Fallout 3 Location

Dixie_Rebel said:
Colt said:
Sorry, but I don't think so.

What you are missing is that the Hoboligists (spelling?) were ALREADY doing it. In other words, it has already been done in the Fallout universe therefore it is viable in the Fallout universe.

I haven't played Fallout 2 in around two years so I can't really comment on what the Hubologists are doing. I was simply pointing out the complexity of any shuttle system. You can't just strap a rocket to something and watch it fly, even in the Fallout universe. I'm about to finish Fallout though so I'll install Fallout 2 and check it out.\

No one likes my idea of a brahmin train system? :(
 
the designers could make it global using random settlements

Think about how it was done in FO, FO2, and FOT. You had places to go and things to do, but you could also wander the wasteland within certain the map boundary. This was a good way to jack up experience and equipment through random encounters, some of which were scripted.

Not only that, but different parts of the map would give you different types of encounters and different types of terrain. You could get random encounters in open wastes or ruined cities or tent villages or whatever. Now all the enterprising software designer has to do is take it to the next level. Take a good 3-d global map (like the one the folks writing Xenophobe have), modify it for civilized, populated, mutated, wasteland, ruins, and/or radiated zones. Use those parameters to generate different types of settlements where appropriate.

Sure, character interaction would usually be limited to the "floating dialog" kind of thing, but there would probably be shops and markets where you could barter for semi-useful equipment, or get paid for doing some random assasination or theft or retrieval job. The tiling might get kind of generic, but that's understood when you're just wandering. Certain locations from the series could be preserved to whatever degree is appropriate to stimulate nostalgia, and some of them would probably figure into the larger gameplot, but in between there'd be a whole lot of chance.

This would add tremendously to replay value. Every game, you'd get a somewhat different set of towns and resources, but you still have to use transportation -- and a lot of it -- to win. By pumping the random generator and a larger map, the game might bring more emphasis to a sturdy balanced character design that can survive unforeseen events in a variety of settings over specially-designed characters that exploit a single weakness or imbalance to trivialize the game (Navarro run, anyone?) Instead of saving sequentially to get the perfect results that line up with a walkthrough, players could engage in testing different characters against an ever-changing world. Maybe even model seasonal weather patterns? A lake that presents an impassable barrier most of the time might be crossed on foot during a winter freeze.

As for vehicles, they're obviously going to be rare, and the character may need special training or some NPC recruit to operate a moped or an enclave helicopter or a brahmin cart or whatever. And there's the matter of finding fuel, which could be the motivation for any number of subquests or random encounters. This is one area where FO:T really made some progress IMHO, having vehicles play a larger role could be an interesting plot device.

And what about the language barrier? This wasn't really addressed in earlier Fallouts, but it could be an interesting addition to the game. Maybe the main character gets one or two or three starting language proficiencies based on intelligence, and gets more through spending skill points or using perqs or spending time in a region. If you wander through Germany, you'd better have a character who speaks German, or hire a translator, or most of that nice dialog and floating text is going to be incomprehensible.

This also brings up the possibility of multiple starting points. Maybe you get a choice of starting the game in three or four locations? There's a lot of options here, and a lot of ways to make it all work out.
 
Think about how it was done in FO, FO2, and FOT. You had places to go and things to do, but you could also wander the wasteland within certain the map boundary. This was a good way to jack up experience and equipment through random encounters, some of which were scripted.

That's what I'm somewhat of afraid of with something like a brahmin transport system. Someone new to the game would find it and scream "Oh my God! 0wn4ag3!" and use it to get everywhere and ignore gaining levels then get pissed later on when they die if something sneezes at them. One way around this would be for the character to have to travel to a certain location (the main depot) to be certified as fit to use the trains. Sucks to be a Child Killer or Berserker, huh?

