I like the idea of the northwest... It could take place in or near Seattle or Olympus (the capital). It'd be cool to have a government form that calls themselves the Olympians.

Portland could be really cool (there are many places that could be really cool) if done well

I think that my idea could be used with nodes (I think that's what it's called) and have there by general areas you can travel to... Maybe a shuttle bus that brings people from Olympus to Portland and maybe Vancouver (which is not that far north) could be a spreading faction could be either invading the area or something similar to that.

I say Seattle could just be made up of fifteen to twenty small gangs owning one or two neighborhoods or other ares (like a business district) and Olympus, which is spreading outwards very slowly (and has signed a treaty with Portland to be allies and trade). They are trying to convince the factions of Seattle to join their alliance. They already managed to get three small gangs and one bigger gang in their control. You decide whether you want Seattle to fall under Olympus or declare war (and maybe, for extra help find a way to destroy Portland's treaty with Olympus). But whatever you were planing is destroyed by the arrival of Vancouver's armies... That would be an incredible game and a nice setting!

I'd like it if it were a location you can travel to, having extremely advanced technology lying around everywhere where you can take a ferry to, just to find monsterous creatures and tons of evil robots...

That'd be awesome, but just don't have it as a DLC or the entire thing

I'd like it if it were a location you can travel to, having extremely advanced technology lying around everywhere where you can take a ferry to, just to find monsterous creatures and tons of evil robots...

That'd be awesome, but just don't have it as a DLC or the entire thing

I say Fallout should end eventually, but the ending should be the last game so it stands out and isn't undermined by a prequel. I say if they run out of space in America, move it to Canada...

I have an idea for the ending (although it might not count as canon). Here it is:

"America never became one country again, forced into (insert number here) pieces by 300 year old nuclear fire. Eventually resouces started to run low and the New United Nations broke up only seven years after it began. on October 23, 2377, exatly 300 years after the Great War a new one began, lasting only fifteen minutes. The damage was much worse percentage wise. only 0.000003% of the people alive in America survived the first attack. With three years all human beings were dead."

If Independant Vegas under House is canon:

"It was only Robert House's determination to survive, not just longer than every man but through every nuclear war. He survived as the ruler of a ship of thirty people who eventually colinized a planet millions of lightyears from Earth. With it they brought the legends of the Vault Dweller, Chosen One, Lone Wanderer, Courier, and (whoevers next). Now a nuclear war has destroyed that planet as well, the year 2948, 20 years ago might have be the last for humanity. If it weren't for our Vault, Vault 13. Because war, war never changes."

-Find out narrator is teacher in another Vault 13-

I think if cars are in the game at all there would need to be:

a certain amount of hits it could take

road hazards (mines, pot holes etc.)

a lot of canyons and pits to look out for

most should simply be jeeps with a sheet of metal nailed into the side (not much protection)

have a very limited amount of fuel

have bikes and motorcycles be alot more common (I'd probably only use a motorcycle)

have some raiders use motorcycles (so you can't just outrun them)

if you buy one it should cost ATLEAST 3000 caps

have repairs for bullet holes cost 800 caps per bullet hole (you'd basically have to be rich to have and maintain cars

make it so you could look like a complete badass:

Get off of a motorcycle while wearing a trench coat and a gas mask with a revovler at your side you walk to the edge of a canyon at sunset.

Reege, a large mutated (not a supermutant) creature who stands at eight feet tall... When he was a baby he somehow ended up in a pool of radiation which transformed him (the year was 2098)... He was imprisoned by a group called the Anti-Dangerous Mutant Society (A-DM Society) as a child (2104-2110)... Eventually he escaped and formed a small army of other mutated freaks who escaped the A-DM Society's imprisonment (2110-2293, if that's the year the game is)... If you help him end the A-DM Society then you can recruit him as a follower.

He wears the slave rags and chains that he wore before and during his escape. When asked about it he says, "I am still a prisoner of that society until I end their rain over all mutants. I am not worthy to wear anything put prison rags until their destruction, and even then I will where these rags until I die." which means he wears no other armor.

he looks more like a paleish green hulk, but having more fat, less muscle and no hair


And his voice (almost always) sounds kind of like the guy in 300 who yelled, "THIS IS SPARTA!" while he was yelling that
Also his starts are this
S-9
P-4
E-8
C-3
I-8
A-2
L-6

for mutants his Charisma (or Persuasion as you call it) is 10


He uses a warhammer. It is basically the hammer from Thor but has no leather (metal instead) and doesn't give you any super/godly powers.”
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Brentleah Jeffs
 
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Post » Fri May 13, 2011 8:22 am

Lets start with your Seattle location idea.
Could you post a map to get a general idea of the territories?

And do you have any written bios for the gangs?
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Amysaurusrex
 
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Post » Fri May 13, 2011 3:58 pm

Well I've written a whole essay for a faction of mine, if that's of any interest:

This is a development of an idea I had for a Vault, the details of which are as follows:

===================

Vault 57

Theme: Military and Westerns

Size: Built to House 4500 people. 3161 turn up on day.

The Experiment: See how a society brought up on violence in fiction and non-fiction during their free time would turn out.

Structure: The Vault is run by an elected "Overseer General" with "Sheriffs" to keep order. Citizens are known as "Privates" and certain roles like shopkeeper are referred to as "Quartermaster"

Entertainment: All the books and comics are westerns, war-stories, and books on military history and strategy, same with all the films and cartoons (making the kids grow up with "Der Fuhrers Face" should toughen them up for rebuilding the world!) The Vault has also been stocked up with war toys and model kits of tanks, guns and fighters. Music consists of old patriotic war songs like "It's a Long Way to Tipperary" and "There'll Always be an England" as well as a plethora of military marches and some Wager.

Equipment: All equipment works perfectly. Also GECK.

