DLC cocnept: the fallen city

Post » Fri Jan 29, 2016 12:46 am

A DLC concept for new york city, this DLC when active will cause a mercinary group to spawn in the wastes near the coast, with them is a working fishing boat that they have loaded up with guns and are hiring as many people as they can to help them search for a lost treasure of the old world in the remains of the bombed out new york city.





The DLC is sort of like dead money in which you are brought into a gas filled city which was hit with an unkown nuclear weapon, as such the air is corsosive and anyone there must have on a gas mask or else risk turning into the local flavor a ghoul sub type only known as the reavers.




The city its self is mostly in tact many buildings still hold ground though some are toppled into each other and others have their interior overflowing with lethal dosages of radiation. the hole thing is crawling with the reavers a quadroped ghoul type which has the unique ability to climb any surface, as well as a unyelding ability to survive conventional weapons be they bullets or lasers, though fire seems to do a great deal of damage to them.




story outline



start: mercs of fortune, listen to the radio broadcast coming from the mercs


the broadcast gives information like the following, Looking for any bad[censored] brave enough to head into the fallen city, paying caps and ammo, we are looking to retrive the lost war artifacts that even the enclave failed to find. will pay caps for each item located.



stage one: head to the docked ship, here the player will see every sort from a few diamond city guards, some raiders and gunners, and even a super mutant or two who have been drawn in for the opertunity of loot. if the player decides to join they will be asked to dock their power armor (if have) at bay 3 on the deck and head to the crew room. from there the trip begins.



At this point you can get to know some of the people heading to the city. as well as get some minor side quests like one from the gunners which involves you telling their people about any power armor or weapons stashes you find, gaining 100-300 caps per site located and after finding all the gunners in the commonwealth will stop seeing you as an enemy and allow you into their ranks. (can completely retool the gunners).



once you set out, the ship you are on will dock at a harbor in new york city, the harbor is fortified with powered missile turrets and a strange heavy AA gun in the center (the AA gun fires at these large birds from time to time) here you see the true might of the merc group who has hired you, and it is shown that the merc group is another USA military decedent group, their mission is not as great is the BoS instead it is a small one retake the city their great grandparents called home. And to do it you are given some tools.




MAIN QUEST


the main quest is to find and reactivate several air purifiers in the city, said purifiers where used to filter smog before the war, but they also would work to filter out the toxin hanging in the air now, the problem is tehy need power and the grid has been destroyed, meaning you must patch several areas around the filters to clear each one.




THE CITY


teh fallen city is a skyscraqer dream, with buildings covered in vines and tech partially colapsed in places what the city lacks in size on the ground it more then makes up for in hight with 3 main levels. ground, lower floors and upper floors. all three levels will need to be cleared in order and as you go up the threats git bigger and faster.



As teh city is a vertical location many of the enemies in the area can climb of fly, as such special AA turrets have been built around the city by the mercs the thing is they have lost most of the points requiring you to reactivate them to clear the air hostiles (side objective) not only this but there are working ground vehicles, this is do to the fact that the vapor in the air seems to halt times effect on non organic items in its cover, so most of the areas are pristine as the day they where made.




FOCUS


enemies will not be your biggest problem in this area instead the traps will, every section of the city is trapped do to either the mercs failed attempts at reclaiming the areas, the pre war riots, or even the reaver ghouls themselves. a good knowledge of of traps is vital and the ability to spot them even more so.



Gass masks, along with traps the player will need a gas mask, as such armored and make shift ones can be found through out the area, as well as a power armor mod called toxin filter. these masks are more protective then the standard ones in the commonwealth but they are also much rarer and the player is given a standard one with the warning "you see grey smoke put this on, unless you want to be a mindless reaver."




WEAPONS


in this DLC the player would gain access to several pre war weapons, as well as enclave tech like the armor they had in fallout 3.


items



m-15


info: pre war military rifle similar to the m16 of real, the weapon is chambered in 5.56 and fires in 3 round bursts. it can be given automatic receivers and even drum mags.



anti material sniper


info: you have seen this in fallout 3 and NV (the sniper rifle)



plasma caster


info: large plasma weapon that takes fuson cores, can fire 10 shots per core, shots explode on impact and deal masive damage if they directly hit a target.



trench shovel


info: military engineer standard issue, has a pre sharpened blade on one end, can be weighted for more damage.



mp16 (based on mp5)


info: the old world new yorks police where issued these do the high crime rate, they have a fast fire rate and can use less then leathal rounds.





VEHICLE


the biggest part of this DLC would be the APC and main battle tanks, when you arrive at the harber you will see a single NPC controlled main battle tank as well as several APC's which are more open then standard. Though you do not get training in use of these vehicles until later you will see the mercs fighting with them all over the lower two levels (as they are connected by bridges)



MAIN BATTLE TANK


control: WASD, tank controls that means you use A to turn left, D to turn right, W forward S backwards can turn base with out moving forward.


weapons systems


Primary: dual 90mm, requres ammo, 3 second reload per barrel autoloader, deals 200 damage (you will be fighting some tanky enemies in the lower levels as they have mirelurk like creatures)


secondary: .50 machine gun, use mouse two to fire, does lower damage but has a much greater fire rate also has a bottomless mag as long as you have ammo.


