What Quests Would've Made F3 Better in your opinion?

Post » Fri May 04, 2012 3:00 pm

What quests can you think of that, if added to the game, would have made Fallout 3 better in your opinion?

I have a few:

-GNR's Supply Line:
Assist four Lyons' Brotherhood of Steel Knights in taking all six supermutant strongholds (I think strongholds placed along paths throughout D.C. would've made supermutants less abundant but as much of a threat) that are along the road from the Citidale to GNR to have both locations strong due to support from one another.

-Road to Rivet City:
Assists six Lyons' Brotherhood of Steel Knights in taking all eight supermutants strongholds on the road from the Citidale south to Rivet City. This will spread Brotherhood influence to Rivet City and increase reputation with both of them (if there had been a reputation system).

-The Taking of D.C.: (Only after the first two are complete)
Eliminate the last three supermutant strongholds in the Mall (they are much bigger than the others) to ensure safety for all of the Capital Wasteland.

-Dealing with the Outcasts: (Only after the first three are complete)
One of the supermutant strongholds in the Mall was a military bunker that had a dozen gatling lasers and plasma rifles; now Lyons thinks the Brotherhood has the man power, fire power, and time to take on the Outcasts but wants you to take care of it. Choose to either leave the eight knights (who also worked for you during the other quests) at a distance from the Outcasts' base to negotiate with them or just lead a full on attack. If you negotiate there four possibilities. One is that you persuade them (with a speech skill of 75 and/or reputation with the Outcasts) to rejoin Lyons. Another is that you convince them that Lyons can and will wipe them out unless they are useful and willing to join the Brotherhood (requires speech at 50 and three of four other skills at 75 (repair, energy weapons, big guns, or sneak)). If you teach them sneak and any of the other three options then they become their one squdron in the Brotherhood, sent on stealth missions whenever needed. You can also (with a speech of 50) convince them to become allies with Lyons, but not a part of them. The last option is if you fail every speech check and cause an all out war between the Outcasts and Lyons.

-(option in) Big Trouble in Big Town: (once all of the above quests are complete)
An option to get four Brotherhood of Steel knights to move to Big Town to attack the Germantown Police HQ and then protect Big Town. This spreads the Brotherhood's influence to Big Town and gives them a foothold in the north.

-Evergreen Invasion: (happens a week after Dealing with the Outcasts is complete)
Raiders from Evergreen Mills take over all of Springvale and are planning to invade Megaton. If you are liked or higher by Lyons Brotherhood than you can convince them to send a dozen knights to defeat the raiders and station themselves in Springvale. If this happens then you need a speech check of 65 to convince Lucas Simms that it is for the best, if you fail it then Megaton will grow more and more hostile with the Brotherhood over the coming years.

Now post what you think would've improved F3, this is what I think.
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Kaylee Campbell
 
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Post » Fri May 04, 2012 8:17 am

I like the ones so far, here's a few ideas I had:

EDIT: Added a few more that I came up with

-Executive Orders- Agree to join the Enclave and serve President Eden (the starting quest to the Enclave's storyline and would be initiated when talking with Eden in his office and choosing the option "I can do that for you Mr. President".) Instead of escaping from Raven Rock, you are given quarters and Enclave issued-equipment within the facility.

-By the Dawn's Early Light

Join with Enclave forces in defending the purifier and turning back the Brotherhood and Liberty Prime. Secure the purifier and then follow in with an Enclave counter-offensive.

-A House Divided

End the rift within the Enclave by either elimating Colonel Augustus Autumn or enabling him to see reason through negotiation. Alternatively, side with Colonel Autumn and overthrow President Eden (or convince Eden to follow Autumn's plan). This would follow the Battle at the Purifier.

