New Game Concept: Wastelands: London

Post » Mon Jul 04, 2011 9:34 am

I had a game idea as this topic suggests. I've contacted the board moderators, and one has been so kind as to inform me to post into this venue. I expect to get naysayers right away on this. I expect to here individuals who will trounce this idea straight away, but surfing the interwebs I've come across a number of people who would be inspired to play in the world of Fallout but in a land OTHER than America. Being American (which I consider to include Canada and Mexico as well as the United States and the regions of South America as well), I have to admit that it's somewhat foolhardy to consider that the only nation capable of survival in a post nuclear apocalypse is the United States or the region therein. America isn't the only nation that aliens would land in. America is not the only place that would escape the most unscathed if all out nuclear war happened. As such, I can only assume that players of the Fallout games in other nations are a bit tired of playing Fallout exclusively in America.

But certain members of you don't want to accept a Fallout elsewhere in the world. Some of you have even stated that you wouldn't play a "Fallout" anywhere else in the world. Though I would enjoy nothing more to call this concept "Fallout: London" I must instead call this game concept "Wastelands: London"

The game concept, which I will be posting below my ideas (wait for them... there's a lot), is to establish a new game series that would cover select other locations throughout the world. The one that seems to be sporting the most interest on the net right now would be a probable London and the surrounding British Isles environment. It got me to thinking, and likewise in the act of nothing ventured nothing gained... I present this idea to Bethesda. All I'd request is a free copy of the game :D

Future versions of "Wastelands" would likewise include Japan, Africa, Germany, and Russia. I tried my hardest to avoid Australia... but I fear that that'd just immediately bring up various Mad Max ideas and the game might flop lest something truly unique was done about it.

Nevertheless, please feel free to comment... but I'd ask those who do comment to give constructive criticism instead of trolling like some have vaguely gotten away with on other posts I've seen. Understand one thing, though, when you do give your critiques:

Canon of the "Fallout" series doesn't entirely apply to Wastelands. Other than the Great War of 2077, anything else goes.

I would also enjoy suggestions galore... please. We all agree that the game engine needs to be revamped, so that goes without saying. But whatever engine that they create or use for Fallout 4 can quite conceivably go for Wastelands: London.

And now... on with the show
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CHANONE
 
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Post » Mon Jul 04, 2011 5:36 am

It's not that America (which many people only include the US, Mexico, and Canada) is the only place that's still around but it fits the theme of being patriotic.

And this belongs in either the F4 Locations thread or the F4 Speculation, Suggestions, and Ideas thread.

If it's a spin-off and not called Fallout (like the Resource Wars, which should be made too) then I'm all for it, finally see why it was so bad the Allstair Tenpenny would leave to go to America.
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Hot
 
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Post » Mon Jul 04, 2011 1:30 am

New Concepts:


* The DEX (Digitally Enhancing Decca(X)-computer):
The DEX is to be the Hero(ine)’s version of the PIP boy. Personally… I think the PIP boy control scheme blows… and there are others I’ve spoken to who think so too.

Unlike the old CRT screens with monochrome ability, the Dex is pretty and colorful... and most importantly modifiable. It is more advanced than the Pip Boy in many respects. Whereas the Americans had an ideal of "Go with what works" in Fallout, the English aren't to be so backwards. In as such, different artwork are to be used for its icons, improved control scheme, and it displays data as holographic icons instead of on this over-sized wrist band. Overlapping screens in which the character's hand is seen moving them arround or touching buttons, with screens unfolding from bars or opening from buttons.

You may be wondering why the X in DEX means Decca-computer. Decca is ten, and the roman numeral for ten is X. A Decca-Computer is a type of quantum computer technology, where instead of 1’s and 0’s, the Decca computer uses variants from 0-9. Two hundred years have passed of course, and it’s possible to upgrade your DEX with HEX logic (0-9, A-F) and thereby increase its computing skills... provided you have enough Science to do that. The DEX is integral to hacking computers as a tool, and is your control scheme in the game. It’s functions are highly modifiable as per the player’s whims, and modules, upgrades and programs help to improve all aspects of the character. What is more... one permanent companion is inside the Dex at all times. The Deca-computer strong enough to allow an AI intelligence to be with you and guide you in certain tasks.

Possible upgrades are improvements to the HUD, hacking devices, mapping, targeting in VATS and so on.


* Dual-Wielding/Off-hand weapon:
Ever since I started playing Fallout 3, one of the things that annoyed me is that when you’re using pistol weapons, you have an extra hand that pretty much does nothing. That extra hand could be used to steady the pistol aiming for one, or for another It’s the perfect place to put another pistol or a shield or even a melee weapon in for that close range attack when the bastards get too near. Certainly, reloading dual-wielded weapons is time consuming, and there are certain weapons you just can't do it with, like heavy weapons, but at high levels of Guns/Energy weapons, you can dual wield rifle weapons as well.


* Secondary Weapon mode:
This can be from the silly like turning a 9-mil to one side (Kill shot! That’s a kill shot!) to underbelly grenade launchers and the like, to pre-spinning Gatling Heavy weapons. Usually accessed by Alt keys and clicking, or L2 and R2 keys. Yes I know this means changing the control scheme, but it would be worth it.


* Equipment Screen:
The Pipboy control system, as I've mentioned, is crap. Annoyingly Tedious would be another word for it. In the beginning, the DEX would be like this. Through programming, tweaking or buying upgrades, you can improve the DEX's logic. What about being able to alphabetize ascending or descending? Select items to never sell? Auto select items that don't have any use in the game other than just junk. This is of course based upon how the character is developed. If the character doesn't have any use for bent tin cans, then that's considered junk.


* Equipment Slots:
Another addition to equipment would be equipment slots. Fallout limits this currently to head and chest, primarily. Sometimes glasses too. I feel as a game improvement, there should be additional equipment slots, and would include head, neck, body, L. hand, R. hand, waist, legs, feet and shoulders, and finally perhaps two trinket items like signet rings or other baubles. Likewise, there should be inner and outer layer. Typically, when one thinks about it, three layers of equipment can be put on a person. Clothing, chain mail and then plate mail is what constituted full plate mail once upon a time ago. For my concept of Wastelands: London... that outer layer will be most needed. To start, the equipment slots are in the equipment screen, but an upgrade to the DEX would pull out a special equipment screen and allow for one to equip these additional slots.


* Backpacks:
Whenever a heavy weapon was equipped, a backpack was also equipped as a part of the weapon and showed up on the character. For this game concept, for certain weapons not only will the back area be taken up by a weapon, but both the left and right hand equipment slots would likewise be taken when the weapon is equipped. As an alternative, when these weapons aren’t equipped, one should be able to pick up packs to wear to increase their carrying capacities. These packs vary in size, and give free weight additions from 5 pounds to over a hundred pounds.


* Mounted Riding:
Many creatures in England can still carry a person. Perfect for those long ass treks across the wilderness. An associated "Riding Skill" not available during character creation becomes available at a later date with training, similar to how power armor training is achieved usually later in any Fallout game.


* Piloting:
As an aside for the "Riding" skill listed above, a co-joined skill called "Piloting" would not only allow for mounted riding, but also to drive certain vehicles. Nuclear energy is the end all be all science of the Fallout era, and Wastelands would be no different in that case. We see through the Fallout series that there are certain vehicles that can still run... with a little "Repair" skill involved. Nuclear power cells for example have a five hundred year long half life or longer, and since only two hundred years have passed, existing power cells (like Fission Batteries) work quite well. Motorcycles both wheeled and hover, jeeps for that mobile transport of equipment thing and finally even the occasional tank, power armor and something else that I'll later explain called a "Frame," can be repaired and driven and likewise upgraded. Imagine certain vehicle oriented boards where the PC either pilots or mans a gun. In swampy areas, fan boats, skiffs and dinghy’s might also be required.

* Bunkers:
These are the British versions of a vault… only without the mind games. Great Britain has long since maintained bomb shelters. Though built during World War II as bomb shelters, in successive years they were even in our own real world upgraded to fallout shelters. Additionally, when the threat of nuclear war approached, these already existing locales would've been additionally upgraded into a Bunker. But unlike Vaults, space in Great Britain is at a premium. Instead of people walking around free as you may, people in Bunkers are placed in a form of suspended animation where they live prolonged lives. As such, only a few generations pass inside Bunkers, while its denizens are largely placed into an incredibly detailed Virtual Reality to pass the time (VR is another concept listed below).

The thing about Bunkers, though, was that they were saved for the social elite. Royalty, Knights and those who could “afford” to buy a ticket inside are the only ones allowed to enter these bunkers. When the missiles began to fly, these peoples were harried into their bunkers where they were hooked up into their tanks and made to sleep long before Great Britain ever received its first missile. The common folk were essentially screwed. Bunkers however, like vaults, hold the most advanced possible technology there was for England, so though venturing inside one can sometimes find ghouls, The British version of super-mutants (the bad kinds) or mad robots/defense systems, being able to loot these halls will bring much riches.


* Exposure:
England is considered to be harsh. So harsh that in a post apocalyptic world, Alistair Tenpenny litterally crossed the Atlantic to come to a still irradiated Capital Wasteland. Because despite that it was irradiated... it was more "Hospitable" to him. As such, England is unanimously, even in canon, considered to be one of the svckiest places in the Fallout world. Why?

One word: Cold.

England is far the the north. It is a cold nation. Even now it's cold. Atlantic sea air temper it, make it hard and harsh to live in, but the Great War caused other problems. A concept that scientists theorized could happen, is that with enough nuclear fallout you can cause a nuclear winter. This concept happens in one of two ways: A> You throw up so much dust and debris in the air that the sun is blocked and therefore cannot warm the earth, or B> like in the case of Wastelands, the earth has been tilted more on its axis then it should be. As such, by comparison, England is closer to the the new north pole than it was before the world. This thusly leaves England in a perpetual nuclear winter where even during the warmer months at best the land is a tundra with permafrost and ice shelves that never melt.