The Catch: NO WEAPONS OR FIREARMS! XD

======================================


1. Faction Name.

Official name: The United Democratic Kingdom of North America (UDKNA)

Nickname: The Coonskin Grenadiers, The Kingdom of America

2. Faction morality (Good, bad, neutral, etc...)


Good

3. Followers.

The inhabitants of Vault 57, and tribes absorbed into the Union

4. Allies.

Local traders
The Kingdom of Christ (Remains of Corpus Christi)

5. Enemies (Must have at least one)

The BOS
The Enclave
The Federation of the Wasteland
Ghouls

6. Location(s)

Vault 57, now a town called Freedomville, Between Floresville and San Antonio, Texas
San Antonio and surround area (such as Lack-land AFB)

7. Technology (Wepons, armour, etc...)

A fully functioning Vault-Tech Vault.

Weapons:
  • Assault Rifles (Including but not limited to: M4 Carbine (Standard De-Jure Rifle for Regular Infantry), L1A1 SLR (De Jure Standard Rifle for Guards Infantry), and XL70E3 Enfield (De Jure Standard Rifle for Commando Corps and Long Range Wasteland Group (L.R.W.G.)))
  • Sub-Machine Guns (Including: 10mm SMG (De-Jure Standard SMG for Grenadiers) Mk. V Sten, Sterling L2A3 (De Jure Standard SMG for Light Infantry) Sterling L2A4 (De Jure Standard SMG for Commando Corps and L.R.W.G.))
  • Hunting Rifles (Including: SMLEs, M1 Garands (De Jure Standard Rifles for Light Infantry))
  • Combat shotguns
  • Sniper Rifles (Including: Scoped SMLE)
  • Mortars
  • Grenades
  • Petrol Bombs
  • Handguns
  • Bayonets
  • GPMGs (FN MAG (De Jure GPMG for Ground Troops), Vickers .303)
  • HMGs (50' Cal)
  • Anti-Material Rifles (Including: Boys Anti-Tank Rifle (De Jure Anti-Material Rifle)
  • Missile Launchers
  • Laser Rifles (but not many)


Armour:

Headgear:
  • Coonskin Cap, Former standard headgear for all Infantry (hence the nickname Coonskin Grenadiers) but now replaced by helmets. However they are still worn by Light Infantry and are part of the De-Jure Dress Uniform. Very popular among civilians.
  • Officer Cap, Worn by, Officers.
  • Sheriff Hat, Worn by, Sheriffs and Marshals
  • Beret (Brown), Worn by, Commandos, L.R.W.G., NCOs and Snipers.
  • Helmet, De Jure Headgear for all Regular Infantry
  • Crested Helmet, Headgear for Guards Infantry.


Apparel:
  • UDKNA Combat Armour, De Jure Armour for all Regular Infantry (N.B. UDKNA Combat Armour is self manufactured and of inferior quality to Standard CA)
  • Combat Fatigues, Uniform for Light Infantry, but also worn by Commandos and L.R.W.G. for ease of movement and stealth
  • Assault Armour, (Combat Armour Mk.2), Armour for Guards Infantry
  • Shock Armour, Worn by Guards and Engineers during sieges (http://i280.photobucket.com/albums/kk171/fattoler/USguy.jpg)
  • Sheriff Duster, Worn by Sheriffs and Marshals

8. Organisation

The United Democratic Kingdom of North America is best described as "An army with a state". The state is devoted to the upkeep and well-being of the army, and for good reason, it is the finest in the wasteland. Superbly organised and trained they operate like a pre-war army with (semi-)standardised equipment and strict organisation, they are highly motivated and are full of spirit.

The United American Army (UAA) is organised using the regimental system. With Regiments of Light, Regular, and Guards Infantry as well as more specialised groups such as engineering regiments, artillery regiments, a Commando regiment and even a Cavalry and Armoured regiment.

The system works from largest to smallest as follows:

Type of Unit ==== Division ====== Brigade ======== Regiment =======Battalion ======= Company / Squadron == Platoon / Troop === Squad
Contains ====== 2-3 Brigades == 3-5 Regiments == 3-4 Battalions ====3 Companies === 3 Platoons ========== 3 Sections ======= Individuals
Personnel ===== 10,000 ======= 5,000 ========= 1,000 ========== 300 =========== 100 =============== 30 ============ 8-10
Commanded by= Maj-Gen ====== Brig =========== Col =========== Lt Col ========== Maj =============== Capt, Lt or 2nd Lt === Cpl

N.B. These are all De Jure figures, in reality the numbers are usually less.

All male advlts have to serve 3 years in a Light Infantry Regiment, however if they perform exceptionally well during training and wish to do so they may imminently join a Regular Infantry Regiment, or even a Guards or non-infantry regiment. The Light Infantry's role is to keep the borders secure, they have basic equipment consisting of hunting rifles, Sten guns, combat fatigues and lit fuse bombs. These men form the majority of the armed forces but even so they are doughy fighters and their grenades and accuracy of their shots send raiders crying in fear.

The Regular Infantry are the 'standard' infantry of the UAA and are used for offensive actions, they are better armed and armoured with Combat Armour, M4 Carbines, Grenades, Grenade Launchers, 10mm SMGs and a variety of other weapons if the situation demands it.

The Guards are the Elite Infantry, crack shots and well equipped, armed, and motivated, they wear their crested helmets with pride and their ferocity in combat sends fear down the spines of all who oppose them. Thankfully for their foes they are fewer in number than the other Infantry Regiments.

Engineers, Artillery, and Cavalry regiments are self explanatory, The Engineers build bridges, bases and crack open enemy strong-points, the Artillery regiments, armed with Field Guns and heavy mortars rain death upon enemies of the Kingdom of America, the Cavalry are horse-riders, flanking their foes and dismounting in order to harras enemy troops, the Armoured regiment, consisting of Technicals, helps support the infantry in attacks on enemy bases.

Finally there are the Commando Regiments, Commandos are well-versed in Guerilla warfare and act as the infiltrators and saboteurs of the UAA. Blowing up fortress gates and slitting throats of unsuspecting raiders sleeping by their fires by night. Then there is the Long Range Wasteland Group L.R.W.G., these men are both emissaries and scouts for the UDKNA and explore the farthest regions of the wastes, they for the sake of convenience are not part of any regiment.