-Shattered Steel (Alternate Broken Steel Storyline)

Heavy damage to the purifier has prevented its full operation and the deployment of either the FEV or purified water (depending on if you sided with Eden, Autumn, or negotiated between them). It will be sometime before either plan can be used successfully. In the meantime, the Brotherhood of Steel has been forcibly driven from their former base in the Pentagon and they and Brotherhood Outcasts are waging a fierce guerilla war against Enclave camps and positions. Eliminate the cult once and for all and end its threat to the American people.

Main Questline for Shattered Steel:

-On the Homefront- (assuming you negotiated a peace between Eden and Autumn) Meet for a mission debriefing with President Eden, Colonel Autumn, and members of the Enclave high command within Raven Rock and discuss a course of action. Accept your new position into the ranks of the elite Enclave-Special Operations Squad Sigma.

-Domestic Terror- Join with members of Squad Sigma in defending Enclave wasteland outposts under attack from BOS guerrilla fighters.

-Death from Above-The Brotherhood and Outcasts have launched a full assault on the Enclave's satellite facility near Rockland. The base contains highly sensitive Enclave military equipment and targeting dishes for Bradley-Hercules. Join with Vertibird-assault team reinforcements and fly to the under-manned base to prevent its capture.

-Out of the Sky- The Brotherhood have begun using newly modified Tesla Weapons to disable Vertibird engines and cause them to crash. President Eden has ordered all military resources to solve this issue which poses a grave threat to Enclave air domination. Work with Enclave scientists in shielding the Vertibirds and repairing this weak point in their systems.

-Rolling Thunder- With the Vertibird's upgraded, join with a Vertibird squadron in bombing a fortified Brotherhood Outpost. It's payback time, grind it into the dust.

-The Line in the Sand- The Brotherhood is launching an all out, last ditch attempt to win. Their target: Adams Air Force Base and the capture of Bradley-Hercules. Prevent the Brotherhood from reaching the crawler and drive them from Adams.

Sidequests within Shattered Steel (ones related to the Enclave anyway):

-Guns of the Patriots- Aid Enclave scientists in repairing Hercules-Bradely to full operational capacity. Then deploy it against Brotherhood of Steel entrenched positions.

-Flags of Our Fathers- Reclaim designated American historic monuments and documents from the grasp of the wastes. Possible targets include: the Washington monument, the Capital, and the National Archives.

-Remembrance of Loyalty- Repair the heavily damaged Liberty Prime and ensure that it will fight for its rightful masters (Liberty Prime is never fully repaired in-game, this would just be a similar quest to the one Rothchild gives you at the end of Broken Steel).

-Restoration- Negotiate with your former home, Vault 101, and reunite it with the official remnants of the United States Government. Convince either Amata or the Overseer that joining with the Enclave would be the best choice to make for the people of the vault.

-The Enforcer Program-Enclave scientists have begun to work on methods of controlling super-mutants similar to that used on deathclaws. Aid them in acquiring test subjects and ensure the success of the Enforcer Program (leads to Enclave controlled super-mutants being deployed, similar to those in Marts Mutant Mod).

-Genetic Code- Retrieve blood samples of various mutated animals of the wasteland for the Enclave Biological Division.
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Albert Wesker
 
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Post » Fri May 04, 2012 2:18 am

Citadel lost: Part one
You've been detained at an Enclave checkpoint, the officer in charge tells you that colonel Autum wants to speak to over the radio.
You then talk with Autum who at first is angry at you for killing several loyal soldiers, but then shows his interest in you for taking out several soldiers in APA 3, He then tells you that the enclave has the same goals as your father and want to see the CW restored. He tells you that the BOS needs to be removed and asks for your assistance. You can respond:
1. "Go [censored] yourself, you killed my dad!"
2. "Your people shot at me, how am I supposed to trust you?"
3. "(PER 8) So your asking for a 19yr olds help against a bunch of soldiers who are inferior in every way? I'm thinking that makes me your only choice. It also gives me much more leverage." (leads the way to options asking for better rewards)
4. "(Speech 90/LIE) Of course I'll help the victors, but I can't do much naked can I?"
5. "You seem like you can do more then the brotherhood, I'll help you."

