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how would you design a Fallout? | how would you design a Fallout? | |
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Author | Message |
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shocktrooper666
Posts : 444 Join date : 2017-01-11 Age : 33 Location : USA
Character sheet Name: Geth Faction: Brotherhood of Steel Level: 105
| Subject: how would you design a Fallout? Mon Jan 30, 2017 10:36 pm | |
| what i mean by this is plot, side quests, creatures etc just a over all story crafting talk i know this may have been done to death but i enjoy hearing the stories {games} one would craft for themselves so this post for me is a form ov sitting around a campfire hearing one story after the other looking forward to seeing some great ideas. _________________ the messages ov the old world still persist and find meaning in the present most cant/wont hear the weight in their feet either for good or worse in the messages they speak to one another in truth we are all couriers carrying unknown messages.
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| | | hershal721
Posts : 40 Join date : 2016-04-30 Age : 31 Location : The Pitt
Character sheet Name: Hershal Madison Faction: NCR PMC SCOUT DIVISON Level: 30
| Subject: Re: how would you design a Fallout? Mon Jan 30, 2017 10:57 pm | |
| For me I would make a fallout in the middle of a massive city (Division style) where it is always winter. For the creatures, I mean we could have another new mutant in the mix not super mutants or anything like that. But with full on paranormal 'entities' they have been explored in previous fallouts but never fully explored. The side quests would be varied, and raiders would not be immediately hostile. You could join them properly, you could get perks and items befitting that style. (Like its hard in the early game but in the late your a tank) Also I would love to see you be the onlooker, someone who gets effected by the next survivors carelessness. I would love to see you have to Kill the next survivor. Also the companions would be immensely changed by how you play. (Stat and personality wise) Now like I said before it would be set in a city, now this is a huge undertaking but I would love to be able to climb every tower, home, car, building, just about anything. Well thats enough for now because I ran out of ideas. :3 |
| | | aarius
Posts : 1457 Join date : 2015-06-07 Age : 25
Character sheet Name: - Faction: - Level: -
| Subject: Re: how would you design a Fallout? Mon Jan 30, 2017 11:07 pm | |
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| | | shocktrooper666
Posts : 444 Join date : 2017-01-11 Age : 33 Location : USA
Character sheet Name: Geth Faction: Brotherhood of Steel Level: 105
| Subject: Re: how would you design a Fallout? Mon Jan 30, 2017 11:15 pm | |
| @"hershal721" i really dig a lot ov your ideas the biggest is being able to explore every building, tower, home, car and every johnny on the spot {joke } in the world i agree with totally i love the idea ov more ov how the Pitt was just more city because lore wise {correct me if im wrong} the post war US had massive metropolises and skylines so i agree exploring that would be amazing and i also dig the idea on being able to join a gang and rank up {unlike Nuka world} in the gang till you run said gang and onward to controlling the whole city {the human controlled bits anyway} good ideas man id totally play that in the fallout sitting. _________________ the messages ov the old world still persist and find meaning in the present most cant/wont hear the weight in their feet either for good or worse in the messages they speak to one another in truth we are all couriers carrying unknown messages.
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| | | JackLovecraft
Posts : 300 Join date : 2015-03-24 Location : Floor 42
Character sheet Name: Character Faction: Level:
| Subject: Re: how would you design a Fallout? Mon Jan 30, 2017 11:17 pm | |
| Make the Wasteland Huge Add a car you can mod and add shit on it like crazy Try to save yourself not the world Fist of the North Star like world No DLC GOTY of 2099 _________________ |
| | | hershal721
Posts : 40 Join date : 2016-04-30 Age : 31 Location : The Pitt
Character sheet Name: Hershal Madison Faction: NCR PMC SCOUT DIVISON Level: 30
| Subject: Re: how would you design a Fallout? Mon Jan 30, 2017 11:20 pm | |
| @"shocktrooper666" Thank you! I am very new to this site. I made my account ages ago but never used it. (Now I am of course) (PS: THANK YOU FOR MY FIRST REPUTATION ) |
| | | Acies
Posts : 342 Join date : 2015-03-01
| Subject: Re: how would you design a Fallout? Mon Jan 30, 2017 11:31 pm | |
| - alexmercer984 wrote:
- Make the Wasteland Huge
Add a car you can mod and add shit on it like crazy
Try to save yourself not the world
Fist of the North Star like world
No DLC
GOTY of 2099
I'll also add more messed up quest and choices, and choices that matter and affect the world/player, like the skeever molerat disease from vault 81. |
| | | Soju
Posts : 2266 Join date : 2014-10-19 Location : USA
Character sheet Name: ---------------------- Faction: --------------------- Level: ----------------------
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 12:03 am | |