Not only that, but different parts of the map would give you different types of encounters and different types of terrain. You could get random encounters in open wastes or ruined cities or tent villages or whatever. Now all the enterprising software designer has to do is take it to the next level. Take a good 3-d global map (like the one the folks writing Xenophobe have), modify it for civilized, populated, mutated, wasteland, ruins, and/or radiated zones. Use those parameters to generate different types of settlements where appropriate.

A global map, in my opinion, would just get a little too big. There's certainly something about being able to visit different parts of the world but would that really fit the feel of Fallout? In Fallout you get people saying they've never left the area around their city. To travel the world? Seems like a tad of a large leap.

Sure, character interaction would usually be limited to the "floating dialog" kind of thing, but there would probably be shops and markets where you could barter for semi-useful equipment, or get paid for doing some random assasination or theft or retrieval job. The tiling might get kind of generic, but that's understood when you're just wandering. Certain locations from the series could be preserved to whatever degree is appropriate to stimulate nostalgia, and some of them would probably figure into the larger gameplot, but in between there'd be a whole lot of chance.

*cough*cafe of broken dreams*cough*

This would add tremendously to replay value. Every game, you'd get a somewhat different set of towns and resources, but you still have to use transportation -- and a lot of it -- to win. By pumping the random generator and a larger map, the game might bring more emphasis to a sturdy balanced character design that can survive unforeseen events in a variety of settings over specially-designed characters that exploit a single weakness or imbalance to trivialize the game (Navarro run, anyone?) Instead of saving sequentially to get the perfect results that line up with a walkthrough, players could engage in testing different characters against an ever-changing world. Maybe even model seasonal weather patterns? A lake that presents an impassable barrier most of the time might be crossed on foot during a winter freeze.

One thing I have always wanted to see is winter in Fallout. What would it look like? Snow? Lots of rain? Would the snow or rain be radioactive? Glowing snowmen! Fallout seems to totally ignore the nuclar winter idea unless it was only like three years after the initial war and in Fallout, you were in a vault then.

As for vehicles, they're obviously going to be rare, and the character may need special training or some NPC recruit to operate a moped or an enclave helicopter or a brahmin cart or whatever. And there's the matter of finding fuel, which could be the motivation for any number of subquests or random encounters. This is one area where FO:T really made some progress IMHO, having vehicles play a larger role could be an interesting plot device.

They can make good plot devices indeed but I would be afraid (if they were thinking that while making the vehicles) that it would become something like Red Faction. When that first came out I was kind of excited about the vehicles in it but it turns out when you get to use them, they're just like arcade driving games and only for short bits. The vehicles in Tactics were pretty cool though.

And what about the language barrier? This wasn't really addressed in earlier Fallouts, but it could be an interesting addition to the game. Maybe the main character gets one or two or three starting language proficiencies based on intelligence, and gets more through spending skill points or using perqs or spending time in a region. If you wander through Germany, you'd better have a character who speaks German, or hire a translator, or most of that nice dialog and floating text is going to be incomprehensible.

One problem with this is adding an extra complication to the game. This is why Star Trek never does this. :P What would happen when people in Germany played the game? Probably laugh at the bad German dialogue and think "Nice touch but totally lost on me."

This also brings up the possibility of multiple starting points. Maybe you get a choice of starting the game in three or four locations?

Depends on what kind of character they decide to go for in the game. If you're just some tribal, this could work well... But both of the original Fallout games had your chracter starting with some noble purpose, there was something unique and important about him. Not just some random tribal out to make a name for himself. it all depends on how they go at it. Hopefully they'll do it well.


Great first post by the way! - Colt
 
Thanks for the well-thought-out response!

Colt said:
Think about how it was done in FO, FO2, and FOT. You had places to go and things to do, but you could also wander the wasteland within certain the map boundary. This was a good way to jack up experience and equipment through random encounters, some of which were scripted.
That's what I'm somewhat of afraid of with something like a brahmin transport system. Someone new to the game would find it and scream "Oh my God! 0wn4ag3!" and use it to get everywhere and ignore gaining levels then get pissed later on when they die if something sneezes at them.