Law enforcement is handled by Sheriffs, who take care of their local community, and marshals, who help the light infantry patrol the wastes.

The 'civilians' consist mainly of women and children, and men who did not join the regular army working hard on making weapons and growing food, All of which is rationed amongst the troops. However there is a free market and paper money is used to buy and sell goods with. Chemicals and medicines produced using the Vault's equipment and local flora are the largest export of the Kingdom, and a major way of winning over locals.

The government is organised with a Bicameral Parliament (Congress), with The House of Representatives, and The House of Senators, One being elected, the other consisting of Appointed Doctors and Generals and other professionals who refine laws. The Executive is the King-President, who has command of the Armed forces and signs in new laws.

Despite their appearance as a marauding group of conquerors the people of the UDKNA are well educated with 80% advlt literacy (the remaining 20% consisting of newly added tribals in the process of civilising). However all education is with a military or western spin; Chemistry is about how to build explosives, English consists of reading war poems such as "The Charge of the Light Brigade" and Cowboy books, History is entirely devoted to battles from Alexander to Patton, even mathematics is military themed with this among the final questions in the advanced textbook:

"Field Marshal Erwin Rommel has suffered casualties at the hands of the Americans, He originally had: 100 Medium tanks, 600 Light tanks, 95 Artillery Pieces, and 1250 Troops, he loses 24% of both his medium and light tanks, 13% of his Artillery Pieces, and 68% of his infantry. General Montgomery's forces consist of these troops: 350 Medium Tanks, 500 Light Tanks, 100 Artillery Pieces, and 2000 troops. How many tanks, troops, and guns does Montgomery have to send to Rommel and what is the loss to Montgomery's forces in total as a percentage?

Answer:
Spoiler
None, because Montgomery and Rommel are enemies.
"

9. History

On October 23rd 2077, 3161 people surged into Vault 57 as the bombs fell. Many were in the Military, some were professors of History both Military and Civilian, and a select few were foreign NATO military observers. The only fault with the vault was at the very start of the experiment, General Teuton, the intended first Overseer-General, failed to turn up and died of radiation poisoning like the many billion others who were (un)lucky(?) to remain outside in those fateful two hours.

Instead a British Brigadier-General attached to NATO by the name of Edward Cromwell took charge of the vault during the first week of confusion, and established his order by punching out a insubordinating American who accused him of being "A filthy Limey who is deliberately trying to use this vault to jump start England's reclamation of it's former colonies". Over the years the Vault thrived and Cromwell was replaced by an American by the name of Andrew Stonewall Jackson Lee, who began the preparations to move out of the vault; including the decision to name the new country the United Democratic Kingdom of North America, who was then in 2183 replaced by Cromwell's grandson, Hannibal Kitchener-Wellington Cromwell. In May 2185, the Vault opened.

The dwellers of the Vault, who were thoroughly organised and regimented, would quickly use their GECK and skills to build Freedomville, the Vault's outside settlement. However they were fearful, for they lacked weapons and the means to make them. So before construction began Cromwell formed the Long Range Wasteland Group, based on the Long Range Desert Group of WWII, a team of the Vault's finest men led by Lieutenant Wyatt Buffalo Blucher was formed and sent out to explore the area, armed only with shivs made from what they could find outside they set out.

Their first foreign encounter was with a Caravan (with horses), the Caravaneers, who had heard of Vaults, were delighted to see a unseen breed of vault dweller and offered them their wares. Lieutenant Blucher then traded the Squad's water bottles for a Pistol and a Hunting rifle (both of which now reside in the Freedomville museum), then sheepishly returned to the Vault to get more water, and quickly set out again.

Blucher's group heading to San Antonio came into contact with Brooks City Base, a former USAF camp which was being held by heavily armed raiders. Upon approaching the base the raiders fired and Blucher withdrew to avoid casualties. That night, he organised a attack on the base, and so on the night of May 30th, the 1st Regiment of the L.R.W.G., consisting of only 21 men, sneaked into the base and silently killed all 78 raiders by slitting their throats, no alarms. The attack sent shock-waves thought the city the next day, an entire base of men, wiped out, all with slit throats and looted of all firearms.

Blucher men returned to the Vault with their spoils of war, and Cromwell was pleased with them, he promoted Blucher to Captain and was awarded the new Grand Imperial Cross for service to the state, two other soldiers were awarded the Lion Medal For Uncommon Bravery (i.e. they wrestled a 7 foot raider who was about the raise the alarm during the raid), the weapons were then distributed among the Soldiers with much glee. Blucher was offered rest but his men wanted to go onward into Antonio, so they did. However this time they were not alone, for the 1st Battalion of Infantry followed them, some unarmed, marched behind Blucher's men and occupied Brooks City Base, Raising the Stars and Stripes of the UDKNA and digging out the remaining weapons. Now that they were armed, the Vault Dwellers began building Freedomville. It would be fully completed in 2 years.

A new L.R.W.G. was organised at the Vault and sent out a day later, this one, led by Lieutenant Erwin Manstein Hague, headed for the coast. Both groups spread the word about the new country, some were interested, others shot back. Those who shot back would later come to regret it as the L.R.W.G. would simply withdraw, mark the enemy's position on their maps, and radio in a Battalion of men to come in and clean up, survivors of these attacks deciding that discretion was the better part of valour would flee, this was part of Cromwell's plan, for he knew the fleeing raiders would spread word of these fierce troops, instilling fear and awe. Those who were captured were allowed to live but forced to become 'janissary' troops, Light Infantry Regiments who after three years service were allowed to become citizens of the new nation, as expected the training, indoctrination, and discipline proved good for the former tribals and raiders and quickly the nation grew.

However it was realised that uniform would be needed, Freedomville had a textile workshop where Civilians worked on making combat fatigues and armour but production was slow and a stop-gap was needed. This came in the form of Coonskin Cap; It was Lieutenant Hague's men who first sported the hats, after finding a whole souvenir shop of them, when they returned to the Vault Cromwell liked the hats so much (for they reminded him of Davy Crockett, a childhood hero of his) he declared all members of the armed forces wear them. Raccoons, now thriving off the wasteland detritus suddenly where captured and farmed for their furs. caps where then distributed amongst all the troops as ordered and due to the lack of rifles but large number of pipe bombs and powder charges the opponents of these infantry would call them "The Coonskin Grenadiers".

