Official DLC Suggestion/Idea Thread #1

Post » Sat Aug 21, 2010 2:42 am

Denver. A million times Denver. Normally, Denver wouldn't be a very exciting game setting, but because it was supposed to be VB I want to explore a city that I live an hour away from after the apocalypse. And I'd like to see what has happened to the Hub and LA since Fallout 1, unless a good description is given in the game already.
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Crystal Birch
 
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Post » Fri Aug 20, 2010 11:01 am

If you want to visit those places you could always play Fallout 1 and 2.
Don't see the point of rehashing locations we've seen already.



Sigh...we've already gone over why that won't work. Even if I did make myself get through the first two games, which might just happen if I can find a savegame editor, there's just nothing to see. I have to take my character's word on the condition of that mattress rather than, say, looking at it.


Besides, Mazda Raceway wasn't in the first two games.
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Marguerite Dabrin
 
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Post » Fri Aug 20, 2010 12:12 pm

I'm not sure how much of a lengthy DLC it would make, so maybe this could be a quest IN a DLC, but here's the beginnings an idea:

You discover an unopened vault that has remained sealed for 200 years (like vault 101 supposedly). The vault was a control vault, but instead of opening when it should have after, say 10-20 years, the mechanism to open the door didn't work, so the inhabitants have remained sealed away in the vault. Either after a brief period of panic when the door wouldn't open, they got used to it; or in the alternative, they didn't know when it was supposed to open. Either way, they've been in there for 200 odd years and you stumble across it and open the door. The people inside, shocked that the door is now open, now have to be persuaded to come out of the vault.

At this point, you could go any direction you want with it. You could help them set themselves up in a similar way to the "good" ending for the Trouble on the Home front quest in FO3, or find them a town that would accept them (of course, this would depend on how many people were inside), or perhaps even help them find a suitable place to start a new surface settlement (perhaps like Arroyo). And there would have to be suitably evil ways to "help" them as well (sell the lot of them as slaves to Caesar's Legion or something).

Anyhow, that's my idea.
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carley moss
 
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Post » Sat Aug 21, 2010 1:38 am

I'm not sure how much of a lengthy DLC it would make, so maybe this could be a quest IN a DLC, but here's the beginnings an idea:

You discover an unopened vault that has remained sealed for 200 years (like vault 101 supposedly). The vault was a control vault, but instead of opening when it should have after, say 10-20 years, the mechanism to open the door didn't work, so the inhabitants have remained sealed away in the vault. Either after a brief period of panic when the door wouldn't open, they got used to it; or in the alternative, they didn't know when it was supposed to open. Either way, they've been in there for 200 odd years and you stumble across it and open the door. The people inside, shocked that the door is now open, now have to be persuaded to come out of the vault.

At this point, you could go any direction you want with it. You could help them set themselves up in a similar way to the "good" ending for the Trouble on the Home front quest in FO3, or find them a town that would accept them (of course, this would depend on how many people were inside), or perhaps even help them find a suitable place to start a new surface settlement (perhaps like Arroyo). And there would have to be suitably evil ways to "help" them as well (sell the lot of them as slaves to Caesar's Legion or something).

Anyhow, that's my idea.

That sounds like a extremely short and boring DLC, sounds more like a individual quest inside of a DLC.
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Melly Angelic
 
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Post » Fri Aug 20, 2010 9:35 pm

Sigh...we've already gone over why that won't work. Even if I did make myself get through the first two games, which might just happen if I can find a savegame editor, there's just nothing to see. I have to take my character's word on the condition of that mattress rather than, say, looking at it.

Ahyeah.

Didn't you find a character editor in NMA files section?
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Frank Firefly
 
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Post » Fri Aug 20, 2010 12:00 pm

That sounds like a extremely short and boring DLC, sounds more like a individual quest inside of a DLC.


I know. I think it's a great idea for a quest (of course I do, or I wouldn't suggest it :D), but I admit I have trouble playing it out to a full-length DLC. Unless you have to persuade every single person out of a full 1000 people to leave, muahahaha. *Ahem* I don't know, perhaps if they implemented a vault in-game to the scale that it should be. You see this sort of thing in games all time (Oblivion being a perfect example). Oblivion gives you Imperial City which is supposed to be highly-populated, but in-game it's pretty sparse. The real reason is that designers don't want to put in 100's of NPCs that don't really do anything (since that costs time and money), so the NPC's that are in the game are given the rationale (even if it isn't voiced by anyone as official) of being representative of the whole population.

The picture in my mind that I had for the idea would have been a huge vault - much larger than Vault 101, for instance, so you'd have a lot of interaction to deal with.
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RAww DInsaww
 
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Post » Fri Aug 20, 2010 5:15 pm

The Coliseum
A postapocalyptic arena/zoo with freakishly mutated animals, cage fights (animal vs. animal, human vs. animal etc.), safaris and big game hunting. Moral choice between enjoying/taking part in the carnage or freeing gladiator slaves/animals. Ceasar's Legion could tie into this.
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NeverStopThe
 
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Post » Fri Aug 20, 2010 3:57 pm

Loved the mothership zeta DLC, so anything similar to that would make me happy! just wish the ship was repaired afterwards when you go back!
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Robert Jr
 
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Post » Sat Aug 21, 2010 4:25 am

A DLC where you take a boat to Hawaii.
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Francesca
 
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Post » Fri Aug 20, 2010 4:38 pm

Okay, new suggestion.
I would like it if they added a new feature in character creation called "Disadvantages".
What this feature do is that we can pick what we want to nerf ourselves with.
Like for example, maybe I want to have -50 health when I start the game, (100 basic, 1END =20hp, 120Hp - 50 hp = 70hp)
Or maybe I want to roleplay as a character who has a bad leg so I want a permanent cripple effect on my leg which cannot be fixed.
With this feature it would be possible.
Maybe be blind on one eye so that accurcy is decreased by 10%.

