Crazy DLC Ideas? (Fun thought).

Post » Thu Dec 03, 2015 8:47 am

Kinda a fun little thought I had today... Since people has been sharing their own ideas, why not some more crazy ideas? Still work-able, if edited or as is even, but overall... It's pretty out there. I mean, we can all think on, and/or agree to, common ideas (or at least ideas that are pretty generally good and acceptable). Right? So, what you guys think? Got anything pretty much out there for Fallout 4, yet still workable and acceptable for the game?

Spoiler
I kinda have a WIP idea myself for some time right now. Basically, after the player has done enough things. They will get an invitation to help someone who lives outside of the Commonwealth. The player will then go to the location (possibly somewhere on the North side of the map) to meet with this guy. Upon meeting this person at the edge, he will tell you what he requests of you. Due to complications, he can't enter deep into the Commonwealth and request you to retrieve something for him.

Once you have gotten the item, it being some sort of nuclear energy core, he will then ask you to help him finish his project. If you say no, then he just teleports himself away with his device (teleportation is a thing in the Fallout series and we know that the Institute isn't the only people whom succeeded at doing so). If you say yes, he'll teleport both of you to his lab which is deep in another Wasteland, North of the Commonwealth perhaps? From there, you'll see his grand machine and he finally explains that the energy core was a key component to get the thing running up. Now, (this is the crazy part), he will explain that the machine is a larger version of his teleportation device that he has created from a dead Institute Courser's chip.

(Note: His explanation differs depending on what you do in the main game. If you hadn't done much at all, it defaults to him being an enemy to the Institute and that he got lucky with the Courser. He will also explain that this is why he can't be in the Commonwealth, due to being a target).

However, the device isn't meant for "basic teleportation", as he puts it. It is meant for teleportation between universes, as he believes in the theory that here is an infinity number of universes of the same one, and he wants to teleport into one without war. Without the bombs and such. The device only teleports one person and he even specify that the device will most likely use up the nuclear core, which is a rare source to find, and it also require another person to operate the controls.

If you try to betray him here, you can try to use the machine yourself by using the smaller device to teleport back and get a companion. Each companion should react differently to the idea with some even possibly trying to rip you off for a chance of getting out of the Wasteland. In the end, trying the device yourself will only kill you or your companion if they use it, due to malfunction.

If you go with his plan and help him, then it will succeed... Sort of. He didn't took count of one specific detail: If you add a coin to a full glass of water, some of the water will come out... As in, when he goes into another universe... Something from that universe comes right back. Once the operation happens, the device will end up exploding and knocking out the player for a moment. When you get back up, you will see a woman in the wreckage, just looking around and rubbing her head, even freaking out a little. But, due to her being a quick thinker and fast learner, she starts to calm down and check out the ordeal. She's also wearing a Vault 2 uniform which seems to have been modified into armor, which confirms that the professor you just helped must've went into a world similar to your own (miscalculations?).

Anyways, the rest of the DLC kinda goes as you may think. You team up with this newcomer, who won't even share her name with you due to this whole entire situation, and attempt to rebuild the machine and find a way to get her back home. You start by going through the professor's study room, where his paperwork is at, and figuring out all of the supplies you'll need. Most of them being stuff you can scrap from junk items. Key specific items are rare but some still access in the Wasteland that you're in. You also will figure out that the professor had an assistant before you who quit the job. You'll end up recruiting his help, and he'll accept (after some convincing) just to help the lady back home and to basically yell at the professor.

Again, I don't have everything done with this idea but I do have an ending... So once you get everything together and manage to build a similar machine to that of the professor, the woman you've been traveling with will have a final chat with you. Depending on what you have done while with her, you will get a good or bad response. (FYI: the woman is a Good character but still accepts that surviving is a factual thing to do. So, if you generally help people, picklock things, etc then she'll like you. If you're rude, mean, and generally just go straight to fighting a lot of times. Then she won't like you). If she doesn't like you then she just lecture you. If she is neutral to you, she doesn't say too much except goodbye. If she likes you, she allows you to call her by her nickname (not her real name though). Her nickname is Pip. (This will change her name from "Stranger" to "Pip").

When you end up starting up the machine and she gets into position (and after you activate it), the assistant pushes her away and gets into position, and finally reveal that he is actually still working for the professor and this was part of a rather huge plan (as in, this is kinda just the half-way point of the questline). The assistant is the one wanting to be in another world, any really, because he wants to start a new life and leave this one behind. The professor, however, wanted to find another world where he'll find something powerful to use in. Something which can defeat his enemies. The assistant has worked on a bigger machine down in the locked basemant (which is unpickable) and that there is plenty of useless junk down there to take with him to this world while the professor returns with his weapon...