| Scan and import the entire US map and have my team of 10000 people modifying it to make it looks like a wasteland throughout the course of 2 years and put extremely smart and definitely non-existant (yet) AIs for NPCs in it so that it functions like how real life would so that every situation and playthrough would be dynamic, even quests would be dynamic, different, and unique, and because of that and no playthrough would be the same. #Ihaveadream Hopefully it can happens in the next 10 years with the rapid advancement of technology? |
| | | shocktrooper666
Posts : 444 Join date : 2017-01-11 Age : 33 Location : USA
Character sheet Name: Geth Faction: Brotherhood of Steel Level: 105
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 12:23 am | |
| @"alexmercer984" SO Mad Max? you were cool in my book from the moment i seen the Berserk avatar haha but i could for sure dig a fallout game like that War Rig for days!!! @"hershal721" no pro bro and hey life right? haha i myself barely have time myself but welcome to the site man {i know a bit late} anyway my whole idea was that you would start off as a newly knighted BOS who is sent with his chapter across the oceans to find tech {as is the norm for the BOS Ad Victorum yo} but the airship is attacked by a mutated flying lizard {ok dragons } over England and you are the last living member ov the chapter and from as you wake up from the crash you get a comm call in your helmet from a elderly man named Merlin who guides you thoughout the country side and the locals till you meet "him" he is a AI the last one the UK made before the great war whom became self aware and sees you as the next king Arthur from that point he mentors you and sends you out to build a new brotherhood and to bring the reign of the "dragons" and the raiders to a end. lame i know but shrugs _________________ the messages ov the old world still persist and find meaning in the present most cant/wont hear the weight in their feet either for good or worse in the messages they speak to one another in truth we are all couriers carrying unknown messages.
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| | | hershal721
Posts : 40 Join date : 2016-04-30 Age : 31 Location : The Pitt
Character sheet Name: Hershal Madison Faction: NCR PMC SCOUT DIVISON Level: 30
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 2:17 am | |
| @"shocktrooper666" Replace the lizards with deathclaws that are controlled by a new master. BOOM awesome as hell story. |
| | | ritualclarity
Posts : 629 Join date : 2014-04-26 Location : Dark Side of the Moon
Character sheet Name: Character Faction: Level:
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 3:24 am | |
| Well... I'd create and add the necessary creatures. Some really cool NPCs with some great dialogue. Can't forget ample armor and weapons locations that are clear and hidden gems, lots of easter eggs. Now what I woudn't do is give it a story... that is right not a story at least not in the sense of a main quest line. I would allow the gamer to choose their paths. (AKA Oblivion like) where they choose the direction they want to go into and as they go farther they start to loose access to other groups. Add some hidden dangers in the groups and who the are atagonist of etc. Free and open play. Another thing I would do is make sure open source plug in are ready as well as the game editor. Spend some more time in making sure it was very stable. With a great base, factions, creatures, armors, weapons and ample minor side quest to allow you introduction to various groups you then could be a gun slinger, fighter, merchant, doctor or whatever you choose to be basically to one degree or another. Draw back.. the game will be weak when released. A precieved NO NO for games. However the tools provided would allow quick and prompt development of added quest lines and such enhancing the entire game. One draw back... we'd likely not be able to sell another game for more than 5 years. lol as the users would likely wait until there are some major development in the engine. However the game company could add added lands and factions/creatures and such in DLCs. Large DLCs as large as the original land. Imagine if there was a game that was releasd in the past like Fallout 1, then a dlc or new game that plugged right into the original game with Fallout 2's location, Then Fallout 3's location etc. That would bhe Huge. _________________ |
| | | shocktrooper666
Posts : 444 Join date : 2017-01-11 Age : 33 Location : USA
Character sheet Name: Geth Faction: Brotherhood of Steel Level: 105
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 4:42 am | |
| @"hershal721" dragon deathclaws that is crazy.....crazy enough to be EPIC haha i really dig the new master ideal as well you got some good ideas brah. @"ritualclarity" i really like this bit "However the game company could add added lands and factions/creatures and such in DLCs. Large DLCs as large as the original land. Imagine if there was a game that was releasd in the past like Fallout 1, then a dlc or new game that plugged right into the original game with Fallout 2's location, Then Fallout 3's location etc. That would bhe Huge." and after everything is said and done make a cleaner cut game with all the content i dig it man. _________________ the messages ov the old world still persist and find meaning in the present most cant/wont hear the weight in their feet either for good or worse in the messages they speak to one another in truth we are all couriers carrying unknown messages.