All of this has different ranks of course, you can pick -10hp, -15hp etc up to -110hp.

Now I know, you might ask "What's the point of this?"
Well, this allows us to custom create the difficulty we want.
There are no bonuses here.
So you won't get an upper edge.
Only bad things.

So it's a feature meant for us hardcoe players who want to up the challenge or for those that want another way to roleplay.
And it's especially meant to console users who can't get mods.

If you don't want to pick a disadvantage you won't have to. But there could be an achievement for completing the game with 5 Disadvantages.
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Andrew Tarango
 
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Post » Fri Aug 20, 2010 5:34 pm

Oh and if Bio-Gas Canisters aren't in Vegas, please add them in a DLC, and please let us be able to get more of them then one and a half dozen.
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[ becca ]
 
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Post » Sat Aug 21, 2010 2:33 am

I'm sure it was mentioned already, but I didn't feel like sifting through the posts.

I would like to go to Area-51 for a DLC or go to the Commonwealth.
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Sian Ennis
 
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Post » Fri Aug 20, 2010 1:54 pm

I'd like a DLC where you can go to the Grand Canyon.
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Talitha Kukk
 
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Post » Sat Aug 21, 2010 12:54 am

okay so I want to see a Tranquility Lane type of thing but longer, a simulation that you get trapped in and have to escape, just, you know, longer
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Stat Wrecker
 
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Post » Sat Aug 21, 2010 5:53 am

1) New chat with existing NPCs
2) New quests in the existing world
3) Expand the border of existing world rather than stick a whole DLC behind a door
4) Slip a few better textures/models in with the DLC to replace existing one. A visual update is always great.

I want a DLC that gives the existing NPCs a few other things to say and gives me some quests related to them. The DLCs aren't going to be out until after I've finished most of the game so it'd be very rewarding to have life brought back into the world. Since I go back to the major cities and locations in the game over and over and talk to the people there, I'd like to see them say something different for once.

A DLC that points me to a door and everything in that DLC happens beyond that door leaves the rest of the world feeling dead.

I want a DLC which fit in with the world I've been playing in and suspends disbelief just as much so I feel like the main game is still happening.

Fallout 3 had a few DLCs that went off track. The Alien thing went too far so I didn't buy that one, but I did buy Point Lookout and it didn't feel like Fallout, especially the hillbillies that can take 10 shots to the face with a rifle. Hard to suspend disbelief with that. The Pitt was great and Operation Anchorage fit in decently but after I was done them I felt hesitant to continue searching for stuff in the game because I knew nothing more was added.
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Dark Mogul
 
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Post » Sat Aug 21, 2010 12:10 am

/snip

The problem is that if they want to have a DLC in a place in the real world which is too far off the map then it can't be added by simply opening up the map a little bit.
It actually needs a DLC door.

But it would still be nice to see new ending sliders for the new DLC once we complete the main quest.
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Alyna
 
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Post » Sat Aug 21, 2010 4:02 am

/snip/

I totally agree. My favourite DLC for FO3 was Broken Steel, because it let me keep my high level character, added more quests that were set in the original game-world, and extended the story a bit. Plus, new flamers, enclave armour and a LAZAR CANNON! :D Something like that again'd be good.
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Mandi Norton
 
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Post » Fri Aug 20, 2010 8:09 pm

I totally agree. My favourite DLC for FO3 was Broken Steel, because it let me keep my high level character, added more quests that were set in the original game-world, and extended the story a bit.

All DLC's allowed us to keep out high level characters.
And if the story is really good in New Vegas there is no need to have another Broken Steel.
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Oyuki Manson Lavey
 
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Post » Fri Aug 20, 2010 8:50 pm

All DLC's allowed us to keep out high level characters.
And if the story is really good in New Vegas there is no need to have another Broken Steel.

I mean after the main story.
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Hot
 
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Post » Sat Aug 21, 2010 1:24 am

I mean after the main story.

Ah, got it.
But I like proper ending sliders over continued gameplay. :)
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Céline Rémy
 
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Post » Fri Aug 20, 2010 8:48 pm

Ah, got it.
But I like proper ending sliders over continued gameplay. :)

Well, those are kept. Also, Broken Steel gives you the option to make Charon or Fawkes go in, which I thought was pretty good.
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neil slattery
 
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Post » Fri Aug 20, 2010 7:04 pm

Well, those are kept.

Well, sort of.
Don't want to go too far into this discussion and derail this thread but uhm.
Let's just say that the Fallout 3 ending sliders are not exactly what we're going to see in NV.
It's going to be more like the original games' ending sliders.
Which will make us not continuing past end quest more understandable. :)
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xemmybx
 
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Post » Fri Aug 20, 2010 11:47 pm

i want a DLC that will go into the reasons the vaults were created, you know, WHY they were made, WHY they were made as socal experiments, WHERE they all are, all that stuff.
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sexy zara
 
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Post » Sat Aug 21, 2010 6:17 am

i want a DLC that will go into the reasons the vaults were created, you know, WHY they were made, WHY they were made as socal experiments, WHERE they all are, all that stuff.

Hasn't this been explained in FO2 and FO3 already?
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Cat
 
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Post » Sat Aug 21, 2010 1:34 am

I would like something similar to the anchorage dlc (Which i really liked). Something that takes you back to the resource wars and see the events that lead up to fallout. Maybe a simulation of the US invasion of china before the bombs fell.
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Ashley Clifft
 
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