If you agree, Autum tells you about the importance of the Pentagon and they need it intact, He then tells you that he needs your help to take without causing damage to it starting by dealing with its outer gate.

You can:
1. Sabatoge its locking mechanisim, leaving it permantly open or closed. (BOS still non hostile afterwards)
2. Go for an all-out frontal assualt, killing the guards and leaving the gate permenatly shut. (BOS hostile afterwards)

When you report back to the checkpoint, Autum thanks you and tells you about part 2.

Citadel lost: Part 2
Autum needs you to deal with the BOS in the D.C. ruins. He tells you that a subtle approach is preferable but understands if you need to use force.
If you went guns blazin' in Part one, you will be limited in your approach. You need to deal with the Washington monument, GNR and the White house outposts.

You can kill them, sabatoge their equipment, poision their supplies or rig their stuff to explode when used.

Reporting back to Autum leads you to the final part of this quest.

Citadel lost: Finale
Autum wants to meet you in person and allow you to join the ranks of the Enclave. He gives you a suit of Hellfire PA and a Weapon depending on your highest skill.
He tells you that you will be going in with Enclave squad sigma. If you left the gate open in part one, you will have extra help when landing in the Citadel. If not you will be landing surrounded. After you clear the area you must clear A & B before going into the labs. You will find a group of scribes surrendering. The Sigma leader tells you that Autum gave you control of surrendering BOS do to your personal experience with them. You can either let them leave, kill them or convivnce the to work with the Enclave. After clearing A & B, you and Sigma proceed into the labs. One them says that its good LP is intact and tells everyone to watch their fire. You can hear Sarah Lyons telling Lyons pride to secure the armoury. Once you open the door, you will be confronted by Lyons pride. You can :

1. Convince her with a 100 Speech that she and the survivors can go out without any futher bloodshed.
2. Tell her that she won't be able to stop you and should give up, to which some of the pride agree and leave, but the rest fight. Speech 80.
3. Order Sigma to attack.

After dealing with the situation, you go out side to find Autum waiting there with Maxson.

You can convince him that Maxson should be allowed into the Enclave, as he is a powerful symbol for the BoS.
Or tell him to just go with Lyons pride(If alive) or out into the wastes alone.

Autum thanks you for your help and tells you that the future is bright for the CW.
This can lead on to Sebor's quests with the Enclave instead of the BOS.

If you return in three months, you find the pentagon restored and fortified by the encalve.
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Stephanie Valentine
 
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Post » Fri May 04, 2012 12:10 pm

I like them, very well done Lt. and Legend.

I'd have like to have seen a quest involving Billy Creel who is completely useless in the game but I can't think of anything...
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matt
 
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Post » Fri May 04, 2012 4:34 am

I'd have like to have seen a quest involving Billy Creel who is completely useless in the game but I can't think of anything...

That's the guy who's the "adopted father" of Maggie right?

Perhaps something regarding his past with Maggie and how he found her? I always thought there was something implied within Creel's character that suggested either he himself killed Maggie's parents, or he was with the gang that did. Either way he felt guilty and decided to take Maggie in.
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Emma Parkinson
 
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Post » Fri May 04, 2012 11:16 am

Liberty on the March: Critical parts are needed to get Liberty Prime's power supply operational. You are tasked to find these parts. Parts such as from a nuclear recator, a reactor you would find in say a Nuclear Aircraft carier. Parts like such as a hydroelectric magnetospherer regulator.

This quest give you options such as:

1) you can steal the part from Rivet City, causing it to meltdown.

2) Convince the people of Rivet City to shut down their power plant, in order to safely remove the part. This would require quests to get the people of Rivet City to like you enough to do that. Then you can A) Lie to them as to why you need the part in the first place. B ) Tell them the truth, that the Brotherhood need the part. This could cause even more quests in order to get the people to like you. Might have to remove some people that don't want anything to do with the Brotherhood. Lying to them could cause problems down the road.

