[WIP] The Eagle Has Landed - Enclave MQ Overhaul

Post » Sat Feb 13, 2010 11:35 am

Yes but we need some http://tvtropes.org/pmwiki/pmwiki.php/Main/KickTheDog in this mod because as much as I like the Enclave there is no way you can play as the Enclave and do no crimes against humanity.

I'm just saying there should be some justification, the way that the Colonel isn't entirely evil. I think you could even strengthen the similarities between the Enclave and the Nazis (am I the only one who thought this?) by having propaganda (similar to the "THANK YOU OVERSEER" crap in Vault 101) teaching you that all ghouls are evil and stuff like that.
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Jessica White
 
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Post » Sat Feb 13, 2010 1:28 am

I'm just saying there should be some justification, the way that the Colonel isn't entirely evil. I think you could even strengthen the similarities between the Enclave and the Nazis (am I the only one who thought this?) by having propaganda (similar to the "THANK YOU OVERSEER" crap in Vault 101) teaching you that all ghouls are evil and stuff like that.


How about no. After all those arguments over the Forums, making the clear difference that the Enclave are not Nazis....Just no.
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Liv Brown
 
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Post » Sat Feb 13, 2010 6:51 am

I'm just saying there should be some justification, the way that the Colonel isn't entirely evil. I think you could even strengthen the similarities between the Enclave and the Nazis (am I the only one who thought this?) by having propaganda (similar to the "THANK YOU OVERSEER" crap in Vault 101) teaching you that all ghouls are evil and stuff like that.

Yes I also think that the Enclave policies are similar to the Nazis, maybe its just a way of representing a corrupt government :shrug:
And the Enclave eyebots spread Enclave Propaganda around the Wasteland by playing the Enclave radio station all the time, the Colonel isn't evil he is just trying to accomplish what he believes in, which may seem evil to people with different perspectives

Also what is this mod going to do about companions?? From the Enclaves perspective only a few companions are actually pure:

Star Paladin cross: Evil, commits treason by working against the government, Not a pure strain of human
Fawkes: Not a pure strain of human
Charon: A ghoul, Not a pure strain of human
Jericho: Not a pure strain of human
Dogmeat: Evil, sides with the LW
Clover: Not a pure strain of Human
Butch: Pure strain of Human
Sergant R-L3: Loyal Robot

So only 2 out of 8 would be likable by the Enclave, although I wouldn't be surprised if someone shot Butch in the face because of his arrogance :P
Fawkes could be Brainwashed into a Frank Horrigan type soldier, here's a replacement for Dogmeat:

Scrap: a Eyebot to replace Dogmeat, he will be stronger than regular eyebots, he can get other eyebots to follow you and can be repaired with bits of metal you find (Toasters, Harmonicas etc)
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Glu Glu
 
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Post » Sat Feb 13, 2010 12:07 am

jericho and clover would be used by the enclave but killed once they had no more use for them


and there are two or three enclave followers a medic, a trooper and one other added with mod
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Your Mum
 
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Post » Sat Feb 13, 2010 11:57 am

Also what is this mod going to do about companions?? From the Enclaves perspective only a few companions are actually pure:

Like I've said a million times, there are two Enclave companions to replace Cross and add a medic companion.
There will also be a deathclaw companion, and an eyebot (named "Botscrap").
A third human will be a stray sniper from Vault 8, California. He will be a pure-strain human and can be recruited early.
You won't be able to recruit Fawkes, and recruiting Jericho and Clover is up to the player. If he plans not to inject Purity with FEV, Jericho and Clover can be smuggled into Enclave without anyone noticing.
Butch can be recruited as normal.

And we will not tie the Enclave with Nazis. A person who knows some history can understand that Enclave and Nazis have no things in common. Also, things like propaganda and genocide were not invented by the nazis, a fact some fools fail to comprehend.
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Charlotte Lloyd-Jones
 
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Post » Sat Feb 13, 2010 2:46 pm

And we will not tie the Enclave with Nazis. A person who knows some history can understand that Enclave and Nazis have no things in common. Also, things like propaganda and genocide were not invented by the nazis, a fact some fools fail to comprehend.

