Factions

Ruzzerion

First time out of the vault
What factions would you like to see more of and wich ones could you do without in a new fallout game?
 
more legion, more ncr, less everything else. I would like to see the enclave up and running in some capacity. Not at full strength like in 2 or 3, and not a couple of retired old people like new vegas, but a small group with a smallish quest line.
 
All New factions. Some BoS, NCR, and Legion. Midwest Brotherhood.
 
TorontRayne said:
All New factions. Some BoS, NCR, and Legion. Midwest Brotherhood.

I would love to see the Midwestern Brotherhood of Steel make a return in a more grounded form (i.e. no custom produced power armor, and no vehicles). Would love to see them as a different beast from the West Coasters so that they are willing to conscript tribals and wastelanders as cannon fodder while the "pure" breed has all the powerhouse technology. Maybe having them weakened by the Chicago Enclave outposts and Caesar's Legion.
 
I would like to see the actual potential that Fallout 3 had. A fallout 1 on the other side of the country. Not a copy mind you, or a game based on Fallout 1 but a game made in the same mindset.

I would like to see the actual potential of the capital location, which Bethesda left unfulfilled.
Perhaps the BoS could be tech hoarding elitists, who lord over the rest of the wasteland with their technology. With the option of aiding, destroying or using diplomacy, subterfuge or other deceiving tactics to thwart them or cause them to fall apart.

No enclave, no super mutants, no returning factions or characters whatsoever.

Perhaps as an enemy or otherwise opposite faction to these tech hoarding bullies, could be a different enclave. Another branch of american government or army that also decided to try and gain power when they waited out the nuclear war. Since it is dull and uninspired to simply transport the enclave cross country, but it would be very interesting to see a small handfull of people hidden away in a bunker with all the knowledge, skill, scientists and soldiers they could muster before the war. And then seeing the way they react to a wasteland not kind to their return, who also have their own resources, more manpower and possibly mutated creatures. A belief that a very small group could simply take whatever because of their superiority in knowledge and technology failing, as it were.

My god! A good enclave vs a bad BoS! It's genius, no? And that's how easy it is to fix Beth's kindergarten level Fallout 3 design. Yes, yes, thank you for the applause.

And no fucking retarded slavery analogy in logic defying androids.
 
New Hostile Factions

Here are some ideas for enemy factions that i have!!! :boy: :

Assasins:Gang of assasins,mainly use swords and knives and explosives,also have Assasin dusters

Enclave Outcasts:I like the fallout 3 enclave,i think we should bring those guys back,but this time,they have outcasts like the brotherhood of steel outcasts

Cannibals:i know it sounds like a hostile mob,but they are a faction,they can restore their health with a special attack.They mainly use the kitchen knives and even machetes

Vikings:These guys are badass,they use maces,swords,and axes,and their health is very high,But their armor is kinda weak,unless its fully repaired,the vikings never repair their armor,so it will be a bad quality.

Aliens:Please,make some aliens enemies,ive waited for that since the mothership zeta fallout 3 dlc.their armor cant be used though,so i would make like,an alien clothing scrap as a high priced misc. item for like,50 caps a scrap

well thats all i can think of,i will think of more enemies,see ya!!!
 
You're a troll detector?

On topic: Honestly, I'm very tired of raiders. Some nameless highwaymen are fine, but hordes of raiders (Vipers, Khans, Fiends whatever!) are kind of tiresome and don't add much to the world. I'm not against gangs with a story though. Some interesting quests with consequences would be fine as well. Man, even in NV - I killed all dem Fiends bosses in all of their damn bases and holes and still I kept encountering dozens of them at a time :x Did I really do those quests just for some grind exp and random phrases from two NPCs?

Any other factions? Sure! I wouldn't mind something original. No vikings, though. Please.

I guess Brotherhood has always been there in some capacity - in FO2 they were there as flavor and also with some nice power armor and gauss weapons. But any bigger factions? Surprise me!!
 
I think Caesar's legion is a good faction even they poorly apeared NV. There's lots of interesting things to left: faction of women who fight against Legion, after dead of Caesar, Vulpes Inculta, ETC. at mojave, they were nothing but a raider but in area like capital wastelnad, they are reasonable faction though I don't want beth to use them though.
 
Any other factions? Sure! I wouldn't mind something original. No vikings, though. Please.

I actually thought Vikings was his best idea. I know it seems pretty ridiculous, but so does Ancient Roman army wannabes. But hey, the legion turned out fine.
 
I like how the main differences between those „factions“ are the weapons they use.
 
Hassknecht said:
I like how the main differences between those „factions“ are the weapons they use.

You mean in the existing games? That's not really true, now, is it? Most of the factions have their own background stories and fairly solid ones at that - Brotherhood of Steel, NCR (Shady Sands), Vault City, Gun Runners, Crimson Caravans, Legion even, etc. The gear is extra - although Legion equipment reflected a little too much their historical predecessors in weird ways + all those funky melee weapons :?