Over then next two years many tribes would join the Kingdom, Sheriffs would then be sent to these settlements to bring order, and Medics and traders would bring medicine and food. More L.R.W.G.s were formed and sent out, but Blucher's group, deep in San Antonio, were bringing the most results. In 2187 they secured a treaty with the 'Crocketts', a tribe inhabiting the remains of the Alamo, they had toyed with the idea of unification as well but never had the men or organisation to do so, but on January 4th 2187 they became part of the new country, and would prove very useful in securing San Antonio.

While this was happening Hague's men had reached the coast in the area of , this time on horseback, and there they saw a magnificent sight, a ship, broken in two, one part on the shore, the other beneath the waves save the top deck. After fighting several mutated animals, the group entered the ship, and found a vast cash of British made weapons to their great surprise. For before the War the British government, annoyed at America's annexation of Canada but unable to declare war on the Superpower decided to force the Americans to give up Canada by supplying Canadian freedom fighters with surplus weapons, such as Stens, Vickers .303 Machine Guns, SLRs, Sterlings and Boys Anti-Tank Rifles (which had found a new use amongst Canadians as Anti-Power-Armour guns). Ships could have to run a gauntlet thought the US coast guard and drop their weapons off with American 'radicals' and peace-advocates, who would then get them to Canadian resistance cells. The American government as a result doubled the Coast Guard Patrols along the coast of Labrador and said any ship approaching Canadian waters would be sunk. So The SIS (Secret Intelligence Service) decided to send a ship though the Gulf of Mexico, disguised as a cargo ship, and drop off it's cargo to be smuggled across America into Canada. However the bombs fell and the ship ran aground.

Excited about their discovery they began to secretly move the weapons back to the Vault using Caravans, over the next year they completely gutted the beached half of the ship of firearms. However Another new country in the Wasteland, Calling Itself "The Federation of the Wasteland" discovered what the UDKNA were doing and seized control of the ship, during the battle Hague was killed and Cromwell swore revenge. However the distance between the ship and the controlled territories of the UDKNA was huge and so a operation to capture the rest of the ship would have to wait.

Over the next one hundred years the Country grew in size and infrastructure. Battles were fought and won, the population exploded, and San Antonio was slowly rebuilt. There are now farms and small factories building arms and armour, small mines digging out the raw materials to make new weapons. There is even a new Regiment of Armoured Vans equipped with 50' Cal HMGs and Anti-Tank Rifles which send all foes running in fear. As well as experiments into building Biplanes and Dirigibles to bomb enemies from the air.

Now it is 2288, Field Marshal Alexander Crockett Wellington is now King-President and is highly popular amongst the military and civilians alike. However he is at odds with the High Marshal Clint Morrison, who wises to expand Westwards, whereas Alexander wishes to slow down expansion. There is also General Charles Ironside Cromwell, Great-Grandson of Hannibal Cromwell and Commander of the 1st Infantry Division who wishes to expand into Corpus Christi and Eastwards to Huston.

9. Optional: Quest (To get in, to earn its perks, etc...)

The PC has to go though a Immigration test (Intelligence 60 OR They can hack into a databank with the answers) after meeting Immigration Officer Major Yamamoto Nimitz. After the PC becomes a citizen he is sent to a training camp where he'll meet the recruiting officer Colonel Garibaldi and explain that he cannot join the UAA because he has a more important Quest to do. Garibaldi decides to make an expedition in your case if you run a few errands for him (which culminates in fighting a group of Raiders attacking a Caravan), however you must do a training course at the end of your errands. (screen goes black, one month passes and your combat skills increase by 5).

When this is done you can then Join the Sheriffs, you meet High Marshal Morrison and his Aide Chuck Walker at the Alamo where the Marshals are based. You must do marshal training, which consists of a shooting gallery and a 30 Speech check (You also learn a new unarmed move in the final part). Chuck then makes you a Honorary Sheriff and asks you to bring back the Fingers of Criminals for money and XP.

At this point you can work your way up into the trust of the UDKNA, and you must choose which man should become the Next King-President by convincing candidates to stand down/kill them, rigging the election, or just walking away and letting things run themselves.


I dunno, you can make the rest of the plot up as you go along, but to be honest, I think we should let the games be made by the experts. :thumbsup:
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Kat Stewart
 
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Post » Fri May 13, 2011 6:27 pm

I drew up a picture of the larger scale factions... But I don'y know how to insert a picture that isn't online...
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Ricky Rayner
 
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Post » Fri May 13, 2011 9:02 am

This is VEEEEERRRY detailed, so detailed that I'm still reading it.

And I have a few suggestions concerning canon relation.

I love the idea of vault 57, but don't you think the Enclave should be their allies considering they're the ones who designed them. plus it would be cool to reconstruct the Enclave with the people of Vault 57.

Just a suggestion.

Please directly message me your thoughts.
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Carlos Rojas
 
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Post » Fri May 13, 2011 5:59 am

Well the Enclave took the people of Vault 13 hostage, so they probably would be hostile to all vault dwellers...
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Chloe :)
 
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Post » Fri May 13, 2011 7:11 pm

http://s1195.photobucket.com/albums/aa389/Sebor13/?action=view¤t=WashingtonSateMap.jpg

There you go!
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Sxc-Mary
 
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Post » Fri May 13, 2011 4:50 pm

In regards to the idea of making an RTS/Age of Empires spin-off of Fallout.

http://www.youtube.c...h?v=0-Cuhtlj8uM

Watch this its from the fallout 40k discussion.

the video i posted above has led me to believe that a FPS/RPG/RTS/Sim game is possible if one could design the proper applications and gameplay mechanics.

For example in the video the player is setting drop points for troops while in the first person. This would be good for the RTS element in terms of unit and character deployment when too far away from the HQ.

