The Most Dangerous Game DLC

Post » Thu Mar 17, 2016 9:13 pm

A DLC in which SS becomes stranded on an island and wakes up in a beautiful pre-War quality island-mansion inhabited by two ghouls. One slim roguish, silver tongued with great hair and a unique white pinstriped suit with a red bow-tie and spectacles the other a large brute with a leather vest, jeans and cowboy boots.

They feed you and nurture you back to health. They inform you that they were big-game hunters before the war but now they hunt more dangerous prey. Humans. They're very polite and sporting.

Your inventory is empty and all of your things are in a chest in the main room. You're allowed to select one piece of clothing, one firearm and one melee weapon. No stimpaks, radaway or rad-x. They give you a 5 minute head start before coming after you.

The whole island is riddled with traps and deadly big-game beasts, such as Yao-Guai, Death Claws, Rad Scorpions and new never before seen mutant beasts. Even a unique behemoth or two.

The island would include two followers, a Nightkin named Keris. Melee + Stealth and a female pre-war ghoul named Clementine who has a pension for technology. She can hack inactive robots and prefers energy weapons.

Unique weaponry on the island would include Longbows, Spears, Dart Guns, Stone Tomahawks, Stone Daggers and possibly more.

The island would be large enough to include a few settlements once you escape the initial area. Until the two abductors are defeated, you will routinely be ambushed by ghoul henchmen who will attempt to poison the SS with dart-guns and bring them back to the hunting grounds.

There could also be some ghoul tribesmen, essentially savages who became ghoulified. They would be the acting "Raiders" on this island and would carry Tribal Armor, which is roughly equivalent to Raider Armor. The Henchmen would be similar to Gunners and carry something to the effect of Combat Armor but with slightly different stats and a varying appearance.


Open to ideas. What do you think?


EDIT: You would also have the ability to break back into the Mansion (after killing the two main hunters) and retrieve your old gear from the chest, of course.

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Jason Wolf
 
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Post » Thu Mar 17, 2016 10:03 pm

Loved the original classic and think this would be a very nice DLC addition although sadly, doesn't feel Bethesda-ish. Now, with that said, being kidnapped is and possibly waking up on a ship and having to travel back home to the commonwealth with an island connection sounds more feasible for what they would realistically pursue. Keeping your idea in there for this would be very welcome indeed. :goodjob:

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Rachel Briere
 
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Post » Thu Mar 17, 2016 6:36 pm

Thanks. I feel like this could kind of break the monotony of the Wasteland. I believe the ghoul aspect adds a nice touch and the idea of new and unique mutant beasts is definitely as Fallout as it gets though. There could also be a Vault on the Island. It could be something off the coast of Southern New England. Definitely some interesting Deep-Sea Mirelurks. Could even include the mutant dolphins to keep the player from simply swimming out too far. I think if I tooled around with it a bit I could make it fit the Fallout universe a bit better, too.

EDIT: The Vault could be a play on Darwin's theory on isolated species and natural selection. That's how all the mutants got there and that's why some of them are unique.

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zoe
 
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Post » Thu Mar 17, 2016 6:10 pm

Hey, it is fantasy btw. :wink_smile:

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Kellymarie Heppell
 
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Post » Thu Mar 17, 2016 10:49 pm

actually this could be in the realm of possibility look at the dlc dead money, not the most liked dlc, but with the ability to go back i think it is good

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Robert Devlin
 
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Post » Fri Mar 18, 2016 1:21 am

If they are pre-war ghouls I want to be able to talk about the olden days with them.

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dean Cutler
 
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Post » Thu Mar 17, 2016 5:55 pm

I love that story, and that would actually be pretty awesome, but I think it should just be a quest as it doesn't sound too expansive.
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Timara White
 
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Post » Fri Mar 18, 2016 7:54 am



I'm thinking that the area would have at least 2 settlement locations, unique gear, 2 new followers with their own side missions and back stories a unique vault and unique mutant beasts. I really think it sounds big enough for a $5 DLC at least.
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JLG
 
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Post » Fri Mar 18, 2016 12:02 am

I don't think this falls into the Fallout 4 genre, it wouldn't be Fallout. That was the main complaint with Dead Money, that what it wanted you to do (jump to safe areas, etc.) wasn't what Fallout is about and was too much of an action game vs. an sandbox exploration game.

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Batricia Alele
 
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Post » Fri Mar 18, 2016 4:37 am

No idea why. I loved the challange from being stripped of my best toys and dropped into an enviroment so hostile even the air tried to kill you. Id have pawned fonv long ago if not for that dlc.


Edit- I couldnt stand the tribal dlc though. That was boring and i still have no idea why you can return to that area.
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Tanya Parra
 
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Post » Fri Mar 18, 2016 6:45 am

Not bad OP, but not in the mood for more story/quest DLCs I can obliterate with my OP character. Bethy, as well as a million other gaming companies have done that to death already. Getting quite repetitive and boring frankly, like Groundhogs Day.



Do like what Bethy has in the works for us with Automatron and WW, expanding and filling out the Open World more (wish they would REALLY flesh out Settlements more then even what they seem to be palnning).



Hope they have more DLCs in the work like it.

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Dark Mogul
 
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