adRaptor: you still haven't explained why you are so fiercely for altering canon if you can just bypass that problem by moving it to a different location. Changing something just for the sake of change is silly and never leads to good things.
Regarding the 'missions': the problem I have with receiving missions and then executing them (perhaps in multiple ways), or bypassing them, is the fact that this will just lead to the player being lead along a path. Sure, there is the option to deviate from this path, but in the previous games there wasn't even a path, just a small clue and a big mission you started w
I don't think any sequel to Fallout 2 would make for a good storyline. I think that by giving the Super mutants another chance, you can create an awesome game and stay true to the Fallout genre by simply building on a very interesting timeline.
Why do you insist on a linear sequel? What does that have to do with canon? As far as I see it, canon is established by the player. By the way he thinks he should play.
Why does the manual state Dogmeat got zapped by the electric fields? He didn't get zapped when I played, I had him survive by trapping him behind force fields. It was a choice I made. I wish they hadn't stated in the manual that he got zapped, because it ruins my efforts to have him saved and it doesn't match up with the canon
I made Why give a person so much freedom and in the end decide what he should have done and cause him to think his actions were all in vain?
You see, Fallout 3 could very well be taking off where the Vault Dweller got dipped because it's an interesting point of view and because it allows the player to continue what they wanted to do in Fallout 1.
I don't see in why they should build on the crumbled foundation that's called Fallout 2 - Do you want more Enclave soldiers? More talking Deathclaws? More sex addicted Super Mutants?
Why not give the Fallout 1 time line another chance to prove it self by taking it in another direction? Why insist on canon when it could be just as interesting to break free from your linear thinking and establish another type of future? I think it would be very interesting and I certainly would like to get a chance to think as a Super Mutant!
I hope that explains my motivations to 'breaking' the Fallout 'canon'.
In Fallout 1 you were also completing missions. You were sent out with the mission to find the Water chip, until you actually got the chip, anything else was considered secundairy. Wheter you like it or not, the player will always be pushed in a direction one way or the other. Eventually, the player ended up with either betraying his vault or destroying the people who sought for him/her to betray the vault.
"In Fallout, if PC decides to join The Master, he will always get dip and that's the bad ending. What if you could expand the possiblity of becoming a mutant? Say to find a way to solve mutie's problem and confront the waste as a different creature?"
Floaters make easy targets, no thanks.
I do not quite understand what you mean with your idea, if you are dipped, you most likely agree with the Super Mutant's point of view since the Vault Dweller did it voluntarily. Others may not have been so lucky, though and I doubt they would like to be dipped over and over until they've got a good mixed batch of genes?
As for being able to play different races, it would be a good idea to be able to choose between human and ghoul. But it would be much harder than in most RPGs. While in most fantasy RPGs races are treated equally, and even if there are differences between the races, they are minor, in Fallout, a human is regarded completely differently from a ghoul, and they'd basically have to write most of the dialogue twice.
Same for Super Mutants. If they were to put playable Super Mutants in, they shouldn't be available at character creation, rather a human PC should be able to become a Super Mutant. And depending on his radiation level, the Super Mutants intelligence should be determined.
The intelligence should be determined by the S.P.E.C.I.A.L system, because otherwise you'd just take a hell of a lot of Radaway before getting dipped and kind of cheat your way out of becoming an idjit.
Fallout is not a fantasy RPG, though, I don't think you should be so blasphemous.
I wonder why so many people insist on being able to choose to play different races, this would make the game far too large considering the amount of writing that would have to be done. I think it is best to stick with one race per Fallout sequel so that the developers can fully concentrate on that one race and getting rid of all the bloody bugs, ofcourse.
I merely mentioned finding a way to de-evolve FEV as a path the player could take. It doesn't necessarily have to end that way, he could as well get himself or many others killed.