This quest would also require you to get parts from the Outcast and maybe even the Enclave.
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Stephanie I
 
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Post » Fri May 04, 2012 1:55 pm

A House Divided: This quest can be started in two ways. Lyons or by Casdin.

Lyons can no longer ignore the Outcast. They are causing to many problem for Lyons and the equipment they stole was to valuable to lose and its needed back. You are tasked with dealing with Casdin. You can try to talk him into rejoining Lyons. This would require mini quests and for you to be an intermediate between the two leaders. The threat of the Enclave is to great for Lyons or Casdin to deal with alone.

Options are:

1) Get Casdin and Lyons to work together.

2) Remove Lyons as leader and Casdin made the new Leader.

3) Convince the other Outcasts that Casdin is crazy, and they join Lyons without Casdin.

4) Kill both Lyons and Casdin and have someone else take control like Sarah or Arthur.

5) Convince both that the other is going to attack no matter what and that a preemptive strike is the only way.
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koumba
 
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Post » Fri May 04, 2012 6:55 am

That's the guy who's the "adopted father" of Maggie right?

Perhaps something regarding his past with Maggie and how he found her? I always thought there was something implied within Creel's character that suggested either he himself killed Maggie's parents, or he was with the gang that did. Either way he felt guilty and decided to take Maggie in.

Spoiler

Moriarty has his suspicions on the situation
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I’m my own
 
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Post » Fri May 04, 2012 2:53 am

Spoiler

Moriarty has his suspicions on the situation

Ah, that's where I read it. I knew there was some sort of indiciation from the game.

Not that Moriarty is necessarily a reliable source though.
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Jade MacSpade
 
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Post » Fri May 04, 2012 1:55 am

That's the guy who's the "adopted father" of Maggie right?

Perhaps something regarding his past with Maggie and how he found her? I always thought there was something implied within Creel's character that suggested either he himself killed Maggie's parents, or he was with the gang that did. Either way he felt guilty and decided to take Maggie in.

That could work but I don't know how to come up with how it links.
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Kelsey Anna Farley
 
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Post » Fri May 04, 2012 12:13 pm

Commonwealth.
The city of Ronto, which Ashur references in his speech.
Join a faction.
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Elina
 
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Post » Fri May 04, 2012 4:53 am

Well this topic's died a bit and I let it until I thought up a couple of other missions.

-Tenpenny's Army:
Tenpenny has gotten the attention of Lyons (or for Lt.'s questline Autumn) go to Tenpenny and see if you can work out a deal for the Brotherhood (or Enclave) to gain the support of his private army.
Either complete the Tenpenny Tower Quest, the Power of Atom in favor of Tenpenny (gains negative repuation with the Brotherhood and you're scolded by Lyons for killing innocent people, doing this will also lead to a darker Brotherhood if you do the evil option for Canterbury Commons and the Republic of Dave as well), use a speech check (85), use a barter check (70), or bribe him with five thousand caps.
(Optional) Kill Tenpenny and continue these dealings with Burke (which'll have a lesser speech check (65) and a female LW with the black widow perk can easily persuade him).

-For the Common Good:
Lyons (or Autumn) has noticed that the most important caravans of the wasteland are all based at Cantebury Commons. In an attempt to gain the favor of all of the Capital Wasteland and be able to bring them under one flag he wants you to find a way to convince Cantebury Commons to support you. Go to Cantebury Commons, deal with the Superheroes, and then the leader of a large band of raiders marchs into town. His name is Tough Jim and he's demanding that control of Cantebury Commons is given to his gang. The carvans will still be allowed to run but he gets 60% of all of the profit but in return his gang will attack any rival caravans. You can either talk him into leaving telling him the Brotherhood/Enclave are interested in Cantebury and that they're not to be messed with (speech 60), attack and kill him and his gang, this will cost the lives of Machete and Uncle Roe, let him take over the town, or convince him to take over the town working for the Brotherhood (this is the most evil of the options because the Brotherhood will control Cantebury Commons and will use Tough Jim's gang to wipe out any rival caravans in the wasteland, speeding up their expansion at the cost of many lives).