As for building and renovating, the player could capture or purchase a structure and then access a world builder program on the pip-boy.
Or the player can directly interact with the structures elements in the same way it does with special quest items(computers, broken objects, injured people and animals, etc.)
Or Fable 3 mechanics could be re-purposed for the wasteland.
(Fable 3 had good mechanics for its sanctuary and kingdom organizer, but the out-of-sanctuary was slow and boring.)

In my imagining of the Fallout FPS/RPG/RTS/Sim the pip-boy will have even greater power, not only having access to the players stats but his self-made faction as well.

Would your army be able to level up?

Also i think raw material(scrap metal, electronics, broken stuff,etc.) should also count as resource.

I don't think legion should start with a big population considering that canon says that the legion grew by conquering 87 tribes. so they should start small/medium and have a distinct style of game play or playing in general.
And the same goes for all factions.

What is valuable to one faction may not be valuable to another. For example, caps may buy you resources from the NCR, but aren't worth [censored] to the super mutants.

Different factions should have different methods of gaining strength and power. For example, the super mutants would grow population wise by kidnapping and mutating humans in a special structure. Or the brotherhood can only have access to certain upgrades after collecting certain weapons, structures, equipment, etc.

Each faction should have a very in-depth distinction in game-play style. Not just like Command & Conquer:Red Alert 3, where the only distinctions are units and methods of building construction.


SavageBeatings, on 09 January 2011 - 06:03 AM, said:
NCR would grow strength by expanding and draft from the settlements it conquered.
Caesar's Legion would grow strength by expanding and enslaving the villages he conquered, taking all the children to be trained.
BoS can't expand in manpower since they're xenophobic. They start out with a set number, and they can breed within the faction. Their strength is the high-tech equipment and good training.
Master's Army expand by attacking villages and settlements and turning all the prisoners of war into mutants.


Depending on the specific BOS chapter, they can directly recruit soldiers without conquering villages or towns. All they would have to do is gather enough resources for training and equipment to supply the troops.

The NCR could have a trait that allows them to create troops for less, however in return the troopers would be poorly equipped like in NV.
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James Rhead
 
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Post » Fri May 13, 2011 8:52 am

Before the poster who mentioned Seattle above mentioned Seattle(Or at least before I read the post), I had created the following faction in another thread.

1. Faction name: Seattle Union. (Made up of the Republic of Seattle, the Kitsap Alliance, Olympic Allied Cities, Cascades, United States Military Remnants)

2. Faction morality (Good, bad, neutral, etc...): Neutral

3. Followers: Republic of Seattle, the survivors of Seattle and the surrounding area. The Kitsap Alliance, the citizens of Bremerton, Silverdale, Port Orchard, Bainbridge Island, and Bangor. Olympic Allied Cities, the various small cities that have arisen in the Olympic mountain range. Cascades, same as Olympic. Remnants of the United States military who currently operate out of the remains of Fort Lewis and other military bases ina quasi-Spartan state.

4. Allies: Beyond the Union itself, they maintain good relations with the BoS, Followers, and most 'far away' civilizations.

5. Enemys (Must have at least one): Currently, sadly, the NCR. Ceaser's Legion. Various tribes in the Cascades and from Eastern Washington. Multiple large-scale raider organizations.

6. Location: Western Washington.

7. Technology (Wepons, armour, etc...): The Union has a multi-tiered military force. The Remnants of the United States military, unlike the NG deployments in the Capital Wasteland and the assault carbine used by guards at Nellis, field equipment that was to be used by armed forces that were sent to Anchorage and to all points from that. Kitsap Alliance meanwhile has a small working number of Naval vessels- Bangor and Bremerton were major Naval bases at the time of the war. The end result is a very well equipped nation- the average soldier is more well armored and armed than NCR troopers, so much so as to be worrisome(though power armor/energy weapons are still restricted to elite units due to conservation concerns).

8. History: Pre-Great War, Seattle and the surrounding area became the epicenter of a massive military build-up due to the location 'close' to Anchorage as well as the annexation of Canada. While it lost its importance after Anchorage was retaken and efforts shifted, it was chosen as one of three test sites for the *INTERESTING NAME FOR MISSILE SYSTEM HERE* anti-ballistic missile defense system. Thanks to the American military shifting to other locations, it also became a slightly lesser target in the eyes of the Chinese.

This would prove to be a very fortunate thing.

Fifty nuclear warheads would find their way into the area. Forty-seven were destroyed by the anti-missile system. Of the three, one hit downtown Seattle, another Whidbey Island, and the third failed to detonate over Bangor.

Chaos reigned. However, unlike in other parts of the country, everything was not lost. But this is where the story does split into five different ones:
1- Seattle Republic. Seattle and the surrounding area were the most directly affected area. Hundreds of thousands of people died in the weeks following(and including) the Great War. Seattle itself became a radioactive wasteland. The area around it became a chaotic wasteland and it was not until the late twenty-second century that some semblance of order came to the area. A group of wealthy land-owners, religious figures, and reformed gang leaders led a purge of Bellevue. From there, they retook areas south of Seattle- the areas containing the vast factories that had been built prior to the Great War to produce arms for the American military locally. Using this position of strength, the factories still in operational order thanks to reliance on nearby turbine generators, they were able to co-opt many gangs and raiders and over time pacified the greater Seattle area. Of course, things were not entirely simple. In order to produce the many fine things that they had schematics for, they needed resources- resources from the Cascade and Olympic mountains. This forced the Seattle Republic to sell itself in some ways to nearby forces. To the Kitsap Alliance, the Republic offered their factories that could build the parts needed to keep their vessels afloat. In return, the Alliance Militia proved useful in bolstering the numbers and firepower of the Union. These numbers allowed them to move into the Olympics and Cascades, convincing both areas to send resources to the Union in return for protection from the large raider organizations. This proved to be trouble; the raiders were well-organized and numerous, and the Union had only a slight advantage in numbers. This forced the Union to turn to the Remnants, the dwindling United States Army loyalists, for aid. Years of negotiating finally ended with the Remnants handing over many schematics and allying themselves with the Union in return for funding of a separate military force that would answer only to the Remnants' commander. With this bolstered strength, the Republic started dealing death blows to Raiders across the state.
Around this time, it was decided that all of these various forces should formally entire into a Union of some sort. They all remained independent in some ways, but in 2271, the Seattle Union was born. The Republic maintains nearly 35% of the Senate, giving it more power than any other faction. It holds elections every five years for President, who in turn chooses a Minister for the Union Council, a supreme court of sorts.

