Enclave and Fo3

One of the few things I liked about the "liberties" taken with the setting in Fallout 2 was the ghoul city running the nuke plant. Clearly demonstrated the kind of situation where ghouls could openly coexist; they pipe power to the humans working in a high-radiation environment, humans provde protection in return. Super-mutant miners was another reasonable idea. In the rare (and it should be rare, though I wouldn't expect Vault City's genocidal tendencies to be the norm) cases of coexistance, that kind of division-of-labor and thus necessity-of-coexistance should exist.

Please excuse me if I seem confused but the "Great Leader" of Vault City wanted you to destory the Power Plant and the Ghouls living around the plant. It was your choice as what to do, and I hope in everyone's kind heart they showed a little mercy kept the ghouls alive and recruited Henry at least for a little time. It was your choice to fix the plant.

Might I add the supermutants were very unintelligent and their commander was the exception to the mutants. I think the Vats of goo might have fried their brains but they were no smarter than the deathclaws in FOT and FO2. As long as there are people like Vault City's leader who want to kill the ghouls and the Brotherhood who want to kill the mutants, there is no way that super mutants or ghouls will co-exist with the human survivors.

I'm sorry but maybe in a perfect world, but not in the post-apocolyptic world.
 
Chairface said:
Personally I'd like to see a lower magic setting. As in, less super mutants, ghouls, centaurs, wanamingos, deathclaws, etc.

I think Fallout did this well. Super mutants and ghouls didn't run around and become buddies with everyone, deathclaws weren't cuddly and there were no aliens.

Ghouls could pass as humans with masks (and claiming perhaps that they need to wear the mask because they were badly burned), and Goris demonstrated that it's at least plausible for deathclaws to attempt to blend in. Super mutants are another matter entirely. But even super mutants are more likely to pass themselves off as humans (and are also intelligent enough to plausibly co-exist) than centaurs, aliens, etc.

Could only see a ghoul passing off as a human if in radiation clothing or something equally concealing, and even then barely, limping as they do. Goris was just implausible. Can't see any reason for his existance other than that someone wanted a deathclaw party member.
 
Goris wouldn't pass up-close inspection, but at 20 yards he'd be a "person" and not a "deathclaw" at least. Which is better than just wandering around as a deathclaw. Ghouls would be fairly easy to pass off.
 
A damned suspicious-looking person, hulking under that coat. The sort you'd rather shoot before you ask questions.
 
Araanor said:
Chairface said:
Personally I'd like to see a lower magic setting. As in, less super mutants, ghouls, centaurs, wanamingos, deathclaws, etc.

I think Fallout did this well. Super mutants and ghouls didn't run around and become buddies with everyone, deathclaws weren't cuddly and there were no aliens.
Actually, I liked the Wanamingos. I never believed them to be from outer-space or anything of that nature. So calling them "aliens" I didn't like, but the idea that deep in some mine, a lizard or something had transformed via mutation / radiation / stock-pile of chemical left over dumped in the mine etc... into a thing that went "splat"rather nicely when you shot it, was good. It was just nice to have a new "creature" to be afraid of.
 
Villians 'R' US

St._P. Wrote:
The Unity might be all but gone, but.. Mariposa is wide open after Fallout 2. Supermutants are still roaming the area with their freakish centaurs and floaters. The Master controlled The Unity with telepathy, so why not have a bit of "it" in every supermutant as a contingency? Think of it as a hypnotic trigger, waiting for the right time to recall all the Supermutants and ............


Think of The Master and The Unity as a Messiah leading the faithful to an utopian tommorrow. One beaker of "goo"'s utopia is of course another critter's distopia. Fit's the "Brave New" design talks.

If The Master as (a) Christ entity is too sticky, then perhaps consider The Master as (a) "John the Baptist". The Dipping in FEV as a total immersion ceremony. Great Flaming Tails of Glory!

If consuming the body of "christ" [FEV altered DNA] establishes a mental link, it could open the receiver of "grace" to brain washing away all pride and individuality for the promise of THE UNITY.

Could have several factions: the super mutants, domesticated and "free range"; Children of the Cathedral-"Union Locals"; "infected straights" being manipulated unconsciously.

The Cult of The Master could live to fight another day, as muties, zealots, and "fellow travelers".

Plenty of dilemmas here if allow Marcus Muties the option to resist the
"call". Or does "pacifying" C of C Hospitals involve killing the "flower children"?

A wild card could be survivors of the "Army of Alaska" migrating to
a "Promised Land" of old Southern California. A mix of "tech" and gritty realism not subject to the dillusions of the Enclave.


4too
 
Or, if you like the idea of setting the NCR back a notch or two, like I do, imagine this..