Well, that's the price we pay for feature abuse, right? I don't know how forgiving a game has to be, really. That's one interesting thing about Fallout: there's always a spiffy way to die within short walking distance. Actually, depending on how far into the future the sequel takes place, coal, solar, or even fusion-powered trains would be a reasonable possibility -- but only between major population centers, right? The "metropolitan" areas would be carefully planned and balanced in any case. And there would be the classic problems associated with train travel: broken track, robberies, landslides, hostile natives... Heck, your character might even want to rob the train himself, or have to try to thwart a robbery like Vash the Stampede on the steam freighter in Trigun.

One way around this would be for the character to have to travel to a certain location (the main depot) to be certified as fit to use the trains. Sucks to be a Child Killer or Berserker, huh?

Hehe, as before, I hope the game makes gratuitous use of reputation.

Take a good 3-d global map (like the one the folks writing Xenophobe have), modify it for civilized, populated, mutated, wasteland, ruins, and/or radiated zones. Use those parameters to generate different types of settlements where appropriate.
A global map, in my opinion, would just get a little too big. There's certainly something about being able to visit different parts of the world but would that really fit the feel of Fallout? In Fallout you get people saying they've never left the area around their city. To travel the world? Seems like a tad of a large leap.

It's been kind of a common theme, over the Fallout games, to have a character travel more than the locals, each time more than the last. Fallout Tactics had your BoS squad covering a pretty large area in the midwest. I think it would be a matter of how well a very large map could accomodate a tight main plot. Of course, long distance travel isn't anything to take lightly. If food, fuel, and fatigue were taken into account...

But the original premise of Fallout is extremely international in scope. What if your primary mission was to recover some pre-war technology for the BoS that was used by the American troops who invaded the Chinese mainland? Or head up into Alaska to track down some descendents of the defense force? Could be quite cool, if it was done well.

Certain locations from the series could be preserved to whatever degree is appropriate to stimulate nostalgia, and some of them would probably figure into the larger gameplot, but in between there'd be a whole lot of chance.
*cough*cafe of broken dreams*cough*

Ya know, I never got that random encounter in the times I've played FO2. I was thinking more of the continuing saga of Vault 13, or maybe we have to navigate the bureacracy in the NCR again on a larger scale, or... just about anything, really.

Maybe even model seasonal weather patterns? A lake that presents an impassable barrier most of the time might be crossed on foot during a winter freeze.
One thing I have always wanted to see is winter in Fallout. What would it look like? Snow? Lots of rain? Would the snow or rain be radioactive? Glowing snowmen! Fallout seems to totally ignore the nuclar winter idea unless it was only like three years after the initial war and in Fallout, you were in a vault then.

I want to see a mile-wide radioactive twister! :shock:

As for vehicles, they're obviously going to be rare, and the character may need special training or some NPC recruit to operate a moped or an enclave helicopter or a brahmin cart or whatever. And there's the matter of finding fuel, which could be the motivation for any number of subquests or random encounters. This is one area where FO:T really made some progress IMHO, having vehicles play a larger role could be an interesting plot device.
They can make good plot devices indeed but I would be afraid (if they were thinking that while making the vehicles) that it would become something like Red Faction. When that first came out I was kind of excited about the vehicles in it but it turns out when you get to use them, they're just like arcade driving games and only for short bits. The vehicles in Tactics were pretty cool though.

The problem with Tactics was that you only got to use the vehicle in a mission if you found it there. Like we're just going to wander into a hostile city on foot when we could be in an APC? What are we, stupid? They could have been implemented better, but it was still pretty cool. I'd like to see some serious Road Warrior action this time around!

And what about the language barrier? This wasn't really addressed in earlier Fallouts, but it could be an interesting addition to the game. Maybe the main character gets one or two or three starting language proficiencies based on intelligence, and gets more through spending skill points or using perqs or spending time in a region. If you wander through Germany, you'd better have a character who speaks German, or hire a translator, or most of that nice dialog and floating text is going to be incomprehensible.
One problem with this is adding an extra complication to the game. This is why Star Trek never does this. :P What would happen when people in Germany played the game? Probably laugh at the bad German dialogue and think "Nice touch but totally lost on me."