2- Kitsap Alliance. Bangor was a target, but thankfully, the bomb did not go off. Chaos would become a fact of life across the country, and Kitsap County was not immune. Most organized governments fell a decade or so after the bomb. However, several factors contributed to Kitsap County not being as heavily terrorized during the dark years. First and foremost, the Puget Sound Naval Shipyard and the Naval Reserve in Bremerton had, in stock, several combat worthy surface combatant vessels. This combination meant that the city of Bremerton controlled enough firepower to ward off any large raider attack or threat. Secondly, the area itself could easily be barricaded from the rest of the state, and this was done so in 2100. By the time a large attack was mounted in the latter half of the century, the Kitsap Alliance had been formed. In the meantime, the Kitsap County cities found themselves isolated by choice. While several towns such as Port Townsend and Poulsbo collapsed, many others remained viable. The need to share resources in the relatively small area necessitated an alliance of sorts. These bonds strengthened when radiation poisoning from Seattle and from nuclear stockpile leaks in Bangor started seriously impacting the area. By 2160, the Kitsap Alliance was a strong coalition. It would be tested.
A large raider organization had taken Olympia and had a vast 'empire' that stretched into the Olympics. They launched repeated assaults against the "Kitsap Corridor", and were repulsed with terrible losses every time. After nearly two years of slaughter, the raiders tried a different tactic. They started construction on dozens of small, wooden skiffs with which they planned to bypass the corridor. An escaped slave brought this information the Alliance, who immediatelt sent forth the fleet. It was a little too late, in some regards. A few skiffs full of raiders bypassed the defenses and landed in the city of Port Orchard. However, this was to prove to be of little to no importance- dozens of skiffs were destroyed by the guns of the naval vessels. The vessels then fired a small allotment of missiles and hit targets in Olympia, destroying the docks and breaking the will of the raiders. The organization collapsed back into the Olympics.
This three year war had showcased the strength of the Kitsap Alliance. This show of force would prove legendary- and costly. Without the means to resupply or refit ships, with each passing year, the Puget Sound Naval Shipyard found itself slowly cannibalizing parts of the fleet not in use to jury rig needed repairs. Over the years, this degraded the combat effectiveness of the fleet. By the time the Seattle Republic reached out to the Alliance, the Alliance had no choice but to accept the terms of the deal. They now provide a healthy portion of the economic power of the area as well as a large percentage of the population. Their contribution to the military is considerable and their naval power makes any combat around Puget Sound a deadly proposition for their enemies. The Alliance is ruled by the Group of Five, the leaders of Bremerton, Silverdale, Bainbridge Island, Port Orchard, and Bangor. Bangor practices and Oligarchy and Bainbridge Island a Monarchy- the rest are democratic. Current conflicts are mostly between Bremerton, which wields the largest population and the naval vessels, and Bainbridge Island, which houses the majority of major economic interests. They hold 25% of the Senate of the Union.

3- Olympic Allied Cities. Unlike the Kitsap Alliance, Seattle Republic, and Military Remnants, the Olympic Allied Cities were without any sort of organized militia effort post-collapse. Indeed, without organized government and with no attention paid to it by what forces were available, the Olympics became a hotbed of Raider activity. Many cities and towns became Raider territory, forcing innocents into the mountains. Over the years, this redeployment became total. In the mountains, most new towns centered around old mining operations that were created pre-collapse, mining for the raw materials needed for war production. These small towns were connected by a string of runners, snipers, and spies known as the Mountain Rangers, who over the years were able to deal with a great degree of success all raider issues- indeed, their tactics were so useful that Raiders started moving East, thinking they had literally killed or enslaved the entire area. During this lull, the cities that had kept contact with one another through the rangers grew into a shallow coalition. They grew and became far less secret. The defeat of the raiders in the Kitsap Corridor multiplied their presence in the Olympics. Not able to hide this time, the Olympic Allied Cities and their Rangers found themselves embroiled in a long, bitter war with Raiders. Their deal with Seattle eventually gave them breathing room and currently they are expanding. There are two sorts of cities in the OAC; the Old Towns, where the major mining operations are currently still underway, and the New Towns, where large groups of people live in abject poverty and are still easy pickings for the remnants of raider organizations long broken. The OAC has no one leader; instead, each Old Town has a number of New Towns under their control consumerate with the quality of protection and force that can be given. Therefore, the Old Town with the most New Towns is considered the strongest- and the head of that Mining Operation(Known as The Boss) is respected as the best. They currently hold 25% of the Union Senate.

4- Cascades. Where the future may be decided. In the beatific Cascades are multiple Vaults and secret government facilities...but before we get to that, one must realize that outside of those areas, the real important features are that of nature. The passes become narrower with time, and with towns growing thanks to the influx of people fleeing the chaos in the cities, several large encampments were created. A remnant expedition around the time of the first large raider attacks saw the vital location of an encampment in a mountain pass and formally took it over and turned it into a military state. While harsh, this proved necessary. Raider attacks in an around the Cascades sent refugees streaming towards the city, known in military parlance as Outpost Alpha(Known now as just Alpha). The war between the Raiders and Outpost Alpha raged unabated for years. The raiders were finally broken as a vast, organized force(for a while, anyway) in 2184. Alpha then forcefully transported many thousands of peoples to the mines, where they started up operations. Everyone was required to swear allegiance to the Alpha Empire or die. By 2200, the area was booming. When the raiders came back however, it was in greater numbers(having been humiliated in the Kitsap Corridor, swept away from Seattle, and losing faith in the Olympics) and with even greater fierceness. Having a much larger area now to defend and a populace less enthused with the cause, the Alpha Empire found itself hard-pressed. The deal with Seattle is credited with saving the area from destruction, though the humiliation of having to crawl back to the Remnants and to the 'soft urbanite scum' from Bellevue is a major geopolitical concern for the Emperor, a distant relative of the CO of the Remnants and the spawn of the bloodline of the original XO of the Remnants who refused to follow the original CO. The Alpha Empire is also home to many strange events- strange power readings in several mountains, vaults that have yet to open, and a mountain pass to the east that has become far busier as word travels of some looming threat. It currently holds15% of the Union Senate, a compromise that also allows the Alpha Empire to extract dues and tariffs for all goods travelling into and out of eastern Washington through the Cascades.