-For the Republic:
Lyons (or Autumn) wishes to take over the Republic of Dave as an outpost to take out the deathclaws in Old Onely and the raiders west of it. You must travel to the republic of Dave and either slaughter everybody except the children (who will be brought into the Enclave/Brotherhood and trained as if they were born into it, this is considered the evil option because it will affect Brotherhood interaction with opposing factions in the future) or elect Dave's wife or son then convince them to surrender the Republic to the Enclave/Brotherhood (speech check 50 with the son and guns check 40 with the wife).
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Katharine Newton
 
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Post » Fri May 04, 2012 5:52 am

Tenpenny Tower Part Two:
(You can only receive this quest by siding with the Tenpenny residents during the actual Tenpenny Tower Quest, and Tenpenny himself must be alive.)
Either Eden or Autumn begins to notice Tenpenny Tower and how it represents the "peaceful old world" factor that the Enclave has been going for, and sends you in along with another Enclave agent named Sedillo to see if you can install diplomatic relations with Allistair Tenpenny.
Once you make it there, you are alerted by Chief Gustavo that Tenpenny has grown very ill and is not receiving visitors. At this point, Sedillo asks if he can rent a room. Gustavo agrees, and gives him a key to one. Sedillo agrees to stay at Tenpenny tower for the time being and recommends that you return to Eden/Autumn and notify him that Tenpenny is in no condition to do diplomatic relations.
Autumn/Eden notifies you that Tenpenny tower would be a critical location for the Enclave to have a garrison and start a prosperous society, and gives you two options.
(Optional) Kill Tenpenny
(Optional) Visit Tenpenny without being detected.
If you visit Tenpenny, you realize that you are witnessing the last few minutes of his life, and Allistair tells you to find a worthy replacement for him. He recommends Mister Burke. He then loses consciousness and dies in his sleep.
Either of the two options inevitably lead to Allistair's death, and you are tasked by Sedillo that you must convince what you deem to be a worthy citizen of Tenpenny Tower to take Allistair's mantle. The options are:
(Optional) Irving Cheng
(Optional) Mister Burke (If he is still alive)
(Optional) The Enclave Agent himself.
You then tell the Enclave Agent who you chose, and he has a heated discussion with Gustavo, and eventually the person you chose becomes its leader. Electing Irving Cheng will allow a peaceful diplomacy with the Enclave (75 speech), allowing the Enclave to install garrisons nearby Tenpenny Tower and to support it as it becomes an even larger community. This is only good to a certain extent, however, because Cheng changes Tenpenny to a communist society. Electing Mister Burke will allow somewhat of a diplomacy, but only with a lot of bribery coming from the Enclave (75 barter). Autumn/Eden is not pleased with this. If you elect Sedillo, the Enclave gains complete control over Tenpenny Tower (100 speech).
NOTE: To elect Sedillo, you must intrude on his conversation with Gustavo and convince Gustavo that Sedillo is worthy to inherit Allistair Tenpenny's legacy.
Return to Autumn/Eden, and let him know the good news. He is pleased that the Enclave can now watch over and aid Tenpenny as it becomes a thriving community. You receive:
500 caps, if you elect Mister Burke. Burke also presents you with his unique hat, which increases your speech by 10 and your charisma by 1.
250 caps if you elect Irving Cheng, and Cheng himelf presents you a unique Chinese Pistol named "Red Hope".
1250 Caps, if you elect Sedillo. If you return to Sedillo, he is grateful and presents you with his longtime weapon, a unique scoped laser rifle named "Fury".