Neither were concentration camps but people still think they were made by the Nazis, but making the Enclave ruthless is a good thing
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Jessica White
 
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Post » Sat Feb 13, 2010 5:58 am

*//NO MORE NAZI TALK//*

Or some reporting is gonna happen.
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Zoe Ratcliffe
 
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Post » Sat Feb 13, 2010 7:55 am

updates?
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Tracey Duncan
 
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Post » Sat Feb 13, 2010 1:23 am

updates?

Not today. I had visitors today and had to spend most of my time with them. Now I'm (supposed to) study Swedish.
I see if I can do some edits to the mod later this evening.
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Glu Glu
 
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Post » Sat Feb 13, 2010 8:46 am

Updates??
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Amiee Kent
 
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Post » Sat Feb 13, 2010 10:46 am

Your persistent, but I'm sure he'll update on his progress when time permits.
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..xX Vin Xx..
 
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Post » Sat Feb 13, 2010 1:09 pm

Yeah I've done some minor changes. I've just been busy lately.

Basically, I decided that I'm too inadequate to make the purifier scene working. So, instead, I moved to the start of the quest. I'm going to add stages and objectives for you adventure from Paradise Falls to Mall and to the Wastleand in search of Dad.
The second quest should be made as long as possible and it should force the player to really explore the wasteland, to avoid rushing the main quest.
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Nikki Morse
 
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Post » Sat Feb 13, 2010 1:15 pm

Your persistent, but I'm sure he'll update on his progress when time permits.

I just want to play as the Enclave, combine it with RTS and then we have Enclave city!!
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Peter P Canning
 
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Post » Sat Feb 13, 2010 12:10 am

Yeah I've done some minor changes. I've just been busy lately.

Basically, I decided that I'm too inadequate to make the purifier scene working. So, instead, I moved to the start of the quest. I'm going to add stages and objectives for you adventure from Paradise Falls to Mall and to the Wastleand in search of Dad.
The second quest should be made as long as possible and it should force the player to really explore the wasteland, to avoid rushing the main quest.

You might want to disable Dad being initially enabled then........to, you know, stop the rushing.
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Scott
 
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Post » Sat Feb 13, 2010 4:38 am

Sure. That would fit in the post-main quest thing. Taking control over cities. "Assimilate or die."


The "Big Trouble in Bigtown" quest could be re-written to support that rather than be scrapped....as miserable as thier conditions are it would be quite easy to win them over. The player rescues Red and Shorty and they all throw thier lot in with the Enclave since they are the only group that cared enough to help them. Or they could be recruited or press-ganged en masse into the Enclave military. Since they lived in Lamplight most of thier lives they might even be pure strain enough to survive the FEV if the player chooses the Edenist path.
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Andrea Pratt
 
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Post » Fri Feb 12, 2010 11:03 pm

The "Big Trouble in Bigtown" quest could be re-written to support that rather than be scrapped....as miserable as thier conditions are it would be quite easy to win them over. The player rescues Red and Shorty and they all throw thier lot in with the Enclave since they are the only group that cared enough to help them. Or they could be recruited or press-ganged en masse into the Enclave military. Since they lived in Lamplight most of thier lives they might even be pure strain enough to survive the FEV if the player chooses the Edenist path.


Well, why would the Enclave need a buch of mutated teens for?

Ill show them some "big trouble" when I show up with a group of Enclave and a Flamethrower...
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Cody Banks
 
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Post » Sat Feb 13, 2010 2:08 pm

Well, why would the Enclave need a buch of mutated teens for?

Ill show them some "big trouble" when I show up with a group of Enclave and a Flamethrower...


And I wonder where people get the idea the Enclave is made up of a bunch of thugs who happily sold thier souls for a nice homoerotic Hugo Boss designed uniform and license to get thier jollies killing anyone that can plausibly be called "inferior". :facepalm:


Those kids are relatively unmutated, literate and some even have some technical skills and could serve the Enclave in many ways once properly re-educated and trained. Kicked out of Lamplight, miserable, and in fear because they're alone in the face of raiders, slavers and mutants....Big Town is a promising resource for someone of a Autumnist bent looking to build for the future. The Lamplight-Big Town dynamic could provide the Enclave a steady stream of loyal and eager recruits, not to mention a higher percentage of salvageable genetic stock than anywhere in the Capital Wasteland outside Vault 101, with some careful management. Those that don't score so well on the genetic tests can always be quietly assigned to duties where thier deaths would benefit the Cause in some way.
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Kara Payne
 