5- Remnants. Washington was home to a somewhat large military presence when the world ended. There were desertions, small skirmishes, even some who turned to raiding- but the majority followed the orders of General Oliver Tack. Commanding the 4th ID initially, in the years that followed he would come to lead all military forces in the state. A fair man, he would let many leave to join their families when it became clear they would be of no help. Those that remained faced a tough journey. They were sent from point to point across the state in order to quell riots and help instill order. Eventually however, the Remnants found their operational range too limited and too constrained to be peacemakers. Setting up patrol routes that would allow them tap into the strategic oil reserves while not overextending themselves, they started to become a non-factor in the decades after the Collapse. They would occasionally launch devastating strikes aimed at Raiders, but over the years, they started to become isolated. Their numbers dwindling, the Remnants decided to send out patrols and scouts across the state to find recruits and to keep them appraised of events in the area. One of these patrols would found Outpost Alpha; most brought back recruits and tales of horror. This was how the Remnants survives for multiple generations, finding recruits, battling Raiders, and constantly training. Eventually, they became a quasi-Spartan society. However, even Spartans can die. Every loss was almost irreplaceable, and every bullet spent, every piece of armor sundered, and every gun captured or destroyed meant a complete defeat for the Remnants. Generations of fighting across Washington in order to find recruits willing and able to join them took their toll on the Remnants. By the time the Union was formed, the Remnants were in desperate need of all manner of supplies. Now, they are stronger than they ever were, providing the fist with which the Union plans to knock out their foes. They are a purely military society and do not involve themselves in the politics of the Union.


Recent History:
In 2259, the NCR made contact with the various factions in the area. There was little further done until 2271, when NCR was able to establish an embassy in Bellevue along with other 'nation states' that the Union was aware of. However, this was to be the extent of good relations.
In 2282, the NCR absorbed the Empire of Oregon, a loose coalition of cities. This pushed a large formation of raiders and slavers north. The Union responded with a massive military campaign to clear southern Washington of Raiders. The ensuing Raider War was one-sided and brutal. The NCR's push north conflicted with the ensuing mass colonization of newly-freed Southern Washington; in 2290, a small skirmish took place between two patrols north of the Columbia river. The NCR retreated into Oregon and the Union consolidated its position in southern Washington. Officially, war does not exist. However, officials on both sides confirm that it wouldn't take much for war to break out....
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Ally Chimienti
 
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Post » Fri May 13, 2011 1:30 pm

SO? Washington is set as the general location.

The Columbian Wasteland.

I believe we should place the Vault 57 in or some where near Mt. Vernon or Bellingham.

I think there should be a faction built around the Rhododendron flower.

And Seattle should have a unique artists design distinct in comparison to other metropolitan cities, considering it is and internationally known artistic hive.
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Bedford White
 
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Post » Fri May 13, 2011 7:17 am

Still dont get what this thread is about? What we want to see in fallout universe(aka improvements in lore, more lore) but not for Fallout 4?
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Pixie
 
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Post » Fri May 13, 2011 8:28 am

For now at least, this is just fan fiction.

However a more clear and fleshed out piece of fiction.

Rather than people writing fiction on their individual characters from the games, this topic's intent is to pull together everyone's collective genius and create our own slice of Fallout lore.

Fan fiction, but BIGGER!
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Mel E
 
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Post » Fri May 13, 2011 10:16 am

As long as it's a fair way from the coast but near a large town and military base then Vault 57 would work in Washington State.
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Taylor Bakos
 
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Post » Fri May 13, 2011 2:14 pm

As long as it's a fair way from the coast but near a large town and military base then Vault 57 would work in Washington State.


the military base would be fictionally added, but the reason I said MT. Vernon is because it's located at the northwest corner of Washington. Close to Canada and Alaska, but not too close.
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Naazhe Perezz
 
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Post » Fri May 13, 2011 1:38 pm

MWBoS
Mutant Liberation Army
Reavers
Raiders
Slavers
Enclave Remnants

I really hope the http://www.youtube.com/watch?v=u2ZcpcO7C58 is canon. The story would be awesome. The Enclave in Chicago would be alot like the MWBoS that have started to form a fascist military dictatorship that goes from Chicago to Colorado but the Enclave would have had to change as well. Dispite the BoS acting alot like them they are still impure in the eyes of the Enclave but if the Enclave in the area were smart they could become allies with the bos.

Way I see it. The MWBoS fight a bloody war against the Super Mutants and then the Calculator. They force settlements to aid them by giving food, ammo and their best and brightest. Many people do join willingly but the BoS treat them as cannon fodder. The Elders let mutations join because they can be very useful in places humans can't due to radiation.

Vault Zero falls to the BoS and Barnaky becomes one with the Calculator. The BoS are happy to have General Barnaky back. There is a push to make him the head Elder of the MWBoS. The famed warrior (you) who is also a General backs the move to make Barnaky the new head elder. Which he does become.

He soon recalls all mutations from the BoS armies and orders them back to their home bases were they are disarmed and tagged, later to be sent to work camps. BoS stops letting mutations join. Laws are pased and any mutation within the BoS' territory is to be rounded up and also sent to camps. (work/death camps) Which is the start of the great betrayal.

Elders that were most against Barnaky becoming head elder are removed from power. Soon purges happen with in the BoS, anyone that was against barnaky or seen to aid mutations are also sent to the camps. Entire settlement get put to the flame. Soon the Mutant Liberation army forms. BoS caravans and outpost get hit. Work camps are liberated. The BoS see a dramatic fall in people willing to join the BoS. They start having desertions.