Boomers were a weird faction. Like Gun Runners, but with big-ass cannons - here you're right, Hassknecht
 
Sub-Human said:
Gaspard said:
You mean in the existing games?

He was talking about the factions suggested by the 'troll' in the post above.
Yup. Factions need to be more than just deciding what weapon you prefer.
Especially if almost all weapons are swords, knives and machetes.
 
Oh. :lol: I didn't really pay too much attention to that guy and aside from the reference to my dislike of vikings in future games (actually I love them õ_õ) didn't include it in my reasoning
 
Ok. This topic died-out a little so I`ll share some insight about factions.

This is one of my factions I was using in my Fallout pnp games. I had whole region designed with Vaults, Towns and ongoing conflict. It was placed mainly in Oregon state.

Desert People

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Little is known about Desert People or Sand Wights as caravaners use to call them. What is certain that they mostly come at night, mostly* and when they do, they make sure nothing survives the attack. It is said they tend to kidnap young children and don`t live behind corpses of their kin. Brawl with Desert People is fierce, brutal and quick.

They wear outfit covering their whole body (just like on the picture) in earthly colours, which combined with high senak skill make them extremaly hard to spot. Their weapons of choice are various blades and melee equipment (hammers, machettes, clubs etc.). Some of them do use simple makeshift fire arms (pipe rifles, zip guns) but only as support for main forces or to get into close range.

Their place of origin is also unknown for time being. Their apperence made an opportunity for various mercs as additional protection of caravans or small settlements unable to protect themselfs. Those who were lucky of strong enough to survive encounter with Wights claim they use strange crude lenguage to comunicate. Corpses of killed invaders had strange skin pattern, but medics say it`s effect of some ritual scarification, not a natural feature.
 
These are some of the factions I have planned for Fallout Texas.
Not all ideas are originally my own and I have to ask the original creator if I am allowed to use them, otherwise I need to replace them with something similar.


The Followers of the ATLANTIS; a faction of transhumanists that is partly para military and also somewhat religious regarding their founder and leader.

The Followers are led by an artificial intelligence called ATLANTIS that was created before the great war as Poseidon Energy's super computer and was also developed as a supervisor computer for the Project Safehouse as a competitor to Derek Greenway's ODYSSEUS before Project Safehouse was privatized.

ATLANTIS ran Poseidonet but also supervised various parts of Poseidon's operations and assisted in its various research programs including their military project.
For that reason ATLANTIS' databanks contains thousands of files on various subjects including military training to make it a better aid in all this work.

Just before the great war ATLANTIS calculations concluded that a nuclear exchange was imminent and shut itself down in order to protect itself from the side effects of the nuclear explosions.

Some time after the War ATLANTIS came online again and started to send scout robots into the wasteland while it 'contemplated' what would be the best way to proceed.
It ran various simulations and calculations and determined that the best chances for its own survival is if it worked together with like minded humans.

Using its robots as emissaries ATLANTIS managed to make contact with a group of humans (I want to keep their background unknown for now) who it assisted with knowledge and goods to help them survive.
Eventually it revealed to thee humans what it really was and that it wished to create a new age of science and technology that rivaled that of the old world and even surpasses it.

The leaders of these humans agreed with ATLANTIS' vision and decided to follow its rule.
Using the information from its databanks and VR pods ATLANTIS started to train these humans as scientists, engineers/technicians, medical personnel, and soldiers and send them out into the wasteland to secure and retrieve resources that the Followers needed for the new age of science.

ATLANTIS is not necessarily a god to them, but treated more like a Prophet or Enlightened leader who in the Followers' opinion does not share the weaknesses and short sightedness of human leaders like the ones before the great war.
The majority of the Followers wish to become like ATLANTIS and transcend the human flesh, cybernetic augmentation is common and accepted amongst the Followers.

The Followers in general are not hostile to outsiders and do some trade with them including providing some services in return for things they need but they keep tight lipped about their organization and their leader.
If someone wants to know more about them he or she has to become a Follower.

They do become hostile when people attempt to steal or destroy their property, or destroy resources the Followers believe are important to the resurrection of science and technology.

Their biggest enemies are the Angels of the Apocalypse whose ideology conflicts with that of the Followers, and to a lesser extend the Caesar's Legion when these try to destroy pre war technological artifacts.

(the Followers are intended as replacements to the Brotherhood of Steel)

Their standard uniform is a cross between combat armor and a radiation suit, very customized design not found anywhere else.

The player can help them acquire T 51B Power Armor suits.




The Angels of the Apocalypse; originating from the Dallas-Forth Worth metropolitan area and the buckle of the bible belt, the Angels are a Luddite perversion of the Christian faiths that dominated this region before the bombs felt.