Three key requirements are needed to be mindful of the character. Aside from rad resistance is also cold resistance in clothing and armor, "Insulation" in other words (see below), becomes a must. But also there are survival techniques and finally ridding oneself of exposure elements such as hypothermia and freezer burn that make this came, even on a basic level, far more difficult.


* Insulation Threshold:
Not all equipment has Insulation levels, which are numbers that go toward resisting the cold. Certain environments will have various levels of cold, and you’ll have to have a degree of resistance or suffer various levels of hypothermia. Hypothermia will slow you, reduce endurance, strength and intelligence, and even cause constant damage as it gets worse. In England, Hypothermia takes a greater account in most places than even radiation does.


* Bullet Time:
I have to celebrate the people who did "Project Nevada". Though I cannot participate in that wonderful download lest I get the PC version of the game, nevertheless I'm one of those guys who likes to shoot outside of vats. Bullet time would be a wonderful enhancement. Essentially... Bullet Time = Agility + Perception + Enhancements. Bullet time takes from AP as it is being used, something for those who like to free sight their games instead of entering into V.A.T.S. like me.


Running:
Another idea from "Prject Nevada". Running = Agility + Strength + Enhancements. Like Bullet Time, Running takes from AP as well while it’s being used, so don’t think about running into a battle and then bullet timing it like Neo… at least… not without a lot of perks, full agility and some cyber and chems to make it work. Running does account for certain combat techniques, especially with Melee and Unarmed


* Masks:
more Project Nevada. They're just that good. Wearing helmets, glasses, goggles and masks will have limited fields of vision based upon the visors. Certain masks also have additional vision modes as well.


* Weather:
Weather will have various effects, and will range from rain to snow and hail. Be careful of some weather effects, for blizzards cause exposure, hail causes damage, while rain causes radiation. Fog in particular is rather nasty. It obscures enemies and reduces perception, and causes damage. I honestly thought this up BEFORE I played Dead Money. But for simplicity sakes you can make the occasional or possibly Permanent "London Fog" just like the cloud over the Sierra Madre.


* Virtual Reality/VR & Augmented Reality/AR:
Hacking in Wastelands can take on a particularly intense level of interaction. In certain cases, a character, even those with an intelligence of one and Science skills less than ten can enter VR. VR rigs are both expensive and hard to find, and VR upgrades to the DEX are equally so. VR can be used to enhance one’s home, play mini games, or enter other environments that are at various levels of stability throughout the game. Augmented reality are upgrades to one's HUD. Imagine a wheel at your feet and trackers that pace along buildings to show threats before they arive, and when they do a line connects you with the target giving distance to target. Similar enhancements outside of combat are also possible.


* Modifiable Environment:
Game play can be hampered with weather effects and particulate matter. Note this as player-affecting weather effects and even graphical intensity, even on a console system, should be able to be reduced if not completely eliminated. By default, everything is at maximum. Rain drops will pelt masks, causing the character to need to wipe them off (an automatic thing) while dust storms, hail storms, fog and so on can be reduced so that the system doesn’t bog down.


* Modifiable System Memory:
A series of controls that enhance game play as per the player’s wants and desires. A big one is how long the system remembers bodies laying on the ground. This is a big and even a terminal error of New Vegas, where bodies even when looted with no probable use to them anymore have laid in the game since the very beginning of my game play. Why? Why is this taking up system memory remembering how some schmuck I killed in the street is still in the exact place he was when I left him, literally, weeks ago in real time?

These and other effects, like foot prints, bullets in the wall, explosion marks, blood splatter, etc, will be removed by the system after X amount of time. A player can have the system remember these bodies forever, so that when appropriate perks are taken the bodies have a chance of repopulating with loot, or, have the system delete the looted body after a game hour, and non-looted bodies after a game day. This therefore limits the amount of things the system needs to remember and decreases bog time.


* NPC no/limited clipping:
What’s more annoying than having a companion block your way out? How about an NPC running up to you and getting caught on a piece of scenery? The only clipping that they will encounter are walls and ground, with fencing counting as walls. This eliminates a lot of the bogginess of the Fallout Franchise. Sure NPC’s tend to walk through each other… but it beats the system crashing all the time.


* Theft from Enemies/Friends:
Theft isn’t handled correctly. On the one side, if you thieve from an enemy (vilified) it’s not considered a bad thing. Those pricks are your enemy! Stealing from them is just prudent. You will not lose Karma by stealing from enemy factions. Kinda a nice trick if you can manage to befriend them later. On the other side, stealing from friends is abominable! Whether they see you or not, you lose double the karma from stealing from friends, and double that for each grade of friendship they are above neutral. So yeah… if you’re an honored friend… you can be losing six times the amount of Karma by thieving something.


* Skill/Attribute Requirements:
One of the things I’ve disagreed with was how despite that a person has this low, low skill in a weapon, and weak strength, they still can wield the weapon, and often if you crouch and hold the gun then it pretty much becomes useable anyways. In this case if you don’t have the skill and/or the attribute requirement to wield the weapon, you CAN’T wield the weapon! Low science and low intelligence? Well you won’t be able to wield the stronger energy weapons. Low strength and low pistols, you can’t wield the stronger cap and ball weapons. Certain special weapons require even higher levels of these skills.


* Dynamic Weapon Cursor:
Though when you first start out, your weapon cursor sight is just like it’s always been in Fallout 3 and Fallout: New Vegas... two green arrows. This sight can be generally upgraded by upgrading your DEX, whereas certain scopes added to weapons will give other versions Cursor modifications, even HUD upgrades

* Additional Vision Modes: More "Project Nevada."
Infrared: there’s the greenish effect or even the spectrum of light depending upon heat sources. Some quest and boss fights are helped by seeing what part of the environment is coldest or hottest
Low-light: Has one of two effects, either the gamma is just turned up to brighten everything
Sonic: the world turns into a world of wire frames, this mode has the ability to see through walls
Umbra: the world turns psychedelic and supernatural. This mode can see through walls.
Augmented Reality: Certain goggles/masks/cybernetic upgrades will offer additional Heads Up Display enhancements while wearing them, like painting targets and/or lootable items, mini maps, etc.
Enhanced Weapon Zoom: A single zoom kinda svcks… Instead of holding zoom, you can tap zoom and it’ll zoom in however many times is necessary. Understand that if you’re dual wielding… you aren’t zooming, so that L1 button gets taken up by the left handed fire.


* Game Plus/Alternative Mode:
After you beat the game in any mode, a new Game Plus mode becomes available. Start off a new game with your previous stats and attributes with a higher level cap! Or… Play the new alternative mode. Access to new hidden quests. Also, gain access to new perks not available to lower levels! Also, gain a perk dependent upon how you completed the previous play through. Were you good, bad or just plain ugly? Special factions not considered... human (more on them later)... are available to start as with their own hidden quests and so on.
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N3T4
 
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Post » Mon Jul 04, 2011 4:40 am

It's not that America (which many people only include the US, Mexico, and Canada) is the only place that's still around but it fits the theme of being patriotic.

And this belongs in either the F4 Locations thread or the F4 Speculation, Suggestions, and Ideas thread.

If it's a spin-off and not called Fallout (like the Resource Wars, which should be made too) then I'm all for it, finally see why it was so bad the Allstair Tenpenny would leave to go to America.


I was directed by a moderator to place it here.
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Nick Pryce
 
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Post » Mon Jul 04, 2011 11:51 am

Nice job!

I'd really like to see that as a game, I can imagine walking out of a bunker and wandering the tundra for a while before I find a settlement (which I think settlements should be underground, to help fight the cold).
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Dan Endacott
 
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Post » Sun Jul 03, 2011 9:00 pm

I was directed by a moderator to place it here.


Sorry, I thought this was a suggestion for a F4, but it really isn't!
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Amber Hubbard
 
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Post » Mon Jul 04, 2011 7:00 am

Factions:

Every game should have factions, potential friends and enemies. Here they are in brief.


The Templars and Knights of the Round:
Where did they come from originally? Did they come from a Bunker? Maybe they survived the bombs somehow. Nevertheless, the legend of Arthur and his Knights are brought up with the revival of a very, very old order known as the Knights Templar. Forced underground in the past, this secret society had their own stashes of advanced weaponry and armor long before the bombs ever dropped. Similar to the Brotherhood of Steel, the Templars are nevertheless the major power in London, with advanced pre-war technology at their beck and call.

Unlike the Brotherhood, the Templars are largely self-serving and elitist. Old British ideals of the crown and commoners.

Even the weakest member of their order is in scout power armor outside of their lair (squires) whereas the heavy hitters are literally in light and medium power armor (Knights, Knight Captains and Paladins), whereas the highest members of their order, the Knights of the Round, thirteen members that take on the names of hallowed Arthurian Knights of Gawain, Lancelot, etc… are in heavy power armor that can better be described to as a land-mech… or a walker vehicle. These are called Frames, a super heavy power armor. These knights are well known for the crimson cross over a white background that emblazons their tabards, face masks and face shields, body shields and epaulettes. It is they who rule London and much of the English countryside (such as it is). They are in a cold-war (no pun intended) with the N.I.R. and all-out war with the Neo Germans.


The N.I.R. (New Irish Republic):
A collection of Irish and Welsh tribes, this is the most varied enemy, beginning with wastelander-type scroungers to fully armored individuals. Not power armor, mind you, save for maybe a few leaders, but nevertheless they are definitely a large active force in England, larger than the Templars by any other means. Sometimes referred to as Celts, they paint their skin blue and wear kilts. They are in a cold war relationship with the Templars and a cautious neutrality with the Neo Germans.


The Druids:
Druids and their magic, which has its new found basis in radiation control in Wastelands. Druids primary and principal goal is reversing the flow of damage to England and return its vast green forests. Their seat of power is Stonehenge, to which a camp has arisen around the vaunted Henge. Having uncovered dimensional gateways made active with so much death energy empowering the old network from the bombs, and kept active somehow with radiation, the Henge acts as a hub of transport and neutrality, with only the Neo Germans unwelcome there. The Henge acts as a gateway to other minor henges spread across the islands. Certain locales are obtainable only through the henges (it’s how you get to Wales and other remote islands and locations around England).