You have the Children of the Cathedral making a trip to mariposa and collecting a 50 gallon drum of Master's Blend FEV. Have at least one or two NCR senators in your pocket or who agree with your philosophy. Wheel that drum in to the NCR senate and use a small explosive device to spread it on everyone there during a pivotal vote. Fun, hillarity, and mutation insues.

In one fail swoop, you've just crippled the NCR and gotten yourself a new batch of supermutants. In fact, Shady Sands would most likely have a good deal of mutation issues after that, considering just being exposed to the closed air in Mariposa turned the Enclave soldiers in to Supermutants.

You don't even have to show this or have the game set in the region with NCR, you could have this as a backdrop event - The Rise of the Mutants.
 
Please, just stop with the FEV toxin crap. Remember the Master is dead and the Lab was blown. The rise of supermutants is almost the same as the first game. You need a new plot unlike the idea of contaminating people with FEV and making them into mindless mutants that you'll just end up killing along with the rest of the evil mutants. Anyways I thought the FEV toxin was all destroyed when the vats blew up, because they needed all the FEV toxins to fill the vats. Saint you don't have a bad idea just the idea is a little thin and the game would be so short if we followed it. They wouldn't have 15-20 good areas it would be more like 3. Your hometown, the muntant base, and the church would be the only 3 places in the game.
 
Actually it would make perfect sence to bring back the mutants/the unity, look at all the movies/stories that are written/made they all come back to the original one. Of course we can argue if that's a good idea/story, but it would make sence.

What else if not the return of the Mutants? some new "master", it would have to be something that would scare the world. Fot did the robot thingie, not so good but they did it. Fo2 brought in the Enclave, which were out of place in the background story/setting. If we're going to stick with the original one and say that's where we draw the red line from, well then it would make sence to bring back the Mutants/the unity.
 
From my understanding the toxin was destroyed so there'd be no more left and i thought the church was blown with its followers inside. Sure you could say that the remenants of the Unity combine their power with the muntants once again. I see you're point, but the fact that we already did it once before kind of reduces the appeal. If there was something bigger that added to the idea it would probably be great, but it seems more like buying a remade copy of the first.

Actually it would make perfect sence to bring back the mutants/the unity, look at all the movies/stories that are written/made they all come back to the original one.

Nightmare, Friday the 13th, Halloween, and all of the first movies seem to be better than their successor. So it just seems to me at least, that the idea of just destroying the Muntants/Unity who have the same plan as before, to conquer the world by making people into muntants, is a little redundant.
 
Azail said:
From my understanding the toxin was destroyed so there'd be no more left and i thought the church was blown with its followers inside.
Yes, but you're forgetting the special batch of F.E.V. that Vault-Tec managed to get their hands on!! (According to the FO:BOS story.)

Who knows, maybe everyone secretly has a batch of F.E.V. underneath their homes? Ooohh! Maybe there's F.E.V. in every Vault, hidden away in a sekr3t lokc/\r!!
 
Azail said:
Please, just stop with the FEV toxin crap. Remember the Master is dead and the Lab was blown.

Mariposa was excavated in Fallout 2, and there was a hell of a lot of FEV left there.

From my understanding the toxin was destroyed so there'd be no more left and i thought the church was blown with its followers inside.

The CoC had outposts in The Hub, and the Followers of the Apocalypse seem to imply the CoC have little "outreach" deals in other towns as well.

I see you're point, but the fact that we already did it once before kind of reduces the appeal. If there was something bigger that added to the idea it would probably be great, but it seems more like buying a remade copy of the first.

It depends on how they do it. I mean, how many goddamned ideas are there about the Enclave? Even JE Sawyer keeps mentioning them in relation to the setting and other areas. The Enclave was totally ass compared to The Unity.

FEV's effects will never be fully explored because there's really a hell of a lot that can be done with it. The Master's exploration in to using it lead to things like floaters and centaurs - it took a while before he got the Supermutant batch. If you can take some FEV and make humans in to things like centaurs, what else can you make with it out of humans? How about out of dogs? Or brahmin?

Nightmare, Friday the 13th, Halloween, and all of the first movies seem to be better than their successor.

Road Warrior was better than Mad Max.

that the idea of just destroying the Muntants/Unity who have the same plan as before, to conquer the world by making people into muntants, is a little redundant.

They wouldn't have to have the same plan, but they'd still need an army. Besides, turning the NCR ruling body in to Supermutants to cause chaos sounds like a great way to remove the government from the wasteland, setting it back to Fallout levels of civiliation.

Imagine all the chaos that would occur if Sandy Sands was turned in to mutant central overnight. There'd be no organization to resolve the disputes between the cities in the South of California, and just East of California. Any attempts to find out what was going on in the capitol would result in dead parties. You'd basically end up with a post-post-apocalyptic situation.
 
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