Just cos the German gamers buy a German edition of the game doesn't mean their character automatically speaks German! They'd see gibberish instead of German, too, without proficiency or a hired translator. Maybe there could be some automated device you'd get at some point in the game that would do the babelfish thing? Dunno. But it could be added fun.

This also brings up the possibility of multiple starting points. Maybe you get a choice of starting the game in three or four locations?
Depends on what kind of character they decide to go for in the game. If you're just some tribal, this could work well... But both of the original Fallout games had your chracter starting with some noble purpose, there was something unique and important about him. Not just some random tribal out to make a name for himself. it all depends on how they go at it. Hopefully they'll do it well.

Maybe your character starts in one of several BoS bunkers, Enclave (residual) bases, or the international equivalents, or (as you suggested) a tribal. The overall quest might turn out to be the same, but you could have different starting scenarios used to build experience. I think there's some good times to be had, if Bethesda doesn't blow their chance.
Great first post by the way! - Colt
Thanks! I used to be a semi-regular over on IPLY's forum, but they shut down a few months back, and I got all bummed about FO3 being cancelled and stuff... oh well. That's all behind us now.
 
*Shiver*

This threads flame content and stupidity are starting to remind me of the IPLY forum.... I went there once on a link... jeez... I almost fell into shok-induced comatose!

Keep it clean people, and think before you type.Albiet, like I'm one to talk...
 
Fallout 3 should cover the whole bloody world! with all compression and the dropping prices for CDs I wouldn't mind having a CD for 30 cities.

Give it all you got Bethesda, Fallout has already suffered such shame on the Playstation 2 and XBOX (Brotherhood of Steel). BETHESDA MUST BRING REDEMPTION!

Learn from Jagged Alliance! It will be good if it stuck to 2D.

And you know what, the world design for Fallout 3 is not that hard to create. Make expansion packs. That way it would be like "you" the wanderer, traveling to far away places and doing cool stuff like (I dunno, maybe check out tokyo deserted) walking around and seeing famous monuments inhabited by weird people. Also if fallout 3's environment were to reach asia, there would be a whole different setting there. Imagine China as a wasteland, or Europe.

Fallout 3, 2D do or die HOO-AH!
 
I think that multiple continents would be pretty badass. Just use the tanker from FO2. FO2 said at the end the ship and crew started wandering. That could be a whole part of the game, trying to find the sea-nomad-people. But seriously, you could talk to the captain (or kill the captain) and take the ship wherever, China, England, Norway, just like moving on land in the world map. And you could have some random encounters a sea. Big assed sea monsters coming out of nowhere, pirates, vikings (funny ones), and if you go along the coast, you can come across sea wrecks and all other sorts of maritime encounters. It would be a lot of work on Bethesda's side, but I think they got a hankering to put Interplay to shame.
 
All the FO2 ending said was that the tanker vagrants wanderd on.

And they left BEFORE the tanker left for the Enclave. Remember the float dialouges where they say things like 'Guess its time to move on' and such ?

And a sea based adventure ? Im sorry, but that just doesnt feel like Fallout to me.

And vikings ? I think youre mistaking this for D&D or some other fantasy RPG. FO takes place hundreds of years after vikings.
 
PsychoSniper said:
And vikings ? I think youre mistaking this for D&D or some other fantasy RPG. FO takes place hundreds of years after vikings.
It's interesting to note that the word "Viking" actually means "Raiding", so your statement is wrong. However, it came to mean the people doing the raiding. Vikings were the equivalent of Fallout's Raiders, or the pirates of the caribbean.

/never mind.
 