This group is a combination of scientific genius, religious paths and ancient and forgotten ways of magic. Druids are well known for their dark robes and are loosely allied with the Templars and the N.I.R., and are attempting to guide and unify England... hopefully under one banner.

They are a small entity, but are tolerant of all members who wish to live in peace… as such, the Neo Germans are enemies of their ways.


Neo Germany:
Think steam-punk zombies, or possibly Ghouls. Also referring to themselves as The Fourth Reich, these Ghouls loaded with heavy armor and engines grafted into their bodies, bare uniforms similar to Nazi Germany, right up to and including the swastika. Neo Germany is the major force of opposition in Europe, and they hate all humans being that they are Steam Punk Nazi Ghouls that have conquered practically everything north of the Mediterranean. Their central base in Wastelands: London is the Trans-Atlantic rail way station in London. A common drug found on their persons is “Amp” (Meth Amphetamine). They include Soldiers of varying rank (Private, Sergeant, Lieutenant, Major, Colonel, General), with the occasional SS thrown in there. But, as you will read next, they also have their own radiation magic.


Thule Occult Society:
They come with the Neo Germans and are closely associated with them. The Thule Occultists are the darker side to the new magic system, and directly oppose the druids.


The Ministry of Sound:
Our hero/heroine mistakes the Ministry of Sound and its radio broadcasts as something referred to as just "The Ministry" that was controlling the bunker you escape from. After finally journeying to the Ministry of Sound, it is discovered that the Ministry of Sound never had any connection to the actual Ministry. Instead, the hero/heroine is directed toward the remains of the real Ministry, and it is found out why there was no further contact from them… it was because they were destroyed utterly. The MoS is protected by the Templars and likewise gets information from the Druids from time to time. MoS agents can be found at radio towers across England, trying to bring the waves across the land! Also at the Ministry, there are two other feeds. One is classical music, from Vivaldi, Mozart and the like, but another plays British Rock… and on one side you can get the Beetles, but on another side you can get Iron Man. As such, one of the other DJ’s, a Ghoul named “Ozzy” would be voiced by Ozzy Ozborne! (if only the fates would smile on us)


Cyber Punks:
“Surgical Addiction” is the best way to describe these freaks… and additionally is their use of chems. Predominately is the use of “Cannabis” (marijuana). Cyber punks hunt for cyber enhancements, and will do a great deal to obtain them, up to and including killing a person to rip the enhancements right out of their body. They are labeled as miscreants by the Templar, sick sycophants by the Druids, and gangs by the N.I.R. The Neo Germans call them prey.


Various Towns:
There are various towns littering the English Wastes, some small communities, others great walled things of pieced together random crap scavenged from the cities. Towns can majorly be taken up by Ghouls, Super Mutants, Click-K’lick (see below) and Humans. Do you wish to make friends with everyone, slaughter everyone and leave a bloody wake, or play both sides against the middle?

Click-K’lick:
Semi-Intelligent to the super-intelligent mutated insects. The queen is definitely intelligent, and she speaks through her brood from time to time. There are three major hives in England. They’re mainly found in the bogs, places that resist the snow partially due to radioactivity and partially from cracked earth, which opens up volcanic vents. The marshes are an odd combination of both of those, getting their water straight from the sea. A way to gain favor with one hive to the next, is to kill its queen and instill a princess/newly hatched egg from another queen to take over that hive. As such that hive becomes a part of the other hive, and the queen will owe you one. Get all three hives under one Queen, and get boons and favors, unique weaponry, perks and even a follower.


Doom Tree:
Psycho [censored] Druid gone bad. In one of the marshes exists a beautiful grove and a towering tree. Only... this tree has a dark druid turned dark dryad. Are you insane enough to get on her good side? If you do… she teaches some pretty nasty – and forbidden – spells. By the way... with Arthurian legend in mind... I should mention that her name is Morgana

Pikeys and the Circus:
Pikeys, in our modern day, are referred to as “Irish Gypsies”. A small group, the best way to see how they are portrayed is to watch the movie “Snatch” with Jason Statham and Brad Pitt. The Pikeys are vicious, cheating [censored]s to those who cross them, and they never attack you in less than a dozen numbers. Make friends with them and there’s no telling what they can uncover for you. As such, Pikeys and the Circus control trade on the British Isles and as such they are neutral to everyone... but tend to cheat the Neo Germans. They’re unwanted and wanted at the same time, so they’re tolerated by most factions save for those that want to just kill everything like the Neo Nazis and the Vikings.
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Fluffer
 
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Post » Mon Jul 04, 2011 4:33 am

Nice job!

I'd really like to see that as a game, I can imagine walking out of a bunker and wandering the tundra for a while before I find a settlement (which I think settlements should be underground, to help fight the cold).


A part that I'll be describing soon will be something called the British Underground. London rests atop a truly massive, and I do mean massive warren of underground tunnels. Like any other major city, London is far older than New York or Washington, and its warrens go very deep. A method of survival is living below the surface. One doesn't see the sun, but one survives.
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Laura
 
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Post » Mon Jul 04, 2011 7:56 am

Notable NPC’s:

High King Arthur:
Leader of the Templars. Blonde haired, blue eyes, wielding the named energy sword Excalibur, charismatic, slightly arrogant, he is, no matter which way you slice it, a fake king. If you have the Royalty starting perk, and you reveal that you’re true royalty, he will be threatened by you. You must show his knights that you are the rightful heir to the throne, not him. Succeed, and the Knights of the Round will serve you. Fail, and all of the Templars will hunt you.


Lady Guinevere:
Arthur’s wife. Don’t let the fact that she’s a woman in finery fool you. This chick rides a Frame just like all the others do. Also known as Lady Pendragon, she is a heroine to the people and often goes into battle with her husband and the other knights.

Merlin:
Is it the original guy? Maybe it is, maybe it isn’t… he sure talks like he is though. He talks about millenia of time like he was really there... let's it slip that he knew the "Original" King Arthur. This is a powerful Druid who seems to talk like he’s remembering the future. Merlin approaches you as if he expected you when you arrive at the Templar Stronghold. Do as he says and you will be rewarded with both the Templars and the Druids.


Knights of the Round: Gawain, Lancelot, Perceval… some of them are guys, some of them are ladies, all of them are in Frames. There are twelve knights in all, mostly scattered across Templar lands until the final battles the PC will be involved in. Getting them on your good side is crucial for meeting (and replacing?) the High King. Pay attention to the title before their names. Sir is male and Ser is female.

* Sir Lancelot: Dual wielding dual Shock swords. He’s kind of a stuck up [censored], but his holier than thou art attitude comes from the fact that he’s really that much of a fighter. Or so everyone assumes. Lancelot’s arrogance and charm are so great that he seeks Lady Guinevere’s heart… shaped box. Lancelot is currently the champion of the Knights of the round. Do you get another knight to take the role as champion to oust him, or oust him yourself? Are you a woman when you do it? Or a Ghoul or super mutant? A combination of the above? All more to his humility and shame when you defeat him… if you can defeat him. Remember, he’s in a Frame!

* Sir Gawain: Gawain is a hero, predominantly because Gawain is known to accomplishing the impossible. Gawain is found in command of the control of the HMS Man-O-War. A garrison of Paladins, Knights and soldiers, they are desperately trying to get the ship operational again. Not seaworthy, just operational. Her reactor could power the city, and her cannons could help defend her from invasion. Charismatic, Gawain prefers a shield and energy lance.

* Sir Geraint: Found in Cambridge, he leads and Eastern defensive maneuver to protect the island from further incursions of Vikings and Germans. Nicknamed “Longbow” he is a long range sniper with a named rail gun also known as “Longbow”

* Sir Gareth: Gareth is the knight most open to the perils of super mutants and Ghouls. His camp outside the contamination zone near Bristol, it’s his wish to help the inhabitants of that area in exchange for their aide as well. “If the Nazi’s march past us, they’ll find you. They’ll give you a choice: either join them or be enslaved by them. We must give you a choice as well. Join us, help us to defeat them, or don’t, and hope their numbers won’t get by us.

* Ser Gaheris: Gaheris is one of the female knights of the round, and detests Lancelot’s womanizing ways. Of the knights she is perhaps the third strongest, and so aside from Lancelot and Gawain, she is third most popular. Acting as Lady Guinevere’s Lady in Waiting and the good lady’s personal guard – at Arthur’s orders – Gaheris would like nothing more than to see Lancelot shamed. As such, she has a lot to prove. She is a potential lover to male PC’s, and has a secret crush on Galahad. She is found in the Templar Stronghold, and wields dual machine guns.

* Sir Bedivere: Is the knight that most has Arthur’s ear. Eldest of the knights, with that Mister Fantastic over the ear graying look going on, Bedivere is often found where he is needed. Ever the Charismatic peace maker, he is the one most often sent to speak with the NIR on matters of peace. As such, you can find him in Liverpool. Sword and shield aside from his Frame’s usual weapons, he is as honorable as Galahad is.

* Sir Galahad: Pious and generally very humble and kind, Galahad is the true greatest knight of Arthur’s court. In a fight between Galahad and Lancelot, Galahad would win. Sword and shield, Galahad possesses a Frame shield called “The Bulwark” and a sword called “The Unstoppable Force”. The pair of these would decimate even Lancelot on extreme offence and defense.

* Ser Kay: A female knight, she is in charge of Hadrian’s wall and is garrisoned at Manchester. Her position there is as a threat to the NIR. The NIR know that she is a profound warrior and a commander, and to cross her would mean heavy losses.

* Sir Boris de Ganis: Big, bearded, thick and strong. This guy is loud, joyous… and a bit of a glutton and a drunkard. Wields a massive super sledge.