Human numbers are replaced more an more by calculator robots and more purges follow fearing an inside job. The BoS stop trying to contact the West in order to get their own house in order.

Biggest blow happens when rouge BoS members set off several bombs within Vault Zero in a failed coup d'état. Many of the calculators systems are damged beyond repair. Barnaky lives but finds has less control over the robotic forces. He can't control them all at once and the ability to make more robots is severely hampered.

Mutant Liberation Army makes allies with whats left of the reaver movement and are supplied with EMP weapons. The remaining slaver/raider groups once again become stronge and prey on BoS settlements and outposts.

Decades of bloody Guerrilla warfare against the MLA and the predation of other factions (slavers, raiders) have driven the MWBoS back to their remaining strongholds such as Vault Zero and Cities in between Colorado and Chicago.

Lyons and his BoS are sent out to make contact but don't really know where they are, they know the MWBoS went East. They took a path that takes them away from the MWBoS strongholds at Vault Zero and the others in the Midwest. As Lyons gets closer to DC he hears rumors of people that have similar tech and a simbol are in the area. Lyon spends along time hunting down those rumors. MWBoS fearing that Lyons is just the tip of a larger army coming up from the south east, do what they can to not be found by them.

Lyons is persistent and soon the MWBoS send out a group of their own elders to make contact. They tell Lyons that MWBoS are just a few hundred men and women close to Chicago. Lyons having made contact goes on to the more imprtaint mission of heading to DC.

Like the Barnaky ending states its a war the Mutant Liberation Army is distended to lose. MWBoS have seen bitter defeat after bitter defeat for generations and are now a shadow of their glory days but time is on their side. Mutations can't reproduce and the ones that don't fall to the BoS will be taken care of by father time. The humans and fellow bos memebers that sided with the MLA grow tired of fighting. Seeing as how they have crippled the MWBoS and liberated much of their territory. They just want to settle and farm, the threat is all but gone (so they think). After generations of war the younger generations don't take up the fight.

Maybe the MWBoS will find an ally in Augustus Autumn and his advanced tech can help the MWBoS take back what they lost.

MWBoS under Barnaky become a military state. They force settlements under their "protection" to give them their best and brightest for training. MWBoS are also not like Lyons BoS or the Western BoS for they don't all have power armour. Only the Generals, paladin and elite units get power armour. The rest have to make do with metal armour, combat or other types of armour. Most of their power is made up of people that don't use power armour. So its not like their is an army of MWBoS out ther with thousands of PA wearing troops or that they are making thousands of new types of PA like the style in Tactics. Its possible they are making some but they don't have the ability to make enough for everyone and after decades of war I doubt they can make more then a dozen a year.

MWBoS don't see all humans as impure like the Enclave just as long as that person looks human they pass as human. They share technology with those "under their protect" and not just military tech but farming tech. They want to rid the wasteland of mutations and so does the Enclave.

The Chicago Enclave could still want to kill all impure but have used their advanced tech to worm their way into the heart of the MWBoS. Their new goal could just be, "if we can't kill them at least control them." Whats left of the Enclave in Fo3 under Autum find their way to Chicago and give a big boost to the MWBoS and help them turn the tide of a war they have been loosing for decades.

http://www.gamesas.com/index.php?/topic/1150725-fallout-tactics-ii/
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Len swann
 
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Post » Fri May 13, 2011 9:59 am

Sorry the map lik didn't work... here it is again http://s1195.photobucket.com/albums/aa389/Sebor13/?action=view¤t=WashingtonSateMap.jpg

Feel free to suggest whatever you'd like... I was thinking of the Seattle Union could be a possible way to handle the future of Seattle...
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Georgine Lee
 
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Post » Fri May 13, 2011 1:13 pm

Sorry the map lik didn't work... here it is again http://s1195.photobucket.com/albums/aa389/Sebor13/?action=view¤t=WashingtonSateMap.jpg

Feel free to suggest whatever you'd like... I was thinking of the Seattle Union could be a possible way to handle the future of Seattle...


What about the "Cascade Wasteland"?

And do you think their should be vehicles/horses?
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Marcin Tomkow
 
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Post » Fri May 13, 2011 8:13 am

What about the "Cascade Wasteland"?



I think it could work...


And do you think their should be vehicles/horses?


I say cars should be rare, with bike, motorcycles, and FEV mutated horse, more common... With Microfusion (From F2) or whatever the fuel source is being somewhat uncommon.

Although I think there should be a shuttle bus that goes from Seattle to Portland, so yes I'd like vehicles... Can you think of any more raider groups? (It's cooler if they're themed...)
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Solène We
 
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Post » Fri May 13, 2011 4:52 am

I hope they have some more trees, and green ones at that.
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Kayla Oatney
 
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Post » Fri May 13, 2011 4:44 am

Well... I'd guess since Washington was probably one of their first targets they'd nuke the [censored] out of it...

I doubt there'd be anything green (besides radiation) but I hope it looks more like dirt on the ground instead of a nuked ground (it's over 200 years later)
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CHangohh BOyy
 
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Post » Fri May 13, 2011 5:44 pm

Agreed, The bus or shuttle should be a mysterious robot that is activated by the player as a quest. the quest would involve clearing the road as it moves.

There should be some emotional involvement as well. Having desperate people call upon the player to escort them to Seattle as the player makes their way.

I can imagine alot more, but before I get lost in theories, I recommend watching "Mad Max 2: The Road Warrior" for more inspiration.
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Nauty
 
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Post » Fri May 13, 2011 12:05 pm

That'd be cool on one condition, the robot is wearing one of those funny hats bus drivers wore years ago...

Maybe the Titans are trying to keep it locked down (they don't want Seattle to be influenced by a large and powerful empire like the Portland Empire) so theyr'e trying to stop you, maybe even going as far as having suicide bombers run up to the bus and explode... That'd be my favorite quest ever!
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Dean
 
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