Surviving religious leaders crawled from the ashes and having become insane from the losses of friends and loved ones proclaimed that it was the evil of science and technology that had strayed man from the path of God and into the arms of the devil, causing the great war to happen.

Their goal now is to convert every human in the wasteland to their distorted version of the Christian faith and destroy every example of advanced technology or record of scientific knowledge they can find.

They are especially hostile towards technology using governments and factions and consider these a blight on the earth, either capturing and crucifying them (or killing them in other awful ways) or torturing them in order to 'save' and convert these people.

Still even the Angels know that they can disregard all the tools of evil in their mission to 'save' the wasteland, and they do use tools like high powered weaponry, armor, communication tools and even advanced medicine they have recovered from places like Fort Worth.
They believe that through prayer and self punishment they absolve themselves from the sin of using these unholy items.

The sight of a group of Crusaders on the horizon is often enough to cause panic even amongst the bravest of people, and a cloud of terror descents upon a community when an Inquisitor is dispatched to an Angel controlled settlement to root out sinners.
Even amongst the most faithful he will find one or two.

Angels consider Ghouls and Mutants as abominations, their sinful connection to science and technology evident by their appearance.
Still even these beasts can be 'redeemed' and find God through a lifetime of slavery and servitude to God's 'pure'.

The Angels absolutely hate the Followers of the ATLANTIS and the Brotherhood of Steel, and try to destroy these whenever they find them.
They consider the NCR to be sinful but it can still be 'saved' from itself by converting it with military force.

It might seem that the Angels and the Caesar's Legion would agree with another on many points but the Angels consider the Legion sinful in its own way, believing its leader; the Caesar being the son of a heathen god.

The Legion on its turn remembers Christianity being the faith of slaves and see the Angels as such even though they recognize Angels crusaders to be equal to the strongest Legionnaires.

Their standard uniform is a custom design metal armor.
 
Another of my Oregon factions:

Pig-ple


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Pig-ple ( similar pronunciation as people) are poor bunch of deformed humans created by experiment conducted as part of Vault program.

History:

Vault 7 was created at outskirts of town Bend. It was designed to house 1000 people for 20 years. The inhabitants of this particular Vault were picked to be practicing muslim or jew. Main food supply was pig meat (which was stored in cold storage as whole caracases). To make things worst inhabitants were given gene-therapy (under excuse of anti-radiation drugs) that gradually changed their apperence into pig-like state. Perpous of this social experiment was to observe human reaction when faced with massive believe offence. Scientists predicted 90% chance that the Vault will fail, due to ethnic conflic and believe crysis (created by unappropriate food and changing apperence), yet it survived.

Now Pig-ple run town of their own (called by outsiders Pigton) which is located around Pilot Butte (the original place of Vault 7) and is one of best prospering communities in the region. They`ve got constant problems with bandid attacks and are generally considered mutants by more racist pure humans.

They use variety of Leather and Metal armors and standard semiautimatic and automatic fire arms, but they do have few precious energy weapons in their stock. They are skilled traders (their ancestor`s haritage), with big market in Pigton and caravane companies taking tours to other big setlements in region. Other then trading they breed pigrats (off-shot of vault 7 experiment).
 
Haha. I love that episode. ^^

Okay, so the Union of Atomic Workers gave me an idea for a faction...

The Frankensteins, originally a gang of scavengers, have grown into a highly advanced and heavily armed scientific and military organization. They have managed this, not through the study and reconstruction of Old World technology and culture, but through the study and reconstruction of dead factions that rose and fell in the aftermath of the war. They rummage through old bunkers, looting and learning what they can. They take anything that works and combine it with other things to make something better. They take anything that didn't work and make cautionary tales out of it.

The Frankensteins are master bricoleurs with piecemeal power-armors and improvised energy-weapons. They salvage some components, and manufacture others using their own cobbled-together industrial complex they've been building bit-by-bit.
Given enough time, they might one day grow into something greater than the sum of its parts.

The Frankensteins have an ongoing rivalry with the Brotherhood of Steel.
They seem to have an alliance with the NCR, and are known to sell them cheap equipment of varying quality. The Frankensteins are waiting, like eager vultures, for the NCR to overextend itself and collapse; then the Frankensteins will take the NCR's stuff.

The Frankensteins will accept just about anyone into their ranks provided that they can demonstrate technical knowledge. They encourage ghouls and mutants to join. They are also known to absorb members of dead and dying factions into their ranks, including a number of Enclave Remnants.

Now, to avoid this becoming a crappy-looking Mary Sue faction, I should include a weakness:
The Frankensteins dabble in a lot of technologies they don't understand, and this results in their systems developing a lot of unpredictable emergent qualities. Their computer network is on the verge of self awareness.
 
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