* Sir Lamorak: Gwain’s rival, Lamorak is nevertheless a knight of great prowess. Wield’s dual Chain guns in his Frame, and is most often found contending with Neo Germans. He has a profound distaste for Supermutants and Ghouls.

* Ser Tristan: One of the few feminine Knights of the Round. She is in command of the forward lines defending England from the invading Neo Germans.

* Sir Perceval: In search of a holy artifact called the Grail. Unless you’re on a quest and have a quest marker for him, He’s very hard to find. He’ll join your party temporarily as you search for the Grail with him, an artifact of holy importance to the Templar and the Druids. Journey far to the north to Rosslyn Chapel in Scotland to find it in a hidden cavern beneath the chapel.


General Richter:
Leader of the Neo Germans. A Reaver Ghoul in Steampunk powered armor. Be afraid… be very afraid.


Colonel Von Brim:
Leader of the Neo German SS Death Squads, and a demon in disguise. His mortal form is a powerful magic user in the body of a Glowing One Ghoul, dressed as an SS Officer


Colonel Elsa Berlin:
Leader of the Luftwaffe. Air support is key in this game, and the Neo Germans have approached London with Zeppelins in tow. You must help someone at one of the air bases get a plane up into the air to confront her on her command ship. Kill her, sabotage her command ship, and watch it go down like Lead Zeppelin! (Queue the psychedelic guitar). Zeppelins are converted bombers without their wings. Their envelopes are armored from attacks from the bottom… but what about the top? Go to the USAF airbase and you get to be on the Memphis Belle! “Pilot to Gunner! Man those fifty cals!” And then you have to run through the fuselage of the plane manning the .50 cal machine guns to fire at the biplane airships and the planes coming at you.


Baron Zedore a.k.a. "The Red Baron":
Like the legendary fighter ace, Zedore has mastered the biplane. The jets of old can't be remade, but the old planes with props and steam engines can be made to fly again.


Colonel Vogeljagger “The Bird Hunter”:
Colonel in charge of Neo German forces in the interior of England.


Colonel Von Munchausen:
If you saw the movie... you're laughing your ass off right now. But nevertheless, in this version he's the Colonel in charge of the Thule Occult Society. In a word… he’s a dike.


Morgana le Fay:
The name of the Doom Tree. She is a fallen Druid and a Dryad of Death. She and Merlin contend in every way and you will probably be made a pawn between them.


King Leer:
King of the NIR


William Wallace:
He changed his name to William Wallace after reading history books of the man who helped free lands from English Rule. He's the leader of NIR’s Military forces


Master Blaster:
Hopefully voiced by Warwick Davis (Willow, Leprechaun, Greedo and Yoda live action and so much more), is a dwarf that rides on an English Super Mutant. He’s found at the Ministry of Sound and handles the techno music.


Victor:
Hopefully voiced by Patrick Stewart. Found at the Ministry of Sound, he handles the classical and folk music


Ozzy:
Voiced by Ozzy Osborne. A Ghoul dressed up as a Brit rock star – British flag blue denim jacket and all – that handles the Rock DJing at the Ministry of sound. “I’m Ozzy… and I’ m the *mumble-mumble* prince of darkness.”


Robin of the Hood:
Wanted by the Templar and the NIR, he is a Robin Hood that works secretly with the Druids in the forested areas. Uses a bow and a sword.


Friar of the Tuck:
A Druid that runs with Robin Hood


Merry Men:
Gay as in happy, [censored] as in cigarette, queer as in strange… you know… merry! The Merry men are Robin’s followers.


Jack the “Ripper”:
Are you a female character? When traveling London at night, you may meet this named enemy that Scotland Yard is looking for. He has a named Ripper weapon called “Jack’s Ripper” or “Jack’s Razor” that ignores DT and has Auto Criticals… but every time you use it you loose Karma. If you're evil you probably don't give a shiz... but if you're good... that's one wicked knife!
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Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Mon Jul 04, 2011 12:28 am

Friends/Companions: A person is described by the friends they keep and the enemies the attract.


Archangel: A Templar Paladin in power armor with a penchant for big friggin guns. His philosophy is shoot first, shoot again, shoot several more times, and when he’s out of ammo try to ask a question or two. Not exactly the right sort of guy when you want to be subtle.


Percy: Percy is more or less a constant companion. The voice of your wrist computer, he can eventually be placed inside a robotic frame, and even inside the control of a Frame, so even if you aren’t piloting the mech he can still follow you around. Whether you leave him in your wrist computer or put him into a frame is up to you.


Blake: A Ghoul dressed as a policeman “bobby”, survived the Great War. Expert at hand-to-hand


Alice: Alice, as in Alice in Wonderland. She wears a pretty, pretty dress with an apron… and carries a bloody knife that’s on par with Jack the Ripper’s


Prim: A neo German scout who’s having second thoughts. Convince him to stay with the Neo Germans, or rescue him from oppression.


Merryweather: A super mutant that’s remarkably intelligent and refined. Found inside the Larchmont Arcology inside his “Estate”. A bit foppish and foofy.


Dog: You gotta have a dog. Fun thing is that you can upgrade him with cyberware too!


I-Ro-Bot: ED-E was such a wonderful addition, we have to keep him too. Upgrade his weapons and armor... not just one this time. Or put Percy in him.


Ringo: Has a thing for the Beetles. He’s a bit of a thief. Gotta lock you can’t pick? Tell Ringo and he’ll go pick it. He likes silent attacks too(like his farts), so load him up with grenades and he’ll Pants explode people and laugh about it. He carries his “Axe” which is also a guitar. Having him in your party when you’re not in combat and he’ll pluck a bit of a tune. Very sarcastic, he fancies himself as a “Bard” and as such has a certain degree of magic at his beck and call. Likewise, he has that Beetles Liverpool Accent to a T.


Princess Elissa:A Click-K’lick princess, obtained when you help one of the three queens take over the other two hives. Her final bonuses depend upon which one you help. She runs around naked, but her carapace keeps her warm and safe from damage. She can be designed as a melee, ranged or magic user character depending upon which queen you help. She cannot be upgraded with Cyber. As ranged, she will only use Click-K’lick weapons. She will wear no armor save for light clothes… which have a different… allure… when she wears them. Read this as sixily revealing. sixy sleepwear? More like red and black lace teddy.
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Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Mon Jul 04, 2011 2:36 am

How about a reference to the bbc banned 1960's documentary the war game.

http://en.wikipedia.org/wiki/The_War_Game

I also suggest watching this, when I saw the thread title I thought of this film.


... well its not really a documentary its more of a hypothetical documentary if a nuclear attack did happen in the U.K.
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Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Mon Jul 04, 2011 11:04 am

Enemies: Killing you softly with their song…


Vikings: Norse and Swedish Super Mutants with Blue and White Skin. They attack from the north, and are mainly the NIR’s problem. Their leader is named Thor, and he carries a super sledge called Mjolnir.


Tribals: Various rejects from Mad Max beyond Thunder Dome abound everywhere, and the more lawless the area, the higher the probability you’ll find them. Their camps dot the landscape. Destroy a camp and it’ll slowly fade from the landscape (unless of course it’s one of the permanent fixtures…) There are three various sorts of tribes depending upon what part of the land you’re at. Irish, Welsh and English

The Wild Hunt: Lots of leather and furs, with one leader having a rack of horns. One leader, up to three riders and a pack of dogs... chasing you down. But beware the Headless Hunt Whatever these creatures are, they have no heads (no head shots) and they hunt you down like you're wild game.


Black Druids/Necromancers: These are those that seek to corrupt instead of heal. They hate everybody… even each other! Kill them hard! They create feral ghouls and banshees from graveyards.
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Vicki Blondie
 
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Joined: Fri Jun 16, 2006 5:33 am

Post » Sun Jul 03, 2011 8:34 pm

Neutrals:


Wastelanders: Every part of the world has them. They're the poor schmucks that, despite being abandoned by everybody, still managed to survive. So give them credit!

Scroungers: England’s version of the “Prospector”, only England is more apt at calling them what they are. Normally harmless, some are underhanded and try to cheat you, some will “Claim Jump” you, some are traveling salesmen or caravaners… the Wooly Brahmin following them doesn’t necessarily mean they’re friendly.


Caravaners: Usually multiple Wooly mean it’s a caravan, high probability they’re safe to approach… or slaughter them. Don’t worry… unlike FO3, new ones spawn all the time!


Pikeys: a "neutral" that actually is a faction, Pikeys don’t take [censored] from no one, nor do they take hand me downs. Also known as Irish Gypsies, they are often found in small communities here or there and flesh out the random character. By the way… Pikeys are silver-tongued and most often make up Caravans. The Bargain skill comes in real handy when dealing with them.


The Circus: A circus makes its rounds between the towns. Finding it can sometimes be difficult, and some may question the worth of the damn thing, especially since it’s largely inhabited by Pikeys. Better have a silver tongue when you go looking for them, but some hard to find and even impossible to find or unique items are commonly sold by them. They pitch tent for a couple days at each of the major towns. They are a wealth of skills, weapons and equipment, games and just pure fun.


Splicers: Genetic splicing is sometimes accidental with radiation, and with medical science sometimes on purpose as well. The right sort of irradiated meat will transform you temporarily, while more permanent fixtures make these happy people with traits that are more... permanant. Cats, wolves, eagles and crows… they flesh out all but the two major factions of the Templars and the Neo Germans.


Slayers: Slayers are those who go out killing things, and are so named for what they specialize in killing. Wyvern-Slayer, Mutant-slayer, Ghoul-Slayer… Dragon-Slayer. Some of these guys are truly cavalier and chivalrous… others are just complete and utter dikes.
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Cat Haines
 
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Joined: Fri Oct 27, 2006 9:27 am

Post » Sun Jul 03, 2011 9:24 pm

The problem with this is that the Fallout series is based around 1950's America. Taking out of America would destroy the theme the game is based around.