HEALTH: 15,000


yes you read that right, like the power armor the tanks armor has health once that hits 0 you will be forced outof the tank and will have 15 seconds before it explodes with a mini nukes force. you can repair the tank at repair pads through out the area.




FRONT LINE APC


control: car controls like most games you see vehicles in.


weapon systesm


primary: 40mm autocannon, slow firing but packs a punch unlike the 90mm of the tank it does only 60 damage that said it has a much faster fire rate and way more common ammo.


secondary: autofiring 5.56 machine gun turrets, autmatic turrets mounted to the front of the APC they are slow to aim but can take out several targets at once.


health: 6,000


unlike the tank once health hits 0 the apc is not destroyed instead its glass and several armor parts are broken off exposing the driver and any rear passengers (your follower can be in the back safe from harm)



note: an APC is the reward for completing the DLC, along with it is workshop schematics for a repair bay for it. you can also order a tank to be delivered to your settlements which can be used to give them a huge defense boost.





HOSTILES



reavers


description: quadrupedal ghouls native to the fallen city, they are what remains of anyone foolish enough to linger in its toxic vapors with out a mask, be they man, woman or child. unlike other feral ghouls the reavers retain some intelligence and have been seen laying mines and using pistols, so be warned they are a threat that can come from all sides and they may just lay a mine at your feat.


abilities: wall climbing, pretend to be burned corpse, immune to all but fire and plasma, use 10mm pistols and frag mines.




turtles(temp name)


these where once old world giant sea turtles but once the bombs fell they where mutated into large tank sized creatures of death, the turtles live with mirelurks and act as their defenders in the area, that said they see the flooded bottom floor of the city as their nest and will do anything to protect it. The turtles are large and immune to all small arms fire, though .50 cal snipers, and the main cannons of the APC and TANKs can harm them.


abilities: hunker down, when low health will enter its shell making it 100% immune to small arms damage during this time it will heal. its bite can also rip off parts of power armor.




gliders


heavily mutated pigeons, well they where mutated before the war the birds have been feeding off of mirelurks and reavers for the better part of 200 years as such they have mutated to be large dog sized creatures which can penetrate even the strongest of armors with their beaks.




remnants


only rumors, but it is said that a small faction of enclave soldiers has set up a base on teh second level of teh city, it is only a rumor but all mercs have seen their armor for it is scavenged from time to time, and almost always with a fresh corps along side it.




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Yama Pi
 
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Post » Thu Jan 28, 2016 12:16 pm

Can there be a NPC call "Chicken Little?" saying the city fall from the sky?

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Lew.p
 
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Post » Thu Jan 28, 2016 5:36 pm

Heads up there's already "Reaver" ghoul in Fallout, added to 3 by Point lookout and Broken Steel and base game NV:


http://fallout.wikia.com/wiki/Feral_ghoul_%28Fallout_3%29#Feral_ghoul_reaver



And adding vehicles means instant man falling off a cliff: "NOOOOOOOOOOOOOOOOoooooooooooooooooooooooooooooooooooooooooooooo" *Splat*

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An Lor
 
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Post » Thu Jan 28, 2016 2:08 pm

New York City is just to far away and to big for a dlc, rather see places more close to the commonwealth.
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Alexandra Louise Taylor
 
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Post » Thu Jan 28, 2016 4:29 pm

Good ideas, would play a FALLEN CITY DLC.

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BlackaneseB
 
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Post » Thu Jan 28, 2016 8:09 pm

The size of NYC and the assets necessary to create NYC in a Fallout game would constitute a standalone game, not a DLC.



Unless that "DLC" is going to sell for $60.

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A Boy called Marilyn
 
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Post » Thu Jan 28, 2016 3:40 pm

I really like you ideas, but have one question: Are there any established societies in NYC besides the Mercs? There must be.



Thought of a second question: Are any of the "Reavers" still in their right mind? Along the lines of regular Ghouls or are they all mad as hatters and completely homicidal?

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john palmer
 
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Post » Thu Jan 28, 2016 3:07 pm

still working on that but I have 3 groups thought out so far.




tower scavers


this is mostly ghoul group works with the mercs in scavenging the remains of the cities, though they are ghouls most of them still have to wear the masks to prevent vapor infection. Their group and the mercs are the only none hostile groups. The scavers also have 2 reavers in their group the only two known to not go mad from the vapors.



main players



chuck little


ghoul


info: engineer for the city before the bombs fell fears that the city will colaps on its self if the vapors are remove, his fear is well founded as the vapors are the only thing keeping the supports from rusting, he will send you in side quests to fortify sections of the supports each one fortified and protected (atleast 10 defense in turrets) gives you 200 caps. there are around 10 of these supports.




