Vault War I ? a suggestion for a Fallout strategy game

Post » Tue Nov 02, 2010 3:18 pm

Imagine, 222 years have passed since you have been put into hibernation - you and 1,000 of your fellow Canadians. It was a last ditch measure, but nobody really knew what to do anymore, when China and the U.S. decided that they had to protect Canada from each other. Time has not healed all wounds, in fact the land you were planned to resettle after hibernation is quite hostile to life.
It does not help either, that your liberators are still abroad: The U.S. seem to call themselves the Enclave now and have appointed a Governor for Canada. Although nobody has ever seen this Governor in person, he is giving speeches over the radio all the time. Chinese army personnel are scattered all over the country, trying to regroup, but their officers have this hindering tendency to kill themselves or each other, when things are not going well.
Then there are these opportunistic raiders who attack and plunder everyone and everything, whenever they spot a weakness. The mutant ? in contrast ? do not wait for any weakness, they attack and abduct your people whenever they feel like it. Both parties do not seem to have a plan, a concept, or a goal for the future of mankind, but are willing to fight for it anyway.
Furthermore, you cannot thaw up all your fellows at once, because your vault was only constructed to support about 100 people at the time, but there are other vaults, built by a company named vault-tec industries. Strange things are going on in these vaults, but if you convince them (the one way or the other) to side with you, they can provide you with more food, water, and living space and you can thaw up a few more of your people.
On the bright side, there are small communities of survivors that might cooperate and trade with you. You might meet interesting people there and sometimes you can even hire additional personnel.
So, what are you waiting for? Rebuild the Canadian nation a mari usque ad mare!

What I am suggesting here is a new xcom-style strategy game in the Fallout universe. On the strategy level you have your central vault, and ? of course ? other locations like vault-tec vaults, settlements, army posts, ruins, mine-shafts, bunkers and other more special places you can explore, take in possession, or connect to your trade network. You are using your resources to assemble small teams (~10-20 in size) you can send on missions (e.g., exploring a location, or holding and working those you already know). Other factions might attack your locations or already be there, when your teams arrive.
Here the tactical level begins: When factions clash, the above mentioned small teams duke it out on a tactical map xcom-style, using everything from nail boards to gauss rifles. Although I would suggest using a more modern tactical combat mode like that in UFO Afterlight.
Your main resources are your personnel. To prevent too much micromanagement in human resources (although they might not all be exactly human), the number of staff you can support is determined by a single number (see above). Generally, no wages, rewards, extra meals, etc. are required. You can send your people everywhere and they can stay there indefinitely, as long as the location is connected to your trade network. So, you can concentrate on developing and equipping your personnel. When you need more personnel and have the means to support it, you can just defreeze some or try to hire extern help. Your final score is determined by the people you still have in hibernation at the end of the game available for re-colonization.
Other resources like e-waste or nuke cola quantum are needed to build more weapons, suits of armors, and other necessities. Again, to prevent too much micromanagement, such resources can be relocated instantly via the trade network.

The plus side of this game would be that lots of artwork, ideas, concepts, and lore could be taken from the previous Fallout games and thus saving on development. Perhaps it would even be possible to acquire the tactical engine from UFO Afterlight, as ZeniMax is already a business partner of Cenega (although I would strongly recommend against borrowing any other features of UFO Afterlight).
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Philip Lyon
 
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Post » Tue Nov 02, 2010 7:37 pm

Examples of common locations:

Ruins:
When cleared of the occasional critter you can hold them and start scavenging. One should presume that there are enough ruins for everyone as these are abundant all over the landscape. However, this assumption is not in concordance with mankind's habitual behavior. The next ruins are always bigger and promise the better pickings that are even easier to retrieve - especially when these ruins are occupied by another faction!

Settlements:
Some of the survivors of the Great War have flocked together in small settlements. Mostly they live in small specialized communities like brahmin farmers, maple-flavored syrup makers (the exact ingredients are a jealously guarded secret, but it is a fact that there are not much intact maples around), or chem distillers.
These settlements are strategically important! Not only are there local traders, but nomadic traders and scavengers seeks them out, too. Therefore they are trading hubs for items as well as for information. Sometimes there are even potential recruits around.
Of course you can conquer settlements and position a team there to hold it, but in the process of nation building it might be more efficient to set up one of your cronies as mayor (or sheriff, community leader, president - whatever the local customs demand). This can be achieved by violence or diplomacy. Then you can sap resources (yclept: tax) and a militia (goons with tire irons, but if you fund the mayor, they may be upgraded) is established to defend the place.