While the game sounds interesting it wouldn't be a fallout game it would be some generic post apocalyptic wasteland game X
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Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Mon Jul 04, 2011 7:34 am

New Mutated Creatures:


Wooly: The English had cattle too. Though their cattle did develop two heads like the Brahmin did, theirs also developed deep shaggy hair. Wooly milk is drinkable, and their meat is eatable, but is filled with rads. Though cooking can eliminate the rad problem, there’s yet to be made a pasteurization process to remove the rads from the Wooly milk. Perhaps you can help find one!

Baskerville Hounds: Devilish things, essentially large mutated dogs

Hell hounds: Like the fire ants in America, these are Baskerville hounds that are pitch black and breathe fire.

Kell: Humans aren't the only creatures that turn into ghouls. These dogs and wolves are stronger, faster... hundreds of years old in some cases. Age has made them clever.

Worgs/Dire Wolves: Massive horse-sized wolves. Tame and ride one with the Riding Skill!

Stalkers: Black mutated humans with scythe-like claws replacing their last three fingers. England’s version of the Scythe Claw… on steroids… and speed. Stalkers can turn invisible and climb/run along walls.

Nightmares: Black horses that snort fire. Imagine getting one as a mount. These creatures can fade into the Umbra (more on that later). As such, having one as a mount doesn’t mean that you have to leave it places, you can call it and it’ll appear. Kinda like Epona! Only without the Ocarnia.

Click-K’lick: Mutated beetles, they have three major hives across England, each located in the swamps where its warm and largely radioactive and volcanic. Their hives stretch high into the air and deep into the ground. Each is an adventure unto itself. But if you can get in deep enough to speak with their queen… and maybe strike a bargain...
* Drones: Small winged things, largely mindless but will attack in swarms. Think Bloat Flies… only lots of them.
* Workers: Small multi-pedial creatures similar to ants, do the majority of all foraging
* Warriors: Semi-humanoid looking beetles with a slight torso and arms. Actively attack intruders, more heavily armored and loaded with natural weaponry but still too stupid to use the race’s kinetic weaponry.
* Royal Guard: These use melee weapons with ranged capabilities and have heavy natural armor. Their magic is predominately in protection and healing. They will die for the queen.
* Royals: Humanoid creatures of luxurious beauty… always female. They are evolving to take on more humanoid traits.
* Generals: There is always one, sometimes two or maybe even three depending upon game difficulty, in every hive. Generals are monstrous things, heaviest armor, strongest weaponry, powerful psychic attacks. Killing them is paramount to helping a rival queen take over a hive.
* Queen: Permanently attached to the throne chamber but powerful psychic entity with vicious claw attacks. Pretty much you’re screwed if you get in close, less screwed if you attack from cover at a distance.

Rabbit of Caerbannog:When seeking British easteregs, one cannot go without Doctor Who and Monty Python references. As such, if you’re a fan of Monty Python… you’re already laughing. This optional enemy is found in his cave to the far north.

Giant Toads: Frog tongue draws you near, but certain psychedelic drugs can be made from their slime.

Chimera: Mutated cats. They range from large domestic cats to eefing lions!

The Nuckelavee: seriously spliced and mutated human/horse… thing. Think Feral Ghoul spliced with a nightmare with scythe arms that breathes fire. You’ll run across this thing in NIR lands.

Behemoth: Really large mutated creature with enormous horns. Possibly a bull variant. It is possible to tame these random creatures. Certain caravans and definitely the circus uses them as heavy pack animals.

The Juggernaut: Like the Behemoths, the Juggernaut is a named Behemoth. Imagine tooling around the England wastes on this mother…

Bass: Fish are mutated too. These two-headed fish swim about in lakes and streams. Use Survival to catch them.

Minnow: they aren’t so small anymore… And they’re MEAN!

Wooly Horse: Think Clydesdale… only they have fur all over. Herds of these creatures run through or graze within the forests of England. Can be domesticated and ridden.

Forest King: Mutated Stag. Massive, and a lot more horns… several of which can gore you. Can me domesticated and ridden. Females of its herd do not have horns.

Bleat: Mutated sheep and rams, looks like a Big Horn, just as large, but with a lot more fur. These can be harvested for their wool and leather as well as their meat. Can be domesticated and ridden.

Dragons: Certain reptiles definitely did begin to mutate. Namely the itty bitty little newt took to the nuclear fallout quite well! This long standing little monster rapidly began to transform and mutate, transforming into a definitive predator that grew and grew over the centuries until they are large monstrous creatures with enhanced intelligence in some cases. Dragons come as Hatchlings, Whelps, Young advlt, advlt, Wyrm and Great Wyrm, from youngest to oldest – hatchlings will break right out of their eggs when you near them - to which Great Wyrms are all named creatures, have intelligence to speak even and can blast you with radioactive fire. They do not take kindly to you killing their younglings. Meeting a Great Wyrm will either mean them approaching you and telling you to make a difficult recompense, or you killing them. There are several broods depending upon area. Red, Yellow, Green, Blue, Violet, White and Black.

Wyverns: A draconic sub-breed. There are only two kinds of these non-intelligent creatures, young and mature, and they do not breathe fire, but they can fly.
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Carlitos Avila
 
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Joined: Fri Sep 21, 2007 3:05 pm

Post » Mon Jul 04, 2011 9:25 am

Holy [censored].... you really thought this out didn't you still going....
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Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Mon Jul 04, 2011 9:12 am

The problem with this is that the Fallout series is based around 1950's America. Taking out of America would destroy the theme the game is based around.

While the game sounds interesting it wouldn't be a fallout game it would be some generic post apocalyptic wasteland game X


I feel differently about that, but your comment is one that I expected. I believe that this is open to interpretation, but if you go "Wastelands: London, from the Fallout Universe," it becomes a loose attachment.

Because I haven't stated it yet, the feel of Wastelands: London is different than it is for Fallout. Where Fallout is caught in 1950's America, Wastelands: London is more focused on a period, namely 1960's-1980's England... and all that implies. One major level of influence, a matter of Pride for Great Britain, are the Beetles and their psychedelic 1960's artwork of flowing colors. Sergent Pepper and Yellow Submarine are a pair of songs you'd hear on the radio. Likewise you'd find people dressed with the 80's big hair and denim jackets with the British flag on their backs. The feel of this game is Fallout, only of a different style.

Honestly... the name "Bethesda" attached to the game and knowledge that it's an apocalyptic game is all one needs to think "Fallout" in my mind.
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CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Sun Jul 03, 2011 11:49 pm

Mutated Plant Life: Try and not to think about tentacles...

Bearded fruit: Nature adapts, and radiation causing a level of mutation has allowed these fruits to grow insulating hairs on their exteriors, allowing them to grow in more frigid environments… with a minimal of radiation to them. Some of them even glow! Find versions of apples, oranges, graqes and pears growing on trees.

Carnivorous Plants: Found mainly in the bogs, these plants and plant-like creatures thrive on eating animals. Good news: They're stationary, bad news: they got strong ranged abilities to draw you in.

The Doom Tree: Created by the female Druid gone bad Morgana… she’s become a carnivorous tree with a grand field of control one must fight through just to get to her.

Elementals: Not like fire, water, air sorts of creatures. These are humans who’d merged with too much swamp life. Think Swamp Thing. Male and female types.

Dryad: A type of elemental, only always female… and practically naked! They are powerful magic users.
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CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Mon Jul 04, 2011 4:53 am

I feel differently about that, but your comment is one that I expected. I believe that this is open to interpretation, but if you go "Wastelands: London, from the Fallout Universe," it becomes a loose attachment.

Because I haven't stated it yet, the feel of Wastelands: London is different than it is for Fallout. Where Fallout is caught in 1950's America, Wastelands: London is more focused on a period, namely 1960's-1980's England... and all that implies. One major level of influence, a matter of Pride for Great Britain, are the Beetles and their psychedelic 1960's artwork of flowing colors. Sergent Pepper and Yellow Submarine are a pair of songs you'd hear on the radio. Likewise you'd find people dressed with the 80's big hair and denim jackets with the British flag on their backs. The feel of this game is Fallout, only of a different style.

Honestly... the name "Bethesda" attached to the game and knowledge that it's an apocalyptic game is all one needs to think "Fallout" in my mind.


well the thing is the ENTIRE REST OF THE WORLD was ALSO in a way that the 50's era American's thought they were. You cant really have a 60's or 80's London becuase everything and everyone was how 50's America viewed them.
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Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Mon Jul 04, 2011 3:32 am

Prominent Locations:


The 13 Bunkers: Though numerous fallout shelters do exist in England, they aren’t exactly long term… The 13 bunkers are located around England, most in London. Though a few bunkers have fallen, and are infested with mutated creatures or mad robots, a couple having collapsed entirely, others are still existing and working quite well! Some of these bunkers require the hand of a hero in their system to stop catastrophic collapse of their systems both in VR and outside in the tunnels. Some aren’t even aware that they are in VR… so be careful!

Larchmont Arcology: Site of one of the 13 bunkers, a hole in the center of a vibrant park kept alive by robots that defend and maintain the Arcology, but likewise defend the Bunker. This was an overcrowded bunker, and its systems are failing. Collapse of their reactor like your home bunker would spell disaster for England and another nuclear winter if it blows.

Buckingham Palace: Where the royal family bunker was located. This bunker was small, and is decidedly broken. Dead bodies exist in the chambers and only a ghost in the machine remains of a long dead monarch.

Ministry of Sound/Telecom Tower of London: That’s right… Google that [censored]! They exist. Home of house and club and techno music in the past, the Ministry of sound was the purveyor of new sounds in Great Britain since the sixties. Now they work to preserve “The Sound”. Expect club music and techno coming from its radio waves, run very much like Three-Dog did in FO3 and Mister New Vegas did in FO:NV. And what better way to broadcast their thumping jive than through the Telecom Tower of London. But there’s some problems… Some unknown thing has taken residence in the upper towers, limiting their broadcast strength. Go kill it, and while you’re up there, try to fix that antenna.

Big Ben: the iconic symbol of London. Home of a secret lab run by druids overlooking the city. As a side quest, bring them a long list of stuff to get Big Ben working again. You will hear its iconic bells gong the hour if you do.