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Post » Sat Feb 13, 2010 5:36 am

Recruiting locals will be up to the player. If he/she feels humane and does not use FEV in the Purifier, that means he/she is likely eager to bring the slightly mutated locals to the Enclave's flock, too.
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No Name
 
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Post » Sat Feb 13, 2010 4:14 am

And I wonder where people get the idea the Enclave is made up of a bunch of thugs who happily sold thier souls for a nice homoerotic Hugo Boss designed uniform and license to get thier jollies killing anyone that can plausibly be called "inferior". :facepalm:


Those kids are relatively unmutated, literate and some even have some technical skills and could serve the Enclave in many ways once properly re-educated and trained. Kicked out of Lamplight, miserable, and in fear because they're alone in the face of raiders, slavers and mutants....Big Town is a promising resource for someone of a Autumnist bent looking to build for the future. The Lamplight-Big Town dynamic could provide the Enclave a steady stream of loyal and eager recruits, not to mention a higher percentage of salvageable genetic stock than anywhere in the Capital Wasteland outside Vault 101, with some careful management. Those that don't score so well on the genetic tests can always be quietly assigned to duties where thier deaths would benefit the Cause in some way.

Yeah, but remember, little lamplight is full of inbreds. I'm sure that counts as some sort of mutant. :P
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Trent Theriot
 
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Post » Sat Feb 13, 2010 3:42 pm

So they could be pure, despite living next to, well, you know,
Spoiler
the vault covered with the FEV?
.
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Nicholas
 
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Post » Sat Feb 13, 2010 4:05 am

Havent read to far into the topic but what are you going to do with the vaults? And will there be any others added off the map for side quests to attempt to assimilate the vault dwellers?

I myself would like to see an enclave perimiter outside vault 108 and maybe one of them telling the commander he can't kill those kids or something like that.
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Trevi
 
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Post » Sat Feb 13, 2010 8:27 am

Havent read to far into the topic but what are you going to do with the vaults? And will there be any others added off the map for side quests to attempt to assimilate the vault dwellers?

I myself would like to see an enclave perimiter outside vault 108 and maybe one of them telling the commander he can't kill those kids or something like that.

Vault 101 can be assimilated. Otherwise, there are no plans for the vaults,
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Gemma Woods Illustration
 
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Post » Sat Feb 13, 2010 9:32 am

vault 108 has the gary clones in it you're thinking of little lamplight but it could good idea like outside vault 101 and a soldier saying the overseerer isn't opening the door to the officer
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~Amy~
 
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Post » Sat Feb 13, 2010 1:04 pm

i have two questions,

1. Will the conflict between Eden and Autumn (sp?) still exist? and if so, will we be able to pick a side?

2. After the ending, in this case project purtiy, we will be able to continue playing i suspect. will that mean that we are going to be killing everybody in the wasteland? If not, what do u have planned for us to be doing then?
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Smokey
 
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Post » Fri Feb 12, 2010 11:43 pm

vault 108 has the gary clones in it you're thinking of little lamplight but it could good idea like outside vault 101 and a soldier saying the overseerer isn't opening the door to the officer

Vault 108 is totally useless for the Enclave. It doesn't need a pack of illiterate and insane clones.
And Vault 101 will be dealt in the most obvious way: You ask to enter, and they say yes. Unlike in vanilla, where the Overseer refused to let the Enclave in.

i have two questions,

1. Will the conflict between Eden and Autumn (sp?) still exist? and if so, will we be able to pick a side?

2. After the ending, in this case project purtiy, we will be able to continue playing i suspect. will that mean that we are going to be killing everybody in the wasteland? If not, what do u have planned for us to be doing then?

1. No, because Autumn will not be able to continue leading the Enclave's armed forces after James' big trick.
The real power struggle in the mod will be between you and Autumn's successor, Johnson.

2. Of course not. You can kill everyone if you want, or not.
Post-MQ will deal with clearing BoS resistance and gaining power in the Enclave through miniquests.
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Doniesha World
 
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