quest concept: Way of the wasteland

Post » Tue Dec 01, 2015 10:38 am

Way of the wasteland is an idea in which the player can learn to live with and "tame" many creatures of the waste.

Way of the wasteland starts with the player entering a cult group called the cult of the vine, their beliefs center around what they call the vine of life, showing humans and gouls in the center with many other beasts strewn around it, the vine has deathclaws on the top and rad roaches on the bottom. (also has plant life right bellow death claws). this cult has an objective for each member to find a beast and try and entwine them selves in a pack or colony of it, with the higher ranking member having succeeded with this challenge, as a reward the members are "gifted" with traits of their beast.

how this works game play wise

the player is introduced to the cult from one of its members who is looking for a failed members remains, this member has a pet mole rat so that should tell you what they are looking for, helping the member leads to them giving the quest to seek the cult.

once the player finds the cult though they are instantly knocked out by several gas grenades and wake in a cell. the cult leader a man with what seems to be deathclaw horns and scales interrogates the players though he starts by saying he is sorry for the harsh manner in which they where brought to him, as his cult has been attacked by raiders looking for a vital essence in their camp (revield to be a vat of FEV if pressed about it)

once the leader finishes his interigation he will ask the player if he/she want's to join the cult, saying yes starts up the quest line saying no leads to the palyer being kicked out and running into a group of raiders (starts to tear down cult quest, though can go either way even after being kicked out)

I really don't have any ideas for how the player would go on about the quests but the player will be given a choice between 4 creatures of the waste to try and join, the easiest being the mole rats and the hardest being a deathclaw pack.
though I can say this stealth and acumulated interest are requirements, as the player stays around the beasts they can get closer, for example a player staying around the mole rats for 3 in game days can enter the colony with out harm from there the player must bring meats and plants to the colony to get close once they can get to the queens chamber with out harm they are to take a young mole rat and leave the colony to return to the cult HQ from there you must raise the mole rat, this means you may have to return to the colony a few times for unique items in it, once fully raised you have passed the first stage, and must go through teh second stage when you ask what this is your character will be knocked out unless fast enough and wake up over the FEV vat with the mole rat in the cage with you, the cage is dumped into teh FEV and quickly pulled out, both the player and the mole rat will be mutated slightly.
the mutations to the player would be skin texture a higher defense against melee and eye changes teh mole rat will be able to telepathically communicate with the player. though it is quite dim at best only thinking of food and digging.
the cult will apologize to the player stating that rarely is an outsider willing to take the final step so they do it for them, at this point the player can either A be angry or B accept the apology. both lead to the cult letting the player out but only B lets the player return, the mole rat will be a "perminate companion from now on with its colony as its home, from this path mole rats will not be hostile to the player ever adn they have a slightly better night eye and melee resistance.
the other options I have ideas on are mirlurks and death claws mirelurks will be similar to the mole rats just a lot harder to deal with and higher chance of failing, the out come is a sentient speaking mirlurk queen(the cult will comment on the player character not really changing) the player will be more susceptible to sounds after this with high pitch ones hurting them, though they can now "command" mirelurks (not the turtle based ones as they are hostile even more so now)
the deathclaws are the hardest option, and upon choosing that the leader will command the players pressense and tell them he two chose the death claws, relieving his partner a death claw mother. the player is told by the leader that entering a death claw nest with out angering them takes time and meat lots of meat, getting the eggs though, the player must be given one for if they take one the death claws will kill them.
to get into a deathclaw nest the player needs to go in with leather armor and no weapons, they must leave meat out for the deathclaws and stay near the large piles of meat while the deathclaws take it, this must be done several times, after which the death claws will not be out right hostile in said nest but the player still can not enter, from there the player must start helping the hunters, this will be shown when one walks up to the palyer and give a crude signal to follow, if the player does so the death claw will move on some random creatures which the player must kill atleast 2 of during hte hunt, once again the player must do this several times, upon the last time the deathclaw will also signal the player to enter the nest this is the start of the last intigration faze in which the player must do the other two steps inside the nest both giving food and helping hunt after a while a death claw mother will allow the player near the egg nest (before which the mother will kill the player if they get to close).
once this stage is hit, the player can take one of 3 eggs. Egg one is a small grey egg (ends up being a blind deathclaw) egg two looks like the egg piles around it (standard deathclaw) egg three is a larger egg in a group of 3, this is the deathclaw mother egg taking this one leads to a fight between the player and the alpha male. (player can't have power armor so a deadly fight.)
upon bringing the egg to the cult the leader will show the player the proper way to care for the egg and after 20 ingame days it will hatch, from then on you have a companion, like all other paths though at hte point it hatches the player will be asked to pertake in the final rights of the cult (no option as knocked out if say no... well can be fast and fight the cult) the FEV dip ends with a intel 7 deathclaw (can speak) as well as scales and horns on the player character(horns must be cut off to use power armor, though the player now has really freaking high resistance from most ranged damage)

yeah complex idea and I svck at writing things down.

User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Tue Dec 01, 2015 12:00 pm

i like the idea.

might steal the learning to tame creatures part for a mod :-)=)

(done stg pretty similar (technically, not story-wise) in my Donkey King mod for skyrim already actually)

User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Tue Dec 01, 2015 4:16 pm

cool.... I really need to work on my explenations, just realized how bad the FEV explenation is, as it turns people into super mutents... though never in the lore is the effects of one bieng exposed to high doses with other life in the same vat been shown.

User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am


Return to Fallout 4