|
| | | kazeem
Posts : 849 Join date : 2016-05-27 Age : 47 Location : France
Character sheet Name: Character Faction: Level:
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 6:47 am | |
| Not exactly the subject but I would really like to see a spinoff of Fallout with the events that lead the world to a total and nuclear war. Just before everything to be wasted. Conflict with chinese communists and so on.... _________________ Splatter, splatter, splatter, gnnnniihhh and....SPLATTER! |
| | | shocktrooper666
Posts : 444 Join date : 2017-01-11 Age : 33 Location : USA
Character sheet Name: Geth Faction: Brotherhood of Steel Level: 105
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 8:14 am | |
| @"kazeem" how would you like it to be sit up like a splinter cell like game or more ov what we seen in operation anchorage? because how i understand it lore wise everything that lead up to the war was corporate espionage,assassination and so on yeah the whole red menace thing was there but it was a resource war between china and the US/corporations {correct me if im wrong} id like to hear more about your idea think it would be a pretty neat thanks for posting! _________________ the messages ov the old world still persist and find meaning in the present most cant/wont hear the weight in their feet either for good or worse in the messages they speak to one another in truth we are all couriers carrying unknown messages.
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| | | Waffenbaum
Posts : 301 Join date : 2016-07-07 Age : 39 Location : Denmark
Character sheet Name: Lucky Faction: Vault 13 Level: 22
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 9:17 am | |
| I would go back to around the ending of Fallout 2, circa 2250, and set it in Canada or Alaska.
The player would be stuck in a region gripped by nuclear winter, where the cold would simply be another enemy, though a much more insidious one than the bears, boars, elk and large, lumbering hairy mutants colloquially known as "snowmen" that roam the white mountains, attacking and devouring anything they see.
The story would be simple, a return to roots as it were. Your journey starts inside your vault, closed since the bombs dropped and with no means to survey the outsides and all top-side equipment was irreparably damaged by EMP waves. At least, this is what everyone inside the vault believes, until one day the vault entrance terminal video feed starts working after more than a decade with no outside contact. An image of a young woman appears on the grainy monitor, wearing outlandish tribal paint and clad in an outfit of heavy skins draped over a tattered vault suit bearing a number you don't recognize. Behind her, there is nothing but white. Though the howling wind and hiss of the ancient speakers makes it hard to hear her words, you understand her plea. "My people needs help, our vault is under attack. They will come for yours next if we don't-!", is as far as she gets. With one frightened look behind her, she vanishes from sight and the feed is cut.
As soon as she is gone, the people of your vault reel in shock from the revelation that there is still an outside world and that people evidently survive in it. Then follows hefty debate and rising anxiousness over the ominous message. As the vault dweller calls to order, the vault historians look into the archives, trying to find anything related to the vault number the woman wore, and discover that it must belong to a vault two days travel further north, along with its coordinates. Although no one has ever left the vault, clearly your help is needed. The dwellers put it to a vote, a narrow majority opting to send a small group outside, well-aware it could be a ruse to compromise your home. Four people volunteer, you among them.
As the vault security chief, you are asked to lead the others. Your team consisting of a doctor, a fellow security guard and the son of the Overseer, an avid archivist who insists that he will represent his father on your mission to help the mysterious northern vault as well as document the journey. You are equipped as well as can be afforded, with heavy parkas, goggles and food for a week. Though having few weapons in the vault and the Overseer deeming most essential to vault defence, you leave with only three 10mm pistols to go around.
When vault door opens, you are standing in the outcropping of a cave, among dense pine trees. Immediately your group is greeted by a gust of snow so harsh it almost knocks the breath from your chests. Never having experienced something even close to this as you grew up in a temperature-controlled vault, you come to realize what a momentous undertaking even getting to the vault will be. The heavy snowfall has erased any signs of the woman and where she may have headed, but your Pip-boy compass shows you the way indicated by the archive coordinates. Your first stop will be a small township on the way there, hopefully it will provide enough shelter for the first night outside. If anything still remains.
Of course, nothing is ever as easy as it seems, and it doesn't take long until your group is decimated. Your first stop, the nearby township, turns out to conceal cannibalistic mutants in the towns underground cellar system. Your fellow guard dies in the first assault, while the doctor flees into the storm and the Overseers son is taken to the caves below. You are left wounded in the snow, your cold-weather gear damaged. Coming to, you have a choice to make. Do you attempt to locate and save what remains of your group, or do you write them off as dead and press on alone to do what you set out to accomplish in the first place? Whatever you wish to do, you must find shelter and the means to repair your gear, your survival is paramount to discover the looming threat to the vault. _________________
Last edited by Waffenbaum on Tue Jan 31, 2017 7:50 pm; edited 1 time in total |
| | | kazeem
Posts : 849 Join date : 2016-05-27 Age : 47 Location : France
Character sheet Name: Character Faction: Level:
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 12:00 pm | |
| @shocktrooper if it is a spin off you can turn it many ways. It could be almost everything we want, a shooter, a tactical or even keep it a rpg. Another idea : telling the story of the first men born outside the vault after the holocaust, the growing of the first tribes of raiders.... _________________ Splatter, splatter, splatter, gnnnniihhh and....SPLATTER! |
| | | MotionlessGhost
Posts : 309 Join date : 2016-04-26 Location : US
Character sheet Name: Evelyn Faction: Vault 76 Level: 110
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 12:42 pm | |
| A military oriented fallout game. Possibly being apart of an NCR battalion. You could choose different backgrounds for your character as well, giving in to roleplay-ability. The game would start on a mission gone wrong, and all the last remaining member of their squad. The NCR government would be behind the incident, and the character knows this. You could choose to stay with the NCR or leave after this.
