Ok, I'm not going to retype my entire post so here's a short recap of the minor points: I started off warning against the danger of falling into the unrealistic 'good' and 'evil' trap like a lot of RPGs do, and suggested that we leave it up to the player to decide his reasons. I also mentioned that FO1 and FO2 made a great many assumptions about the character background (grew up in a vault/arroyo, descended from VD, etc) in order to provide the player with realistic motivation (looking after your own people is something pretty universal unless you're a sociopath), and that it was hard to come up with a 'good person' reason without some sort of basic background information. Other minor points included mentioning that I was always talking about computer controlled bombers instead of missiles, and that they could have been reserves or have malfunctioned.
But most of that is probably irrelevant because now I'll try to make an alternate crazy story taking into account your suggestions and minus the nuke part (I also did this in the erased post- grrr).
Ok, the black and white intro movie starts- a 50s era jazz song starts playing- in big 50s style font "Vault-Tec Presents: How to keep your Top Secret Vault-Tec installation Top Secret" And then, it lists Steps like in Fallout 2, with over-the-top things like keeping the deadly force fields charged (w/ cartoon of pipboy getting fried), executing or abducting people who come too close, and showcasing an automated security system that prevents anyone leaving unless authorized. It ends with little written blurb like "Vault-Tec guarantees that this installation will remain hidden and intact in the event of nuclear war, global disease outbreak, and global warming ocean submersion scenarios." The camera zooms out and it turns out to be playing on a Pipboy 2000.
When the game starts, you find the data disk and pipboy on the skeleton of a former vault dweller. When you use the data disk (or when you take it to someone for them to show you how it works), you find out that there is a population of descendants of former military workers who are trapped because their clearance code was lost during the war. It also details plans for a few people to try to escape in order to get help (ie the corpse), and promises their technology and service to anyone who does help them.
Lets say the setting is again from the eastern part of the California FO1 map to Las Vegas and Area 51. The data doesn't tell you the exact location, just the general area- somewhere in southern Nevada. Unfortunately thats a hell of a long way away through some extra harsh areas. So maybe you can do several things to get past the initial area. 1) Get a working car and enough fuel 2) Find an experienced outdoorsman ranger type who's willing to take you there 3) Jack your Outdoorsman skill high enough to make it with a help of some survival tools 4) Build a rocketsled (ok, half joking, but if the science boys want it...) Of course, the solution to all these things would involve going to multiple areas near the start. (Or maybe limit it to the car in addition, b/c most people would want to drive)
Of course you would be dealing with the old factions as well as new ones, choosing to help or go against them. Lets say the world once again turned shitty (of course) because of conflicts between the Hub merchants, NCR, Raiders, Super Mutants, Ghouls, BOS, religious groups etc. You can get help from them, but they might want something in return and the decisions you make affect the balance of power and future of the area.
Once you get to Nevada you still don't know there the base is exactly, you can still do things in Las Vegas, Boulder, Henderson, and whatever other areas you want to add. Eventually, you find the location of the place- and there I'm stuck. I don't have an underlying theme as well as a 'main enemy' yet, and I want some sort of surprise once you get there. Maybe everyone's been dead for 80 years and all thats left is robots, or maybe they have a thriving community. The enemy could already be there within the base, could come from the outside as the inadvertant result of your actions (like an evil BoS faction following you), or could actually be the population you were trying to save, selfish and crazy after living in isolation (resulting in inbreeding?) for so long. I kinda like the last one. What do you think is suitable?
And of course the end should involve nukes.
But most of that is probably irrelevant because now I'll try to make an alternate crazy story taking into account your suggestions and minus the nuke part (I also did this in the erased post- grrr).
Ok, the black and white intro movie starts- a 50s era jazz song starts playing- in big 50s style font "Vault-Tec Presents: How to keep your Top Secret Vault-Tec installation Top Secret" And then, it lists Steps like in Fallout 2, with over-the-top things like keeping the deadly force fields charged (w/ cartoon of pipboy getting fried), executing or abducting people who come too close, and showcasing an automated security system that prevents anyone leaving unless authorized. It ends with little written blurb like "Vault-Tec guarantees that this installation will remain hidden and intact in the event of nuclear war, global disease outbreak, and global warming ocean submersion scenarios." The camera zooms out and it turns out to be playing on a Pipboy 2000.
When the game starts, you find the data disk and pipboy on the skeleton of a former vault dweller. When you use the data disk (or when you take it to someone for them to show you how it works), you find out that there is a population of descendants of former military workers who are trapped because their clearance code was lost during the war. It also details plans for a few people to try to escape in order to get help (ie the corpse), and promises their technology and service to anyone who does help them.
Lets say the setting is again from the eastern part of the California FO1 map to Las Vegas and Area 51. The data doesn't tell you the exact location, just the general area- somewhere in southern Nevada. Unfortunately thats a hell of a long way away through some extra harsh areas. So maybe you can do several things to get past the initial area. 1) Get a working car and enough fuel 2) Find an experienced outdoorsman ranger type who's willing to take you there 3) Jack your Outdoorsman skill high enough to make it with a help of some survival tools 4) Build a rocketsled (ok, half joking, but if the science boys want it...) Of course, the solution to all these things would involve going to multiple areas near the start. (Or maybe limit it to the car in addition, b/c most people would want to drive)
Of course you would be dealing with the old factions as well as new ones, choosing to help or go against them. Lets say the world once again turned shitty (of course) because of conflicts between the Hub merchants, NCR, Raiders, Super Mutants, Ghouls, BOS, religious groups etc. You can get help from them, but they might want something in return and the decisions you make affect the balance of power and future of the area.
Once you get to Nevada you still don't know there the base is exactly, you can still do things in Las Vegas, Boulder, Henderson, and whatever other areas you want to add. Eventually, you find the location of the place- and there I'm stuck. I don't have an underlying theme as well as a 'main enemy' yet, and I want some sort of surprise once you get there. Maybe everyone's been dead for 80 years and all thats left is robots, or maybe they have a thriving community. The enemy could already be there within the base, could come from the outside as the inadvertant result of your actions (like an evil BoS faction following you), or could actually be the population you were trying to save, selfish and crazy after living in isolation (resulting in inbreeding?) for so long. I kinda like the last one. What do you think is suitable?
And of course the end should involve nukes.