Zurich Bank, London: At first this is taken over by Neo Germans. The Templars want you to flush them out. But be warned… the place is a fortress!

The English Underground: in a word, the English Underground is… VAST! As much of a city that exists above ground, more exists below ground, and the deeper you go the more the tunnels remain untouched. Thousand years of construction, hundreds of feet below the surface. A warren of subways and subterranean malls crisscross London and its Borough and stretch into the countryside. Very much like Washington Wastelands underground, only there’s a sewer system below that, and a subterranean underworld beneath that, in which one will find towns of common folk and scroungers just trying to get by, interspaced with monsters and feral ghouls. Deep below everything… is the Pit.

The Pit: Finding The Pit – not to be mistaken with The Pitt from FO3 expansions – is an adventure in and of itself. Discerning its location for the Druids will garner you instant favor with them. The Pit is a secluded village deep inside the earth away from time and the wars above. Homeless of London for years and years have delved its depths to live in peace and harmony. Think of it as London’s Shangri-La. A nuke here, however… would collapse all of London.

Piccadilly Circus: Another iconic site to see in London, now two hundred years in disrepair

London Boroughs: To conserve programming space and minimize lag, the thirty-three London Boroughs are all sectioned off with walls and each acts as a city state... the ones that aren't already piles of rubble or within the London Blast Zone that is. Help the Templars or the Germans take over each surviving borough to control the city... or... play both sides against the middle, or just kick the Templars and the Germans out and take control of it yourself. This may create added loading screens, but it’s preferable to New Vegas style glitchiness. Be mindful that not all the boroughs are intact. As a matter of fact… some of them are in the Blast Zones, so have about as much personality as any urban renewal project. Find an unexploded bomb in one of them.

London Bridge/London Tower: “London Bridges Coming Down” All out warzone between the Templars and the Neo Germans. Deciding who controls this bridge is a game decider for it gives one faction or the other control of the Thames.

The Thames: Snaking the city of London and beyond, The Thames is also home to many vagrants, familiar mutated animals like Mirelurks, Super Mutants and Centaurs, and likewise is home to another tactical point of interest that is seeing battle between the Templar and the Neo Germans called the HMS Man-O-War.

Westminster Abbey: Druid controlled… and home of the London Henge.

Saint Paul’s Cathedral: Infested with Neo Germans. Such a thing is an afront to Templar and Druid alike. Flush them out and let one of the other factions take it over.

Windsor Castle: Templar Stronghold and home of High King Arthur and his court.

Oxford University: Cyberpunk stronghold. Many a project is held here, including projects into nuclear Fusion instead of Fission. Also water purification, but most especially is cybernetic enhancements, hence, why the Cyberpunks control it and not the Germans or the Templars.

HMS Man-O-War: A beached and holed Royal Navy Dreadnaught caught in The Thames. Historically, it was to be used to defend London from invaders, armed with rail guns, its cannons could cause much destruction… if they can get them to work…

The Umbra: Radiation has caused the realm of London to tweak a bit... oddly. The alternate world, available to magic users, this realm is chock full of radioactive entities about. Examples of this experience would be the Soul Reaver and the most recent Wolfinstine game

The Matrix: The computer system still works, it was shielded against the EMP blasts that erupt just prior to a nuclear explosion, and with the right cybernetics and/or equipment one can get into the computer system and hack it from the inside. This is also required when entering certain Bunkers and other installations. Hacking the system from the inside are brief dungeons in which loot are schemata and so on, or to unlock doors in the physical realm or shut off defenses.

The Bogs: Sections of England have gone through a rather radical transformation thanks to certain degrees of volcanic and radioactive activity. The bogs are even remotely warm enough not to require insulation. Mutated insects and plants abound here though, such as giant flies and mosquitoes. There are four major bogs and several smaller ones.

Glasgow: NIR controlled. Just north of the Antoine wall, Glasgow is a focus of Celts, and home to a lesser Henge and a group of Druids.

Edinburgh: Located in the Neutral Zone, Edinburgh is a free city that both the NIR and the Templars are pressuring to join their order so that borders could be redrawn in favor of the opposing group. The Templars have far more to gain from such an agreement than the NIR do. Also home to a Henge and still more druids, this is perhaps the only “Free City” in Wastelands: London.

Belfast: NIR capitol. Heavily fortified.

Liverpool/Manchester: Templar controlled, and is a place of defense against Dublin.

Dublin: Due to its proximity to Templar lands, the forces of Dublin constantly eye the forces in Liverpool. Home of a Henge

New Castle: Templar base that operates like Glasgow does, the first faction controlled city south of the Hadrian Wall. Home of a Henge

Bristol: This city is in ruins and is a source of a lot of radiation. Good news is that the radiation keeps the cold away, bad news is that it does so with radiation. Technically a free town, but predominately because it’s so contaminated. This is a super-mutant and Ghoul refuge. Don’t bother venturing here unless you can take the radiation somehow. Home of a Henge

Stonehenge: Home of the Druids. Access to the Henge and its teleportation sites to get to certain normally inaccessible locales require good favor with the druids… or slaughtering them all and taking control of the Henge itself with a bunch of your friends.

Hadrian’s Wall (rebuilt): If there’s one thing that the isles are prevalent in… it’s rocks. A form of rock wall that is guarded by the Templar spans across the southern portion of England across the first of two narrow necks.

Antoine Wall (rebuilt): Controlled by the NIR, this smaller wall spans across the southern narrow neck of the northern half of the main island.

The Neutral Zone (starting area): Sounding like something from Star Trek, both the NIR and the Templars have designated an area between their domains where neither of them are to control… a buffer zone really. A state of lawlessness exists here, but there are a few societies that enjoy not having to bend knee to either flag. Edinburgh is just such a community that has walled itself like a medieval castle. This is the area that the hero/heroine first starts off in.

The Blast Zones: Three principal blast zones exist in Wastelands: London.
* London Blast Zone: One is in London itself, which has decimated several of the Burroughs.
* Crater Island Blast Zone: The next is between the two British isles, allowing connectivity between Ireland/Wales and Great Britain, the blast radius creating a crater in the water close to the Isle of Man.
* Ireland Blast Zone: The final Blast Zone is located on the western side of Ireland.

Lakenheath USAF Airbase/Vault M1: USA Airbase, source of Super Mutants and an altered/original FEV in England… part of their super soldier program… and also source of a lot of tech! There was a single Rob Co Vault here (Vault M-1, the Military series of Vaults built on US military installations the world over.

RAF Fairford/Bunker 3: Largest bomber airfield in all of Europe. Site of Bunker 3, raided for its military equipment. Nothing in its halls save for a few loose items, some hidden weapons and a few feral Ghouls

Wandsworth Prison: Neo German fortification. It’s warrens go deep. Kill the Colonel and his SS to win more control of the city for the Templars

Project Olympus: Project Olympus was the Empire’s attempt to protect its home city and to an extent the rest of their nation. Project Olympus, if it could be activated, could be considered just as important as Washington’s attempt to create clean drinkable water. Olympus would be a shield production system that could absorb massive amounts of radiation, clean the land as it were, but it could also be a studiously powerful weapon that could fire as far as its eye could see. With a satellite relay, it could act just like Helios One in New Vegas. It was nearly completed, and there are six sites that needed to be activated, all of which were done underground. But to do so would require one to bypass that numerous automated defenses of Olympus, robots the likes of which even Rob Co would’ve been envious of.
* Site 1: Central tower and the particle collider: As luck would have it, the Ministry of Sound and the Communication tower were the principal core of the site. Tip of the iceberg comes to mind. Entering the MOS/Tower will discover a door that cannot be unlocked without a key, but no one has that key. That key is only obtained later in the adventure and is found deep underground. Particle Collider energy was in fact originally thought up in Europe. Seeing the danger of nuclear energy, and the suffrage of the Chernobyl incident, cleaner sources of energy – and more powerful weaponry – needed to be found. Particle Collision could provide massive amounts of power! Enough to get Project Olympus underway. But then the Great War happened before it could be enacted. But the systems of Olympus are disjointed and quite mad. The only way to fix them is link them all together to the central computer, and then take control of the central computer. Trust me when I say you’ll want to preserve as much of the tower’s defenses as you can, for when you finally raise the tower, Neo Germans assail it and it becomes site of another warzone. Whoever controls the tower controls England, so do you give it to the High King and the Templars? The Neo Germans? NIR? The Druids? Or keep it all to yourself and rule on high?
* Site 2-6: five fanes that arch along the streets of London – and through a couple buildings – are in their pre-deployment construction phase. The hero must visit all five of these fanes and get them active with power, which will take a bit of rerouting and energizing once the new-reactor (particle collider reactor) underneath the Ministry of Sound is brought on line.

The Penumbra: There is a club that the hero walks into where there are loads and loads of people just lying around with their heads jacked into wires on the wall. Removing a wire makes them irate at the very least, while some will attack outright. The Penumbra is a place where there is a large world for people to live in, where they have no want or needs, though with no one to take care of them they wither away quickly and die if not for the care of a robot that refills medical equipment like food bags and what not. Flies buzz about because people can’t stand the smell. Their matron, a ghost in the shell, wants you to relocate her and her children to a Bunker where she can move all their minds from their bodies into the mainframe. It just so happens that she knows of one and would like you to help her.

Sellafield: Former site of England’s nuclear processing plant. Located in the Neutral Zone, this landscape is dominated by a series of three massive cooling towers. Restoring power from this power plant would bring electricity to the Neutral Zone… but you gotta clear it of vagrants and baddies first.
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Stephanie Nieves
 
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Joined: Mon Apr 02, 2007 10:52 pm

Post » Mon Jul 04, 2011 5:42 am

Proposed Voice Actors: The good news about England, is the acting and voice acting talent that comes associated with it. Now I tried to keep this list so that its members were only English/Irish/Welsh/German Nationals, but I may’ve strayed every now and again toward awesomeness.