Pip would try to stop him but the machine succeeded at going, and exploding once again. The professor will be back when you get up, but now in some sort of new power armor from the other world, modified to his own needs. He'll move to you and makes an offer with you to side with him...

This part is going to be pretty big as it means that the DLC will literally go into the main story of Fallout 4, if you haven't fully done it yet. If you have done it already, then he'll explain that his enemy is whoever you've sided with because this whole entire war had put him in this bad position. However, if you haven't done it then he explains that the Institute is to be blamed for his situation but will also go into detail how he wants to control the Commonwealth... Basically, this is an 5th choice... A more evil-base one for the player to choose or go against.

The rest of the questline will officially go in two main different ways. If you side with him, Pip will automatically be against you and will be teleported away by the professor. She will get into contact with others though about this ordeal. If you haven't done the MQ, she'll default to going to the Minuteman by chance. If you have done it, then it differs. You will almost automatically become enemy to any or all of the four main factions from here on out. And this side of the questline is about taking over the Commonwealth by taking out the factions still remaining and taking over each settlement, forcing them to follow your guys' rule (including Diamond City). At the end, you will get to allow to have the professor as a potential companion. (You may lose a lot of other potential companions in the process though. All misc/other quests will still work just fine though too. Nothing will change in them).

However, if you refuse to help him, he'll spare you this once because he wants you go back to warn your faction... He wants a battle (which is why he teleports Pip in the evil side). From here, you'll work with Pip and your faction in the Commonwealth to find a way to fight against him and whatever he is planning. This including a section of finding a way back into the Wasteland area where you were before and sneaking into his place to figure out what he is doing and finding a way to stop him. How you stop him depends on the faction you're with and you will have to do parts of the mainquest from here to get their support. In the end, you'll have one hell of a fight against him and his lab will explode, destroying any chance of rebuilding his machine to get Pip. Thusly causing her to be stuck with you... If she hates you still at this point, she'll just leave your service and does her own thing (you can find her roaming around randomly in the wilderness). If she likes you then she's a companion (can't be romanced).

Pip herself as a companion can't be romanced and will refuse to trade with the player, as she'll put "I know what you're doing... I've done the same thing with my own companions back at my home." However, you'll find out that she has a variety of default weapons that changes on different situations and her combat style is to stay back and play smart. Her main weapon is a personal .44 revolver though. All of her items would be unplayable (can't be picked up or pickpocketed, even when you kill her while going the evil route).

Anyways, that's my crazy idea. Still not fully finished but hey, it's there. Hate it or like it as you wish.

User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Thu Dec 03, 2015 12:15 am

I want to see the USS Constitution launch off into the ocean and somehow take us under water. We have to fight in a sunken city with waterfilled ghouls. A few new weapons for underwater that can also be used out of water. Harpoons, water mines and of course underwater rockets
User avatar
WYatt REed
 
Posts: 3409
Joined: Mon Jun 18, 2007 3:06 pm

Post » Thu Dec 03, 2015 2:00 pm

That's a crazy water idea. Honestly, if they do anything with the sea, it should be pirates related but that's not a crazy idea... That's one you can easily see Bethesda doing. (Heck, they might be already planning for all we know).

User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Thu Dec 03, 2015 12:28 pm

The faction you destroy comesback stronk

User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Thu Dec 03, 2015 7:39 am

Here is something I would like to see added to a DLC and an idea for a future DLC. Something for after Blind Betrayal, and a new area and mission that could offer a different atmosphere and depth :-).

Spoiler
I like the idea that Paladin Danse can get a new Identity, maybe facial reconstruction to enable him to live his life free from the BOS and continue his campaign with the Sole Survivor. A new life. A change in dialogue after Blind betrayal.

As for the DLC, I'd like to see a new area, new threat. I like the idea of something under the water too, maybe a vault tech base (submarine) full of scientists that have been watching the world and keeping tabs on the vaults from afar. You would have to make or find a suit to get to the base due to high levels of radiation/pressure and oxygen needs or find a mini sub that you could navigate yourself.

User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Thu Dec 03, 2015 6:11 am

New York as the larger version of the glowing sea with civilization living in pockets of uncontaminated air underground.