Of course there should be plenty of vertibirds and other vehicles in the game. I feel like seeing into the NCR’s territories would be a nice change of pace. The corruption within their government and the dangers outside of their cities and towns would provide interesting stories and quests. Helping a corrupt politician take out a rival for money, surviving while traveling on the roads, taking on shady contracts, stuff like that. _________________ "I am not existing, nor am I lifeless." |
| | | shocktrooper666
Posts : 444 Join date : 2017-01-11 Age : 33 Location : USA
Character sheet Name: Geth Faction: Brotherhood of Steel Level: 105
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 7:36 pm | |
| @Waffenbaum thank you for posting brother! it is nice to see another storyteller with heart behind their stories i would enjoy the more northern feel and creature/mutations it would bring hairy deathclaws maybe even super mutants whom have grown into bigfoot/yeti like beings to the locals more maybe a more Ericson {super mutant fallout 4 far harbor} view on them armor wise but i love the idea. @MotionlessGhost i like the ideal behind not being just another vault dweller idea because at this point it has been done into the ground almost seeing the inner workings ov the NCR and to see even more ov the corrupt dealings they have maybe even start a revolt would be something to explore? _________________ the messages ov the old world still persist and find meaning in the present most cant/wont hear the weight in their feet either for good or worse in the messages they speak to one another in truth we are all couriers carrying unknown messages.
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| | | momuse88
Posts : 321 Join date : 2014-11-06 Age : 36 Location : Tucson, AZ
Character sheet Name: Character Faction: Level:
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 8:37 pm | |
| I want to explore the whole "spin-off" conversation. I know the settlement feature in FO4 wasn't loved by everyone, and many people might've been happier if Bethesda hadn't tried new stuff and focused instead on the tried and true formula, but hear me out for a second on this. I think that through all of the clunkiness of their settlement system, it worked really well as a proof of concept to establish that Fallout can and should be explored on different levels, not necessarily just as a RPG/shooter that comes out every 6 years.
When I was younger playing Fallout 2, some of my favorite sections were the caravan missions, where you joined up with the caravan and did caravanny things like move the goods, defend the caravan from thugs, make deals with settlement owners and the Settlement System tapped into that really well. I spent about a third of my game time in Fallout 4, creating a daisy chain of settlements through the Commonwealth, I spent loads of time carefully placing and optimizing resources for maximum output, I also spent loads of time decorating to make it look like a raider settlement should, and then it began to dawn on me that I would really like to see more Fallout spinoffs that focus on this.
The creator of Fallout, Timothy Cain, has said “My idea is to explore more of the world and more of the ethics of a post-nuclear world, not to make a better plasma gun." So yeah, we have explored this world from the RPG viewpoint of the lone wanderer or the Courier, but how about we explore the ethics of the post-apocalyptic world from a management point of view, which is something that these games have always talked about (being mayor, being the Overseer, being the caravan boss) but have never actually implemented as game mechanics? I still want my RPG/shooter, but I think we should get more spin-offs in between of major installments in the form of stuff like
NCR Simulator 2017 (kinda like Farm Simulator 2017)
The Primms (kinda like the Simms)
Anno 2287 (kinda like Anno 2205)
or some kind of Faction Management game? _________________ |
| | | shocktrooper666
Posts : 444 Join date : 2017-01-11 Age : 33 Location : USA
Character sheet Name: Geth Faction: Brotherhood of Steel Level: 105
| Subject: Re: how would you design a Fallout? Tue Jan 31, 2017 9:29 pm | |
| @momuse88 i get what your saying i enjoyed the settlement part but in 4 it wasnt right for me it felt like it was a major part ov the game and killed the role playing aspect in some ways but i have a whole other thread about that haha anyway im glad you enjoy that i do as well also the names for the listed games are very clever haha NCR Simulator 2017 (kinda like Farm Simulator 2017) The Primms (kinda like the Simms) Anno 2287 (kinda like Anno 2205) epic stuff man i wouldnt have been able to think them up so can i assume you enjoyed the vault tec overseer app game? im sorry if i don't know the name at the moment im on my way to a doctors appointment but thanks for posting id like to delve deeper into your ideas on the spin offs. _________________ the messages ov the old world still persist and find meaning in the present most cant/wont hear the weight in their feet either for good or worse in the messages they speak to one another in truth we are all couriers carrying unknown messages.
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