Post-quest activities:
The ruins of a once-small town surrounding Tenpenny tower have now been mostly renovated, and are now occupied by civilians and the Enclave have a few bases along the outside of it. Instead of just the tower, there is now a thriving town and community called "Tenpenny" with a tall tower straight in the middle. There are now two stores at the outside edge of town, as well as families living inside of some newly-renovated homes.

Long post, I know, but I had a lot of good ideas for Tenpenny.
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Ana
 
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Post » Fri May 04, 2012 12:10 am

A questline to join the enclave and take the purifier with them. Force James to surrender or be killed. Have the option to kill him personally.
Take over the wasteland with the enclave. Crush all who stand in the enclaves path.

Have a agent offer you a place in the enclave. Speak to Henry Eden himself.
Find the enclave, ask to join or take up a offer to join. Join. You can find the agent wihtou or before speaking the the agent or the president.
With a quest to side with Eden or Colonal August Autumn or reconcile them, so they work together.
Then take over the purifier.
James is either is forced into working with them or dies. By your hand if you want.
Either way he dies at some point. Can be killed by you or other people at any time. Can survive, but a quest will lead to his death, or surrender.
Some quests within the faction.
Destroy the BoS and take over the pentagon.
Some quests to raise your rank in the enclave.
The purifer has to have work done on it, leading into less annoying versions of the activities in the game.
Go back start the purifier, after poisoning it, or not.

Tear open vault 101, and drag the brainwashed morons off for experiments.
Blow up the vault after sweeping it clean of all important data.

Drag the brainwashed morons out of any other vaults for experiements or other things.

Mine the vaults for data to add to the enclave.
Quests to take over or destroy the settlements before and after the ending.

The ending

The enclave took over the cw, bringing back america, and a fearsome stability to the wasteland.
Varying endings for Eden, Autumn or working together.
Various endings for clear water or F.E.V poisoned.
The BoS were completely destroyed, the remnants either going to other chapters or the less die hard or loyal being recruited by the enclave, or annihalated by the enclave.
The Lone Wanderer rose to prominence in the enclave, feared and respected(good)/ doing what had to be done in the service of the enclave(neutrel)/brutally enforcing the enclaves will with a iron fist(evil).
President John Henry Eden/and Colonal Autumn were pleased by their choice in commmander.
Variations for good, bad and neutrel karma.
James either dies, or serves the enclave, willingly or unwillingly.
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Steve Smith
 
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Post » Fri May 04, 2012 2:37 am

Tenpenny Tower Part Two:
(You can only receive this quest by siding with the Tenpenny residents during the actual Tenpenny Tower Quest, and Tenpenny himself must be alive.)
Either Eden or Autumn begins to notice Tenpenny Tower and how it represents the "peaceful old world" factor that the Enclave has been going for, and sends you in along with another Enclave agent named Sedillo to see if you can install diplomatic relations with Allistair Tenpenny.
Once you make it there, you are alerted by Chief Gustavo that Tenpenny has grown very ill and is not receiving visitors. At this point, Sedillo asks if he can rent a room. Gustavo agrees, and gives him a key to one. Sedillo agrees to stay at Tenpenny tower for the time being and recommends that you return to Eden/Autumn and notify him that Tenpenny is in no condition to do diplomatic relations.
Autumn/Eden notifies you that Tenpenny tower would be a critical location for the Enclave to have a garrison and start a prosperous society, and gives you two options.
(Optional) Kill Tenpenny
(Optional) Visit Tenpenny without being detected.
If you visit Tenpenny, you realize that you are witnessing the last few minutes of his life, and Allistair tells you to find a worthy replacement for him. He recommends Mister Burke. He then loses consciousness and dies in his sleep.
Either of the two options inevitably lead to Allistair's death, and you are tasked by Sedillo that you must convince what you deem to be a worthy citizen of Tenpenny Tower to take Allistair's mantle. The options are:
(Optional) Irving Cheng
(Optional) Mister Burke (If he is still alive)
(Optional) The Enclave Agent himself.
You then tell the Enclave Agent who you chose, and he has a heated discussion with Gustavo, and eventually the person you chose becomes its leader. Electing Irving Cheng will allow a peaceful diplomacy with the Enclave (75 speech), allowing the Enclave to install garrisons nearby Tenpenny Tower and to support it as it becomes an even larger community. Electing Mister Burke will allow somewhat of a diplomacy, but only with a lot of bribery coming from the Enclave (75 barter). Autumn/Eden is not pleased with this. If you elect Sedillo, the Enclave gains complete control over Tenpenny Tower (50 speech).
NOTE: To elect Sedillo, you must intrude on his conversation with Gustavo and convince Gustavo that Sedillo is worthy to inherit Allistair Tenpenny's legacy.
Return to Autumn/Eden, and let him know the good news. He is pleased that the Enclave can now watch over and aid Tenpenny as it becomes a thriving community. You receive:
500 caps, if you elect Mister Burke
1500 Caps, and a unique laser rifle (Fury) if you elect Irving Cheng.
1000 Caps, if you elect Sedillo. If you return to Sedillo, he is grateful and presents you with his longtime weapon, a unique hunting rifle named Paciencia. It is identical to the one in New Vegas, except that it has a scope. (Yes, I know, the gun is from Fallout New Vegas, but I think Fallout 3 needs a good unique hunting-rifle.)