* Warwick Davis (Willow, Leprechaun) – Master Blaster
* Patrick Stewart (Jean Luke Piccard, Star Trek; Bullock, American Dad) – Victor
* Ozzy Osborne (Legendary Heavy Metal Lead Singer, Black Sabbath and the MFing Prince of Darkness) – Ozzy
* Maggie Smith (Professor McGonagal and many, many others) – Female Druid, Female NIR
* John Cleese (Monty Python’s Flying Circus) – Percy
* Stephen Merchant (Portal 2’s Wheatly) – 2nd choice for Percy
* Alan Rickman (Professor Snape, Harry Potter) – Blake, Neo German
* Eric Idle (Monty Python’s Flying Circus)
* Michael Palin (Monty Python’s Flying Circus)
* Eddie Izzard (Prominent English Comedian & "Enterprising Transvestite")
* Rowan Atkinson (Mister Bean)
* Ricky Gervais (The Invention of Lying, the original "The Office")
* Simon Pegg (Shaun of the Dead)
* Daniel Craig (James Bond) – King Arthur
* Sean Connery (James Bond) – King Leer
* Max von Sydow (Jesus Christ, Emperor Ming) – Merlin, General Richter
* Jason Statham (Snatch, Transporter)
* Vin Diesel (Iron Giant, Saving Private Ryan, Fast and the Furious)
* Samuel L. Jackson (Cause he’s in everything)
* Michael Bell (Raziel, Legacy of Kain; Handy Smurf) – Male Germans, Male NIR, Male Druids
* Simon Templeman (Kain, Legacy of Kain) – Male German Colonels
* Gary Oldman (Carnegie, Book of Eli; Gordon, Batman Returns; Sirius Black, Harry Potter, Jean-Baptist Emanuel Zorg, 5th element)
* Christopher Lee (Dracula, Count Dooku, Saruman) – Germans, NIR
* David Thewlis (Remis Lupin, Harry Potter
* Hugh Jackman (Wolverine, X-Men, Kate and Leopold)
* Jason Isaacs (Lucious Malfoy, Harry Potter; Col. William Tavington, The Patriot; smartest man on earth, Armageddon)
* Sean Bean (Lord of the Rings, Golden Eye, Equilibrium, Game of Thrones)
* Pierce Brosnan (James Bond) (I’d like to use Pierce, but we did use him in Fallout 3)
* Viggo Mortensen (Hidalgo, Lord of the rings trilogy, G.I. Jane)
* Christian Bale (Batman, The Prestige, Reign of Fire)
* LeVar Burton (Jordi LaForge, Reading Rainbow… did you know this dude was German?!)
* Girard Butler (King Leonidas, Stoic the Vast)
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Hayley Bristow
 
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Joined: Tue Oct 31, 2006 12:24 am

Post » Mon Jul 04, 2011 10:31 am

New Skills:


Piloting: accounts for both taming mounted riding and piloting certain vehicles. The highest skill requirements are needed to pilot/ride the special and named mounts and vehicles

Magic: The art of “Channeling” energy has become remarkably useful as of late, especially with so much energy readily available. Magic is powered by radioactivity, and as such there is often a greenish glow to things. Used for healing and destruction, it improves not only the player’s arsenal, but also your enemies as well. The Magic skill has two traits to it… skill requirements to use spells, and one’s ability to avoid getting radioactive fallout from spell usage. Ghouls with magic are truly awesome beings to behold, being that they don’t have to worry about radiation... as much. Hell… it actually heals them! But make sure not to go too far…

There are several schools of Magic:
* Chaos: Mostly damage inducing schools, various spell-like abilities, all of which are radioactively involved. Example: Meltdown – Creates an AOE explosion that damages everything around you. Upgraded version heals companions and causes knockback.
* Life: Mostly healing effects. Repair damaged limbs (doesn’t affect cyber limbs) and likewise reduces the effect of cold/radiation/heat, etc damage. Example: Rad Absorption – Heals self by absorbing rads taken in by the body, reduces rad meter while healing one’s self.
* Protection: Protective measures, such as raising Damage Thresholds to the various elements that can hurt you. Example: Bubble – creates a glowing sphere around you that has various upgrades obtained through usage. Lightning field attacks people dumb enough to get near, warmth warms you while it’s active, rad absorption protects you as you wander around radioactive areas.
* Enchantment: Is largely a field of enchanting other things… like necklaces and rings, but also creating stat/skill improving tattoos. Example: Alchemy, make certain potions… watch out, they’re chock full of radiation!
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Tyrone Haywood
 
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Joined: Sun Apr 29, 2007 7:10 am

Post » Mon Jul 04, 2011 4:54 am

Changes to existing skills:


Unarmed and Melee: The pair are similar skills, and often in real life are taught by the same masters and are often considered to be the same skill, so as such with a new skill added, a new skill will be eliminated and the pair of these are now combined into one skill.

Survival: Survival has more to do in this came than just cooking recipes. It also has to do with shelter and fire making, so making camps. Shelters and camps are always temporary, and last only so long as you are there. Once they are out of sight then they are out of mind and the system will need to be programmed to eliminate it and its effects on the world. Only one camp at a time can be made, and these camps, depending upon materials like leather, fur, and fuel for burning things, can range from a tiny little fire for warmth to help reduce your exposure during storms, to igloo-like snow shelters, teepees and wigwams. The later of these take up weight limits, so it’s best to either have a vehicle or a backpack to store them in. Survival also is a raising degree of cold resistance in and of itself, so it pays to have a 100 skill in this.

Science: Science dictates a skill use requirement for certain equipment, but likewise dictates to how great a depth one can hack a system. This doesn’t mean a skill requirement TO hack a system, but rather an ability to dig deep enough to make it easier. There are several layers of code resting on top of each other in this game concept. Outward facing is the Operating System. Hacking at that level is often complex and requires mini games. Beneath that is programming code (similar in design to Fallout’s original hacking system) and beneath that is machine code. Getting to Machine code makes hacking simple. Having a 100 in science almost always allows one to get to the machine code, and having the associated perk in hacking always allows one to reach this level. Virtual Reality is also controlled by science, for it allows a character to hack the system during times that they are inside England’s still largely active computer network.

Medicine: High levels of medicine are required for installing your own cyberware, let alone removing it from people with the right tools. The skill still grants the ability to help others as well as a bonus to HP when using food/stim-packs

Repair:repair does more than maintaining weapons and equipment, it also is used for upgrading certain aspects of the game. Hovels and houses the character gets can be “Repaired” and upgraded, as do certain robotic companions. Damaged cyber ware can be repaired and used, and even upgraded with high enough of a skill, and derelict vehicles are most of all requiring of the repair skill to get them running again. At a ten repair, the least a person can get running is a motorcycle.
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FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Mon Jul 04, 2011 1:02 am

New Equipment:


Other equipment slots: As discussed above, there are several new slots for equipment:
* Helmet: Always protective, like hats and helmets and can range from scarves to hats to metal and polymer protective wear
* Face: Glasses, goggles, face masks and re-breather equipment. Goggles can give perception bonuses and even additional vision modes.
* Neck: Something around the neck isn’t always a good thing to have. This can include talismans, but piss the wrong person off, and you can wind up as a slave with a collar around your neck. But aside from that, there are certain enchanted equipment you can wear around your neck, as well as certain gadgets that give bonuses to your skills and attributes
* Shoulders: Mostly armor, and is an item that isn’t gotten till later, shoulder slots can be light shoulder guards to weaponry. Have a plasma cannon there? Feel like a predator yet? This can also be electromagnetic shield arrays, heaters, and so on
* Body: the outward layer of armor. This can be coats, or even heavy metal armor. Watch out… metal armor without the insulation enhancement will take away from one’s insulation score.
* Hands: Gloves are a necessity! But when unarmed, whatever you have for gloves will sometimes effect your melee. Though mittins give excellent Insulation, they aren’t really good at unarmed combat with people, primarily because they’re so soft and cuddly warm.
* Waist: Belts are more than just keeping your pants up. These can include pouches to hold more stuff, hold toolkits, have gadgets like invisibility matricies (stealth boy) and so on.
* Legs: like the body, leg armor has similar effects
* Feet: Boots are also a must. Walking out into the snow with no foot cover is a really bad idea. You get exposure with every step.
* Back: back armor or back packs. Also, certain weapons will require ammo packs.
* Under Layer: Oh… to have a clear and concise pair of long johns!
* Outer Layer: This can be a long range of things, from a coat you wear over your armor, to actual armor like a bullet proof vest. Once again, the example of leather covered by chainmail covered by plate mail.
* Left Ring: Enchanted rings give stat/skill enhancements.
* Right Ring: Ditto of Right ring.
* Right hand: A person in the game is most often Right handed, though making them left handed is also a possibility, and also ambidextrous to allow switching hands another enhancement yet. The bumpers for L1 and R1 or left click and right click control which weapon in which hand a person uses. Dual wielding can have two pistols or two melee weapons at once, or when using unarmed one hand is controlled by left and the other by right.
* Left hand: Same as Right hand.
* Wrist: this is used to access the hero’s Private Terminal Interface, or PTI, in regards to upgrading and modifying it.
* Emblem: Do you favor a particular faction? Wear their emblem! Friends of them will treat you well, enemies of them will shoot you on site!
* Tattoo: Etch your body with a stat enhancing tattoo, or just something that makes you look cool. Celtic swirls, or tribal tattoos. Some of them can even glow in the dark… but don’t get those if you’re trying to be stealthy… they can hurt your Sneak skill

Tool kits: there are to be kits for nearly every skill. Similar to the magazines in Vegas, Kits are one pump wonders that enhance skill automatically so long as they’re in your inventory. Also, be wary… certain tasks require a tool kit to be in place just to do the task at all even if you have a 100 skill! Some examples are below.
* Surgical Kit: Enhances medicine, required to loot cyberware along with the necessary medicine skill. Looting, equipping, unequipping, upgrading cyberware doesn’t use the kit, but repairing injured limbs and accomplishing certain medical skills do.
* Mechanics Kit: improves repair skill, required to repair vehicles
* Anti-Radiation Kit: No skill required, but is used like rad away.
* Exposure Kit: Enhances resistance to exposure by a small amount having it in one’s inventory. Used to reduce exposure automatically when one starts taking damage from exposure, or is also used when one wishes to reduce exposure levels.
* Survival Kit: Used to enhance survival skill. A survival kit is used whenever a camp is made.
* Armor Repair Kit: Weapon repair kits were cool, but they didn't fix armor. Poo. We need armor repair kits.