Big T said:
It's interesting to note that the word "Viking" actually means "Raiding"

eh, that's not right :wink: a "vik" is the norwegian(and danish and swedish I think) word for bay, thus "viking" what the vikings *did* was raiding(allthough not only raiding, their power and influence were just as much based on trading)

though, when I think of it, since my english isn't top notch that may just be the norwegian history of it... :roll:
 
Offtopic ramble on word origins

Kahgan said:
eh, that's not right :wink: a "vik" is the norwegian(and danish and swedish I think) word for bay, thus "viking" what the vikings *did* was raiding(allthough not only raiding, their power and influence were just as much based on trading)
Hmm, I can't remember where I first heard that, but I have seen/heard it in several places. A quick google search gives this:
The Vikings lived in Scandinavia by agriculture, cattle breeding and trade and metal working - some artifacts found in Viking sites are evidence that they were skilled craftsmen. They also developed a tradition for piracy which went back to the time they first settled in Scandinavia - indeed the very word Viking comes from the Old Norse word meaning piracy.
Found here (on what seems to be a white power site, so I won't trust it entirely).
I did also find this:
Viking
a historical revival, 1807, as vikingr; modern spelling from 1840. Not used in M.E., but in O.N. as vikingr, possibly with the sense of "one who came from the fjords," from vik "creek, inlet."
From here.
Which seems to support you.

And this:
The origin of the word Viking is unclear. Anthropologists, people who study societies old and new, believe it was a name given to the Norse by the English using the old Norse word “vik” which meant “explorer” or “adventurer”. But, it probably came from the Norse themselves. In their language the word vikingr meant “pirate“.
From here.
Which seems to support me.

A third hypothesis is this:
The origin of the word "Viking" is highly disputed. Some experts say it means "pirate." Others believe it refers to people coming from the region of the Viken (the old name for Norway's Oslo Fjord).
From here.

I tend to think that you are right, but I don't know.

Hehe, I love taking frivolrous comments too seriously. :P

Interestingly enough, I came across this document claiming that the Vikings named America.
 
Re: Offtopic ramble on word origins

Well, they may all be right, coinsidence or not. Though I'm not sure about the last one, because I think the majority of the vikings were from the west/south coast of norway and from the north/west coast of Denmark. I think the Swedish vikings traveled more into Europe, Russia(on the rivers)...

Big T said:
Interestingly enough, I came across this document claiming that the Vikings named America.

I duno, it sounded more logical than the other theories presented... though I think the writer miss-interpited the word "Vinland" (it was interpeted to "wineland") but sonce I don't remember the meaning of it, I can't be sure :P
 
Yeah a trip to another continent would be great, but I agree that not having a look at the wasteland is wrong. It would be nice to know what happened to NCR or the other cities you left.
 
A connection

Yes a storyline can be devised to accommodate the possible need for another continent. One method would be to make it so that a given individual needs to find help for his/her people. In doing so they take a ship or plane across the pacific ocean, but in doing so have no way to return for many years. In that time the character visits the original wastelands in Fallout 1, 2, and Tactics.

In the time on the west coast they meet up with the vault dweller’s bloodline. Much could go wrong or right there by either having to fight some unknown enemy on the coast. The individual could bring trouble back with them to a location in Asia or there is something bad occurring there since they left.

A bit far to reach? Perhaps but viable it would make good sized game to have different maps or something similar. I do not know how well it will be taken by the fan base but it can fit into the original storyline. Encountering the FEV virus and such, one more connection would be if the enclave or something similar had an outpost in Asia.

Over the many years trapped from America the Enclave turned their small outpost into a prosperous base or small city. Who knows what will be of Fallout 3 but it will be accomplished, as many desire to have a continuation of the Fallout Line.

I did my best to understand what the original post was. I still say yes it can be on a different continent.
 
Um, what the fuck did you mention Craptics for ? Its not a Fallout game.


And personaly, I think that the games worldmap needs to be mostly new territory, but with some ties to the old FO areas, so you can get some mention of what has happend. Personaly, I think that that means either going inland of the FO2 worldmap, or going south of the glow, maybe the southern or easern NCR border ?
 
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