[ConceptWIPz] Institute, redefined

Post » Sat Jan 09, 2016 6:30 pm

INSTITUTE, REDIFINED



The Institute, a large scale underground research-city where numerous sprawling labs and areas were built under the CIT, or so we're told. What we get is four labs, 3 abandoned wings and a central hub. We're suppose to think this place is a ever expanding underground research society that has been building for 200 years but all we get is this.

So I feel it's time we changed that. This project is an attempt at changing not only the lay-out of the Institute but add more levels, more research labs, more housing, more areas in general to believe this is a legit research settlement that has been building for 200 years.

Current ideas for areas


- Hydraulics. Where does the Institute get all it's water? Wonder no more! Run by facilities this room acts as an underground dam for a underground spring. Here water is purified and a back-up source of energy from the currents provides the Institute with enough water and a source to back-up important systems should a power outage happen.

- Park. Being stuck in a lab all day can get stressful, even for scientists so the park was made. Here anyone can relax under the artificial UV ray sun and the serene sounds of birds and nature, provided by recordings of course. Waterfalls, a river, a small wooded area and of course a "outdoor" cafeteria more catered to providing alcohol and special snack supplements.

- Living quarters. now I get it, the hub should be where the living quarters are but I feel that should only be for the higher ups. Here the lower ranked scientists, facility and Synths rest and relax. connected to the park and the hub the living quarters also spots a cafe where a "coffee like beverage" is served, classrooms, a play area for the kids, library and a holo-tape theater.

- Cybernetics. Shaun might of hated it but you may love it! Cybernetics division returns, if you so choose as the director to rebuild this you can go in and get cybernetic perks after completing certain requirements. The Institute is self-efficient but it still doesn't have everything it needs. Blue-prints and tech are needed

- Armor, weapons and power armor. A division under Advanced Systems this division works on making new weapons and armor for the synth soldiers and coursers and hey maybe if you bring a certain type of power armor to them they might have ways to increase it's power and maybe mass-produce it for when Synths need that extra protection.

- Industrial. How does the Institute get all those resources and how do they produce them into their various creations? Now we know. Industrial is both a mine and a factory where synths work on extracting various metals from the earth and producing numerous resources they're given into parts. Maybe even the head will have some requests for certain scavenge-ables.

- Reverse Engineering. What's that? You found an ancient crown or you found a strange laser pistol. Well you better get those scientists to work on make them figure out how they work. Here scientists will take any strange weapon, ammo, armor etc etc you find in your travels and try to unlock their mysteries. Basically this is how you get more alien pistol ammo.

- Archaeology. Let's say you found someone who is sporting an ancient, alien crown and maybe they're immortal and maybe you sided with him or his son and found out there could be more of these. Well, they did say they knew where the city was and you do happen to have a teleporter at your disposal. Set up archaeology as a way to find and excavate these ruins but beware, who knows what dangerous lie in the wastelands of Arabia.

- Communications. Oh..the teleporter doesn't reach that far? I guess we should hack a satellite, maybe there are some satellites belonging to the Enclave or that pre-war research facility on the west coast in space.

- The true Director's office and quarters. Ok let's face it. Shaun's office was pathetic, the directorate's meeting room was pathetic, the quarters you got were pretty pathetic. This fixes that, maybe even with Institute themed crafting tables!

Quests


Now a interior overhaul is all nice and good but what fun is a bunch of rooms with nothing to do in them? Let's change that, shall we.

I'm thinking along the lines of quests ranging from branching quests like the search for the city of Ubar to simple stuff like resource gather, tech gather and building new research wings for your new projects. Giving the players more variety as well as making an entirely new cast of characters to expand the Institute more.

New NPCs


Covering all the stuff this project can add of course we need new NPCs. Ranging from the standard scientist to the standard synth worker though not all added NPCs will be unique the ones that matter will be.

Help with the project


I mainly want to act as a writer and project head so what I'll need help with is not only more ideas but also people who wouldn't mind learning the GECK when it comes out, programmers, modellers, VAs, stuff like that. I'll also appreciate any ideas everyone can give, I want to make this project a fun one and to give the players a entirely new world underground to explore, find easter eggs, listen and read to what the people of the Institute say. I want to bring life to the Institute.
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Kitana Lucas
 
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