Cyberware: Cyberware, introduced in New Vegas, will have various game enhancing modifications. Adding cyberware, however, limits usage of magic the more one uses it, and outright replacing limbs and body parts in favor of cyberware will place caps on magic usage and even modify SPECIAL attributes. Yes… with enough modifications, it is possible to transform into a cyborg. (We are the Borg… you too will be assimilated.)

Backpacks: Come in satchel, small, medium and large, and if equipped in the back slot or the belt slot for the smaller ones, can increase the weight allowance by 5, 10, 25 and 50 pounds!

Ammo Packs: For those belt fed weapons or energy weapons that just need to have that much ammo. For gun rounds, it negates the weight carry requirement of those rounds… only one type of round per pack. For energy weapons, it adds a recharge rate for a specific type of energy round.

Light Torso Harness: If worn in an external slot, this allows for +5 weight carrying capacity, negates weight caused by pistol rounds of energy and gun type rounds, and increases reload speed and chance to reclaim spent rounds.

Heavy torso Harness: the sorts that the men in Brown used to wear (British soldiers wore brown… right?). Same thing as the Light torso harness, but weight capacity is increased to +10 pounds, negates pistol and rifle rounds. Reload speed increase and reclaim spent rounds unmodified.
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Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Mon Jul 04, 2011 10:27 am

New Weapons: boom boom bang boom budda budda bang boom badda bing!


Holy Hand Grenade: Various mods add this weapon, it would be silly not to add this little toy when doing Wastelands:England. Monty Python is an integral and historical portion of England, and a hand held nuke that you can throw and make things go boom! It would be silly NOT to have it. “One… Two… Five!” “Three Sir.” “That’s right! Three!” *Fling* *BOOM!*

RPG: no… it doesn’t mean Role Playing Game. This is a rocket propelled grenade, and it comes in two varieties. Variety one has its own launcher, variety two requires an assault weapon of some sort and is muzzle launched and fired.

Multi-Rocket: Fires 2, 3, 4 and 5 rockets at a time. These take time to reload. Usually a one pump wonder and then switch to something else if they don’t go down.

Fusion Pack: The Mine of all Mines. Plant one and run the heck away! Anyone who steps on this thing get caught in a nuclear explosion. Beware of a plume of radiation that goes off when this weapon goes.

Machine Pistol – Fully automatic hand gun, this is either a mod or a gun found that way.

Avenger Gatling gun: Ok… picture this… the main gun of an A-10. Ok… so it’s scaled down a bit, but you got a huge ammo tank on your back, a heavy unit on your side, and seven spinning barrels firing DPU rounds at the enemy in front of you! The named one is salvaged from an A-101 (advanced version of an A-10) at the USAF base. Suffice it to say, you either need a lot of mods to carry this thing, or you have to have super mutant strength. Speaking of which, there will be some super mutants that will mow you down with these things.

Gatling Machine gun: This is a hand held Gatling gun with four spinning barrels. A medium weapon for those too weak to carry the heavier variants.

TMP: High velocity SMG. Burns through 30 rounds almost the moment you press the trigger! Expandable to a hundred rounds.

Rail Gun: Man portable! Heavy son-of-a-[censored], but there’s nothing that can quite beat the impact of an a special aluminum round – save those tin cans and get the Junk Round perk! – traveling at mach seven impacting a target at a mile away. Boom! Body shot. It’s ok… the body’ll probably explode anyways. This weapon uses both Microfusion rounds and special AU (Aluminum) rounds. With this weapon, it’s best to have it hooked up to a Microfusion pack to supply its energy.

Gauss Machine Gun: By creating a constant field of energy, shells can erupt from the end of this weapon in a thoom-thoom-thoom manner, similar in speed and power to the Machine Grenade Launcher, only this classifies as an Energy Weapon.

Gauss Gatling Cannon: Chain gun version of a Gauss Cannon… pulling it from Fallout Tactics... and Project Nevada

Particle Beam: an enhanced Laser weapon, Particle beams Chew through Electro-Magnetic Shielding as if it wasn’t there. Additionally, This generates a long single stream of constant energy that burns through its ammo capacity unless it’s attached to a power source like a battery pack. It pulls energy so quickly that even the recharge rate of a battery pack cannot compensate, and the weapon is prone to overheating. The Particle Beam is rifle sized.

Particle Beam Cannon: A larger version of the particle beam. This has a backpack addition to it.

Proton Cannon: shoulder mounted two-handed weapon, creates a slow moving pulse of energy that goes boom REAL BIG when it blows. Causes ECM interference like a pulse grenade or mine as well as damaging heat and electricity charges in its center.

The Judge: “All rise… here comes the Judge!” Shotgun firing heavy pistol with seven rounds. Reloads with speed loaders.

Auto Sniper: Very fast sniper rifle.

Recoilless rifle: A long range sniper rifle with an intense amount of recoil compensation. Limits the “Scope wobble” greatly, and the need to repaint the target is minimal after firing. ROF is decently fast as well.

AA-14: Full auto Assault Shtogun. Upgrades are extended clip, single and dual drum and belt fed.

Belt-Fed Shot gun: shotgun rounds on a belt? Madness! Named version is called “Rolling Thunder” Heavier weapon and faster ROF than the AA-14

TK-Pistol: Click-K’lick hand gun, derives energy out of background radiation, slow recharge outside of a radioactive field, fast recharge inside one. Channeling energy if you are a magic user is another way of charging the weapon quickly… effectively giving it limitless ammo.

TK-Machine gun: Same as the TK-Pistol, only more ammo and faster firing of lighter damaging weaponry

TK-Cannon: One shot slow charge, or medium inside a radioactive field.

Mana (radioactive) Grenade: causes radioactive damage, practically ineffectual against those that absorb radioactivity. Extra damage to magic users.

Wand: Like a pistol but for magic users. Named variant is “The Death Stick.” HP anyone?

Baton: Like a shotgun but for magic users. Named Variant is the “Boom Stick”

Staff: Like a rifle but for magic users. Named version is “Branch of the World Tree”

Deployable turrets: Several kinds from a junk box to high tech turrets are kits that can be carried, deployed and reclaimed so long as they aren’t destroyed. Act as an additional companion… some can even move around a little.

Sonic Rifle: An energy weapon that shoots bolts of compressed air. High damage… short range.

Sonic Machinegun: Same as the rifle but higher ROF

Sonic Pistol: Same as rifle and machinegun, only smaller and hand held.

The Needler: Also known as a TMP… with some modifications. Fires faster with more rounds than a TMP.

Microwave Cannon: Ever see a hot dog cooked too long in a microwave? Wanna see that happen to a Super Mutant… you sadistic [censored]?

Alien Rifle: Remember the hand gun with the finite number of ammo? Well this is the rifle! With faster ROF.

Alien Cannon: Same thing as the rifle, only it’s a cannon! Consumes several rounds at once, but damn it… I wanna see that thing evaporate!

Tesla Coil: Not the cannon, no. This creates a chain of lightning that finds the nearest target in front of the weapon and electrifies it. Problem is… it doesn’t really discern between friend and foe. Upgraded version does a chain lightning effect, and once again this can chain to companions. A good solo weapon, or a weapon to plan to use where your long range companions are stationed further away in “wait” mode, where they can attack at range while you go mo down the A-holes.

Assault Cannon: A two-handed weapon, this is a man portable version of a tank cannon. Try and not to use it at close range…

Bows: That’s right… a bow. This can be a short bow, regular bow, long bow, Compound bow, LT cross bow, MD crossbow, HV crossbow or repeating crossbow. They have their own ammo that can be produced that range from junk rounds – wood – to high tech rounds – aluminum – with various heads such as Normal, Armor Piercing, and High Explosive. Definitely an inexpensive weapon, and it’s already silenced so it’s a wonderful stealth weapon. Bows can be equipped with scopes

Garrote: This can be made from surgical tubing, fishing line or wire from scrap electronics. Silently take out an enemy.

Mono-filament wire: a high tech weapon, if you’re good enough to sneak up and get this around someone’s neck, you will kill them instantly via decapitation. The trick is getting up to the person… The humming sound of this weapon imposes a penalty to Sneak of -5.

Vibro Weapons: Similar to the rippers, these knives, swords and axes vibrate at a remarkable speed. Not even armor is safe from you.

Survival Knife: The well known survival knife by Bowie Knives.

Sock Gloves: Adds electrical damage and increases fatigue against an enemy. Uses energy cells.

Shock Rod: English police are well known for being non-lethal. The Shock Rod is a police baton that uses energy cells to do additional electrical damage and cause fatigue.

Monofilament Sword: So sharp you cut yourself just by looking at it!

Shock Sword: A weapon that has an extending wire that energizes from tip to handle. Uses Energy cells with each hit. It collapses when ammo is out. Causes electrical damage along with the damage of a monofilament wire.

Sawed off Rifle: in the blustering winds and the gusting snow, visibility is often hampered, in which case trying to take a sniper shot at people and mutants is sometimes impossible without the right imaging scope. But sawing off the Stock and some of the barrel allows one to have that rifle shot strength and penetration in close up environments.

Bullpup assault Rifle/SMG: Bullpup designs increase stealth because they’re smaller. Bullpup weapons cannot be sawed-off or stock-off, and can only take a scope and barrel modification.
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Eric Hayes
 
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Joined: Mon Oct 29, 2007 1:57 am

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