User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Wed Dec 02, 2015 10:45 pm

That was the plan for Bioshock until it was finaly decided it should be a civilation rather than a secret research facility.

Now that everyone has found out about the not so secret harpoon gun unlocked by a modder i think we will have underwater dlc.

User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Thu Dec 03, 2015 12:44 pm

an idea for a story DLC i would love to see would be a new threat come to the commonwealth, perhaps a faction from another wasteland across the sea (europe, canada, maybe from the south) tries to invade via a naval ship, and you and the faction you sided with must repel this threat (or perhaps make a choice to abandon your faction and side with the new one.

another would be a time travel DLC where you get facial reconstructive surgery and head to prewar boston to retrieve a key or password to a blocked area that contains some legendary power armor or weapon. This would be a small DLC, and the main purpose would just to be able to see what the prewar commonwealth was like, and maybe expand upon your player character's backstory.

a new area DLC idea would be to explore another part of massachusetts, like cape cod and martha's vineyard, or worcester.

User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Thu Dec 03, 2015 4:15 am

that's an interesting idea. perhaps a wealthy caravaner could fund an expedition to new york via the glowing sea, and end up somewhere near the city, like yonkers. NYC itself would probably be too large to make into just a DLC, but perhaps we could see the skyline on the horizon, or even venture towards the bronx

User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Thu Dec 03, 2015 11:35 am

Bethesda had 7 years and wasted so much opportunity. Ending could have been 10 times better. Also companion interaction are the same as in f3 and new vegas, even if you romance companion there is not even a hug or some emotion sharing on the things that happens in the world. They could make an expansion dlc, which would shake the game totally. This would probably have a boring start but some more original people can think of something better. This is something like ubisoft did with asc3 tyrrany of washington, absolutely crazy dlc changing whole story. Either all start is changed or character wakes up either:

1), at the prologue and we have a nice 1-2h prologue which is set over like 10 years of things that happens before the war, like going to work (more segments of the main map seen as before war would have been nice) and this would make you relate you to your spouse if it's before child being born and with spouse and wife it it's after (and this will make all the story differnt by shaun remembering who killed his mother or twist which i was hoping for that he is really a synth replacement of a real shaun), then it would feel that spuse's death matters or you can somehow choose if spouse dies or not (or make this co-op game or a game where you can switch between characters with different builds and perks with possibilities like husband being a meleee tank and wife a ranged sniper or make them split for some reason and you have two characters in two parts of the map doing different quest lines to find their son, like one joins bos and the other joins railroad, in short poassibilities are endless)

2)at the institute and we find out that institute's signal hacking did not go as planned and you were in a sleep machine to simulate the result of you actions. If in the main campaing you sided with institute then it would be somewhat similar or it can be a place entirely run by synths who killed their masters and so on (which you will find out ofc)nd your son can actually be a 10 y boyt or a 20-30 year old available as companion
, also posibilities here are endles to shake things up.

For no game chaning dlc there could be a civil war dlc, where some of your settlements would joing some other or a new faction.

But to be real i think the best we are going to get is Nick Valentine detective cases to solve quest pack, it would be more interesting if diamond city was as big as new vegas but still.

User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Thu Dec 03, 2015 11:39 am

The total overhaul of Settlement DLC!!!

Press release:

Vastly improved building dynamics!

Vastly increased items for your settlement!! Now with construction items that don't look like they came from nearest 200 year old dump yard!

(subtext "Now with less shoddy building materials and items!!)

Now with raiding options and events. Conduct full out war if you desire!

Now with new and improved provisioner pack animals that don't get stuck in buildings, or on top of buildings,

or clutter up the settlement in provisioner traffic jams!

Okay, that last advert might need some work from the people who put lipstick on pigs (marketing department)

All this and more for 19.99 US.

(PC Users warning ) This DLC will break any custom mods you are using that are already doing most of this or better.

User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Thu Dec 03, 2015 6:33 am

modders are allready on standby to take advantage of this settlement feature which currently is underwhealming even on survivalist.

User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Thu Dec 03, 2015 2:19 pm

Time travel dlc is nice, i will suggest - alien technology, you would try to stop a nuclear war but fail every time, every time you travel to same point and know more and more about how to stop if until finally knowing that it is inevitible, that time is fixed and you can't change it because war, war never changes.

User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Thu Dec 03, 2015 8:44 am

i was hoping that you could make a main big settlement, like sanctuary hills which has more land for building that any other settlement expading and becoming relevant to the story

User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm


Return to Fallout 4