Post-quest activities:
The ruins of a once-small town surrounding Tenpenny tower have now been mostly renovated, and are now occupied by civilians and the Enclave have a few bases along the outside of it. Instead of just the tower, there is now a thriving town and community called "Tenpenny" with a tall tower straight in the middle. There are now two stores at the outside edge of town, as well as families living inside of some newly-renovated homes.

Long post, I know, but I had a lot of good ideas for Tenpenny.

I think the Irving Cheng option should be changed or taken out all together.

Cheng is a communist and wouldn't deal with the Enclave. And the reward is too good to. I think for Cheng you should get a unique Chinese Pistol or Chinese Assault Rifle and 500 caps if you convince him to deal with the Enclave at all. For the Enclave officer you should get Fury and the 1,000 caps.
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Bambi
 
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Post » Fri May 04, 2012 12:15 pm

I think the Irving Cheng option should be changed or taken out all together.

Cheng is a communist and wouldn't deal with the Enclave. And the reward is too good to. I think for Cheng you should get a unique Chinese Pistol or Chinese Assault Rifle and 500 caps if you convince him to deal with the Enclave at all. For the Enclave officer you should get Fury and the 1,000 caps.

Wow, I totally forgot he was a communist. Yeah, I changed his option.

Additional Post-Main questline Enclave Quests:

The American Dream Continued:
This is only available once you complete Abraham Washington's quest.)
You are tasked with clearing out the national archives and moving the Enclave's permanent political outpost there. -The main office inside of it becomes Autumn's office if you sided with him, (The office where you find the protectron and declaration of independence).

You are tasked with installing a major military outpost at the Capitol building. You receive a squad of Enclave troops to assist. -Post objective: The capitol building becomes inhabited by Enclave soldiers and becomes a military training camp.

You are tasked with moving the Enclave radio signal to the washington monument. -Post objective: Three dog is forced to find a new location to broadcast GNR, although his radio broadcast still has just as much strength, and the Washington Monument is inhabited by four enclave soldiers.

