2nd, I don't know what is ok and what is not ok to say in terms of what gamesas is still allowed to do or am I saying OMG this needs to be done. I am only happy to contribute this thought because I think it is a good idea.
3rd, this is only a map idea. therefore, it is somethign that would be seperate from the game such as Defense of the Ancients (DOTA) is for warcraft 3: the frozen throne. Also, this is just a concept, not full on math and science. Feel free to give ideas, general input, thumbs ups and thumbs downs.
Having that said, here is my idea:
Game Concept: Enclave vs 3 Dog and the brotherhood of steel! Who can control the Wastelands! This is your typical domination idea except using Fallout karma, bottlecaps, NPC interactions, experience, SPECIAL, PERKS and Skills. You will die, but you can respawn as a different "class" and be able to recreate aspects of your character. Team size is 10ish vs 10ish. Ideal time elapsed for a match would be 30 zomg pawned min - 90 we both svck and can't kill each other min.
Goal: Each town produces "resources" and first to reach "10000" wins. The amount of towns will be 5 and of these towns will be team bases. Team bases cannot be taken over but can be raided for a 2 way swing of resources (for example, +200 for the raiders and -200 for the victims). A base might not need to be raided, maybe just robbed by a sneaky hacker/lockpicker. Bases can only be raided once a minute. Towns give 200 a min and need to be taken over.
VATS: VATS would be live action. This means that you can do special actions with AP points. Such as move a little faster and "easy mode" shots while everyone else is still running around. You cannot run while VATS aiming except when using melea weapons and unarmed. All moves use up AP.
Skills:
Speech - can gain followers and get certain reactions from NPCs
Small guns - better aiming and spawning equipment
Big guns - better aiming and spawning equipment
Energy weapons - better aiming and spawning equipment
Melee combat - better armor and melea spawning equipment
Unarmed - better health, unarmed perks, and unarmed weapons.
Medicine - slow health gain, can help heal other players, and you can get better drugs.
Sneak - lowers radar detection and allows for sneak criticals (1.5x ranged, 2x melea)
Lockpick - allows picking of locks (good when finding random loot spawns)
Explosives - better aiming, explosive damage is increased and certain traps can be laid. Some starting equipment
Science - allows for hacking, disabling robots and increased robot damage and some starting equipment
Repair - allows for building robots and weaponry
Barter - Makes equipment and bribing cheaper, better gear can be bought, and decreases wait time for talking.
Special: this would be the specs of your spawning character. This can be leveling in the game only a few times or chosen times.
Strength - increases melea damage and DR
Perception - increased radar sensory and stealth detection
Endurance - Increased health and DR
Charisma - Increases chances of speach checks, allows for more followers, and helps bribes.
Intelligence - Increases experience gain
Agility - increases amount of AP and run speed slightly.
Luck - increases loot qualities and VAT dodge (lowers enemy VAT values)
Special distribution can also help starting equipment.
Perks: Perks would be recieved based on skill and SPECIAL builds. For example, I have sneak and science and meet the required minium of special, I can now build sleathboys. I have lockpick and repair, I can now sabatage terminals. I have barter and explosives. I blow up a town for money and make it unusable for a bit. etc.
Starting builds: Skills and SPECIAL would be set with base abilities or custom creations ideally player per player. 3 skill groups would be tagged and each skill group can go up to level 5. You get 3 tag skills to start with and that gives you 3 levels of the chosen skill. Other skills start at 0. Tagged skills give you 3 levels of the chosen skill. Other skills start at 0.
Leveling: After each level, you get to add another level of skills. Once every 5 levels, you can boost a SPECIAL for all starting builds. This boost persists There is a level cap of 20 levels.
Taking over a town: In order to take over a town, you have to decimate it of its people and/or assinate the mayor of town, bribe the mayor, convince the mayor to join your cause, or threaten him into joing your cause. Depending on how you take over a town, you will get different kinds of karma.
Good Karma:
Bribing the mayor or convincing the mayor to join your cause.
Neutral:
Threaten or capture the mayor.
Bad Karma:
Assinate the Mayor and/or killing the town folk.
Mayor Interactions: A town mayor will be behind a locked door which will have to be picked or let into. Doors could possibly be blown up. You can also force the mayor to leave his room by killing the town folk. Behind the door, the mayor will have some sort of base of operations. This could be armed guards, traps, or maybe even a gun turret.
If the mayor is behind his door, you have 3 options. You can pick the lock (takes time), attempt a speach check to have him let you in (takes time), or blow the door up.
If you pick the lock, you can enter his/her private chambers and pull a gun on him. You have 5 seconds on entering the chamber to reach the mayor and activate before the mayor starts attacking you. If you reach the mayor, you will begin threatening him. After a certain amount of time has passed, the mayor will give up and concede the town to spare their lives. You can still threaten the mayor if he has started attacking you.
An intercom will be next to the door to allow for a speach check. If you pass the speach check and convince him, the door opens and you are allowed in to preach to the mayor. If you fail, you will have to barter while outside. Bartering requires negotians and therefore you will have to wait a certain amount of time. After the time has passed, your battlecaps will be removed. Preaching to the mayor also takes time but the door will shut behind you so you can be protected.
If you blow up the door, be prepared for a fight. The mayor will come at you in full force and you will have to kill him or capture him.
Karma: Depending on your karma, people will help you or fear you in battle (aka, you are being attacked while in town). Towns try to stay neutral, but if you are feared and enter a town you don't have control of, they might attack you to get you out. If you are feared while being attacked, the towns people might just help them! Also, if you have good karma people tend to help you. If an aposing team member has followers and low karma, you might be able to persuade them to join your side too.
Karma will disappear over time taking you back to neurtal.
Town Benefits: You can heal, remove addictions, buy, and spawn here. You can also recruit town folk to your cause if you have high charisma and the skills required (followers). Towns also give you 200 resources and bottlecaps in small increments. However, if the delivery system is sabataged (science hacker), you do not get the benefit for a certain period of time.
Looting and Bottlecaps: Enemy, NPC, and animal corpses can all be looted. Corpses can only be looted by the killer, unless of course the killer gets killed. Then it is a free for all. There can also be random objects which are locked scattered along the wastelands. Upon looting you will get bottle caps, parts, and maybe some equipment if you are lucky.
Buying/interacting with shops: You can get ammo, parts, guns and explosvies from shops. There will also be medics in town. To buy medical supplies, you need a certain level of med skill.
Thats all for now.