Tammitha and Josive chaun (tried to make American first name, Chinese last terrible at cultural stuff so sorry)


ex-chinese Americans now the only two sane reavers.


Tammitha and Josive are the only two surviving members of a Chinese American family that lived in the china town section of the city, when the vapors hit they where both effected and intended to commit suicide by the fumes instead they became reavers. Other ghouls in the area think they are sane only do to being of Chinese decent. from them you get a quest to find their parents and end their suffering, for this you would get a unique weapon.





gunnery sargent H.T packer


ghoul US military tank commander


packer is technically part of the merc group, he left when he was turned into a ghoul though the mercs do not care he moved to teh scavenger group do to them finding several pre-war tanks in working order. From him you can buy ammo and cores for the APC's and tanks, as well as mounted guns which can be placed in settlements and used by settlers and well you.





THE MERCS


the main faction, they only call themselves the mercs do to their inability to come up with a name, seriously their leader will tell you that before you leave, though don't let that fool you, they base just out side the bottom layer of the fallen city and work with military precision, their leaders will even note the main male characters military training hell one of them will recognize them(ghoul), if the female the ghoul will recognizer her and ask what happened to her husband. They are tactial and only want to clear the city so that it can be reclamed as a safe place for all in the devistated land that is the wastes of the USA,



major players




Commander


human


the leader of the merc, he keeps his true name hidden and goes by commander, he says this is just for moral of it men, but a speech check shows that his name is Jami(j-A-m-E) and its out of embarrassment more then anything. you have little interactions with him until the first layer is made safe at which point you will be thanked by him for doing things several contingents of men and mercs could not. he will reward you with APC training if you so choose though the training is 5,000 caps do to the cost of cores and ammo used in it. and you still have to buy your own APC after it.




Dom capon


ghoul


ex-mobster/military informent


the intel man of the mercs he has a mobster like look and actions and is the only ghoul with a nose purely cause he had one cast in plastic. Dom will be the man to tell you where to go and what to do, he also has several side quests to find the remains of his pre war crew and their weapons stashes. He gave up his mobster life to join the military and regrets losing the friends he had in the city before the bombs fell.




Patten


human/synth(unknowingly)


thank commander, he doesn't know his real name but the men have gone to calling him patten, he was one of the first waves of mercs hired to help clear the city and has remained do to his almost inhuman knowledge of mechanics and ability to take a single tank and clear out nests of lurks and turtles with out even a sweat or loss.






ENCLAVE remains


a few squads of ENCLAVE soldiers who remain on teh third and second layers of the city they have working X-01 power armor and even some more specialized armors. They are considered a threat by the mercs and are hostile upon sight as they think the mercs are messing with tech that only the ENCLAVE have the right to use. They have no major players and use weapons like plasma casters and even a multi barreled Gauss cannon on their leader.






Gassers


the local name for the raiders in the fallen city, gassers always have gas masks on and use remnants of tech through out the city to attack all other factions even the enclave remains. they are nothing but raiders and once the first level is cleared they will regularly attack braman and settlers trying to repair and settle. they are a minor threat do to the heavy weapons of the mercs but they can still cause damage and even have a stolen tank or two in their armory.





That is just the ones I Have come up with so far, I need more ideas for groups as this is a city that is almost untouched by time do to the vapors flowing through its air.






More info on teh vapors



the vapors are the result of tghe radioactive fallout mixing with the smog and chemicals of the city, though the chemicals and smog where generally filtered before the war now they hang in the air left rotting in the windless environment that is the fallen city the fallout from the bomb the hit the top layer.



the vapors danger is two fold, first it has a radiation of 40 per second, and second prolonged exposure causes reaver sickness which may if the person is unlucky turn one into a reaver who will lose their minds in a mater of moments, if lucky though one may retain their sanity though only 2 cases of this happening exists twin Chinese Americans who work for the scavengers.



the vapors seem to imitate form any source of radiation in the city, that said radioactive weapons may only make an area worse and explosions are almost always spark up rads in the city. In some areas the vapors are so thick that one can not see more then 2 feet in front of them. (player and enemies)



good news though even though the vapors give 40 rads per second, a simple gas mask will stop all of them this is do to the vapors being a respiratory partial.




post war "scientists" working for the mercs and scavengers have learned that many of the creatures in the fallen city are not only immune to the vapors but thrive on it, example gliders will almost always retreat to a vapor cloud to heal them selves and some reavers are known to produce the vapors from their bodies.

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Conor Byrne
 
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Post » Thu Jan 28, 2016 6:19 pm

- seems like people will get their wish - vehicles , - honestly i doubt vehicles will add anything to the game



- i don't understand one thing ... what does this DLC have to do with the main story ?

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Chris BEvan
 
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Post » Thu Jan 28, 2016 9:17 pm

I hope there would be a Snake Plissken reference or easter egg.

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Jeff Turner
 
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