The Phoenix:
(You Must Complete Tenpenny Part Two before doing this quest)
You are supposed to deliver a letter to the political figure of Rivet City. Sedillo begins the quest by giving it to you, and tells you to go find Rivet City's political figure (Harkness, if he didn't leave, Seagrave Holmes, or Bannon.) The letter stipulates that the Enclave want to further expand their government into their area. The political figure kindly accepts your letter, and your objective is to return to Sedillo with good news. Before you leave Rivet City, about a dozen rivet city guards, at the command of the political figure, charge at you and knock you unconscious. You wake up locked in a storage room at the bottom of the ship. After a few seconds, you hear fighting going on above. The Enclave have launched an attack on the rivet city security! An enclave soldier soon after busts down the door in the locked room and gets you out. You are lead to the marketplace, where about a dozen Enclave troops are lined up with their guns toward the political figure. The man spits at you and refuses to give away Rivet City to the Enclave. He then recklessly attacks the Enclave Soldiers and is immediately killed. The Enclave decide that they will find new worthy citizens to fill up the Rivet City Council, and they thank you for your involvement.
You are awarded 1500 caps by Sedillo upon your return to Tenpenny (if you elected him to Allistair's mantle), or at Raven Rock.
Post-Quest: The council members are now Anna Holt, Abraham Washington, and Lana Danvers.
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Ross Zombie
 
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Joined: Wed Jul 11, 2007 5:40 pm

Post » Fri May 04, 2012 4:47 am

That's the guy who's the "adopted father" of Maggie right?

Perhaps something regarding his past with Maggie and how he found her? I always thought there was something implied within Creel's character that suggested either he himself killed Maggie's parents, or he was with the gang that did. Either way he felt guilty and decided to take Maggie in.

It looks like the makeings of "Les Miserables" Fallout style

Wich brings up an Idea ive been thinking of (I guess cuz I was reading the book)

To Mod a Les Miserables story into this game.

I suppose I'd have to wipe most of the quest lines and re work the world with a serious overhaul. But could be fun just to try.

Hmm ... I think Ill start a thread asking for character suggestions.
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Natalie Taylor
 
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Post » Fri May 04, 2012 9:33 am

Came up with something a bit different, but I think it would have been a better alternative to Mothership Zeta.

The Palandine Incident-

-Read over the terminal in the citadel which details the event which occurred over the skies of Hagerstown, Maryland in 2062 known as the "Palandine Incident."

-Investigate details of the incident further by digging through government archives in a locked area of the Capitol Building.

-Evidence points to government retrieval of some sort of aircraft, but doesn't specify whether it may have been man-made or extraterrestrial. Its time to head to the ruins of Hagertown itself (near where the recon craft crashed, although in this version of the game the craft isn't there).

-Explore ruined Houses for any indication of what the government may have recovered. After exploring, you discover the journal of a military Sergeant who lived in Hagerstown and who was a part of the recovery effort. His entries seem to indicate that whatever was found, it wasn't anything that could be identified as being of terrestrial origin. His also makes note of his disgust at the government's efforts to conceal whatever was found, and he seems to have been determined to get the "truth" out.

Hauntingly, towards the end of his journal he seems to believe he is being followed. However he is still determined to meet with a member of the media that he has contacted, and he is planning to talk with the journalist in a remote location outside of town.

-In heading to the location of the meeting, all that is found is a skeleton and a nearby holotape, on the holotape is some strange sounds of what may be the "incident" and then later members of the recovery team remarking about what they are looking at and where they are.

-When finally traveling to the location of the supposed crash, there is clearly visible markings of some sort of impact, and small bits and pieces of scattered debris. After digging around, a strange pistol can be found slightly covered by the dirt. Its hard to tell what exactly it is and where it came from, but it still shoots (it would be a more rusted version of the Alien Blaster).

It is at this point after picking up the pistol that a strange sound is quietly audible and a flying object is visible off the distance, but only for a brief moment. You are left wondering what you just saw.
.......


It could use a bit of touching up of course, but that's how I would have preferred Aliens to have been handled in Fallout 3. Not like Mothership Zeta or even the recon craft theta.
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Taylrea Teodor
 
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Post » Fri May 04, 2012 11:47 am

Les Miserables
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Naomi Ward
 
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Post » Fri May 04, 2012 1:17 pm

Some companions you get temporarily through quests should have had an after quest where you could recruit them as permanent companions. Like Sydney who has an excellent sneak skill or even Sarah Lyons after the MQ (with BoS).
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Vera Maslar
 
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