Examples of special locations:

Derelict RobCo factory:
Here, you can build Protectrons. While a single Protectron won't be able to stop a determined raider, they have their uses though. They do not count to your number of supported people (but to the number of people on a team) and your soldiers like them very much ("team work is essential ? it provides the enemy with other targets to shoot at").
The speed of production is determined by the combined science and engineering skill of the team assigned to the facility.
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Star Dunkels Macmillan
 
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Post » Tue Nov 02, 2010 4:21 pm

Examples of minor factions and antagonists:

Esther Mole Rat:
Forget the AntAgonizer! Forget the Mechanist! Meet Esther Mole Rat (think Bart calling Moe!)! With her special breed (pun intended) of trained Rat Moles she will dig directly into your vault and then? well, she never thought she would get that far and does not have a clue what to do now, but the game is not about her, it is about you! And you have a bunch of angry and confused Rat Moles inside your perimeter!

Underground resistance groups:
Well, there are the English speaking Canadian People's Front and the French speaking People's Front of Canada. There was a bilingual group once, but it was annihilated in a joint CPF PFC operation. They are no help to your cause. Maybe they are a threat. Nobody can say, they do not seem to be doing anything anyway.

The Slavers:
There is always somebody making a fortune of other people's misery. And they know you have about a thousand new assets in your fridge! At first, they will suggest a trade?

The Brotherhood of Steel:
You need technology! They are already there. Plundering for tech is not a hobby, but a question of survival. All the cold spots are a live ammunition training for your teams, clearing out Radroaches and than pick up the plunder. But the hotspots are jealously guarded over by Brotherhood strike teams.

Aliens:
There are no aliens. People claiming to have witnessed a battle between two flying saucers above North America a few years ago, have actually seen an asteroid ramming a weather balloon. Should you find any debris stemming from this occurrence report to the General of the engineer corps directly!

Speaking of factions: It should be noted that it is entirely possible that people sharing Nathaniel Vargas' attitude wish to side with the Enclave or the People's Liberation Army. The evil overlords among us might even want to take command of the super mutants.

Containing ideas and/ or feedback from: Commander Mac
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Juan Cerda
 
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Post » Wed Nov 03, 2010 4:01 am

Human Resources:

coming soon
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Mimi BC
 
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Post » Tue Nov 02, 2010 6:41 pm

Help wanted:

If you like this idea, please help improve it. Either by supplying ideas, asking for clarifications, improving presentation, or pointing out mistakes.
I will try to incorporate all feedback!
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Brittany Abner
 
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Post » Wed Nov 03, 2010 3:24 am

My Friend,I would LOVE to see a Fallout RTS/RTT although you should be able to pick which country you are,and what the people know how too do and are equipped with ex.you could start in a military base so you would have better weapons and armor and a better defended area but Attacks are more frequent.and you shouldn't have a Set amount of people.You should be able to recruit.as I live in the US and fighting agianst other US people would just feel wrong
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saharen beauty
 
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Post » Tue Nov 02, 2010 6:14 pm

My Friend,I would LOVE to see a Fallout RTS/RTT although you should be able to pick which country you are,and what the people know how too do and are equipped with ex.you could start in a military base so you would have better weapons and armor and a better defended area but Attacks are more frequent.and you shouldn't have a Set amount of people.You should be able to recruit.as I live in the US and fighting agianst other US people would just feel wrong


Well, I think it is much more fun to start weak and get stronger over time.

As for real-time strategy/ tactics (RTS/ RTT): I favor real-time (RT) over turn based, too ? that is, most often (e.g., I cannot imagine a game like Civilization as RTS). However, since playing Total Annihilation (cf. Supreme Commander) I want the option to pause a game and issue commands, while the game is stopped. That is one of the few features I really like about UFO Afterlight in the RTT mode. Of course there are games that combine RT and turn based. A popular example is Baldur's Gate. Here combat seems to be RTT on the surface, but underlying turns proceed continuously according to the AD&D rules. Again you have the opportunity to pause and issue commands, and then to continue and lean back to watch whether things turn out as desired or if you have to intervene once more. That is just the right pace for old men like me. :turtle:
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barbara belmonte
 
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