Slaughter Manslaught
Vault Senior Citizen
This is something I've been germinating in my head, with Et Tu and such. This is just ideas of course, but I feel the community might like them.
Essentially, think of it as a RP-style unnoficial expansion pack. Building upon what FIXT and Fallout Et Tu did with cut content and going beyond, to expand the original Fallout as a game by adding cut content back and perhaps maybe some referred content as possible material for further quests and such.
Principles:
- Stick to the Lore as much as possible
- Add more possibility for character build variety, more diverse stat and skillchecks.
- Re-implement cut content as much as we are able.
- Make the game harder and more challenging, if possible
- Increase roleplay opportunities
- Tie everything together and cohesively
Its late and I think I forgot a lot of my old ideas, but here's some thoughts:
Shady Sands:
- Perhaps expand on Agatha and her stories? Could even build on that regarding Repair/Science characters, considering she's an elder and no doubt lived on Vault 15, could even still retain some useful gadget that needs to be fixed.
- An outdoorsman-based solution to help the farmer?
Raiders/Khans:
- New ways of rescuing Tandi?
- You can join The Khans if you enter their camp before Tandi is kidnapped, which you do by shooting some women and... that's it, nothing ever comes out of it.
- The idea is that joining The Khans should open a few new doors and quests.
- For example: The game has Shady Sands endings for killing Tandi, Aradesh, and both. But how would Aradesh die in a normal game?
- If you join the Khans, you are the one who kidnaps Tandi. Which, depending on your build, may end in violence or not.
- Remember how Diane the Armorer kept complaining she was busy repairing things? A repair-oriented character could help her, and perhaps earn Fallout 2-style weapon upgrades from her. Maybe even get that date, hah!
- Joining Khans should also give opportunities for raiding quests. Think Caravan raids and such. Perhaps lead to Khan Khests down in Junktown and Hub.
- Khan Khompanion? Essentially, an equal exchange for losing Ian after doing the Khan quests.
- Challenging Garl for leadership of the Khans.
- Khan Khests should tie to the Water Chip somehow?
Junktown:
- Joining Khans can help talk down the Raider in the Hotel
- Bring back the original Junktown endings but provide a little implication that Gizmo is not that bad and Killian is not that good, either?
Hub:
- There's a reference in Junktown to an underground fighting ring in Hub. Which sounds like awesome content.
- Hope the Singer and whatever quest she was meant to be tied to.
Boneyard:
- AFAIK its the location in FO1 which suffered the most cuts. We had two gangs (Blades and Rippers), Tangler, Blades as a real gang (rather than barely above hobos)... feels like it was meant to be more than it became.
Brotherhood:
- The Brotherhood has two endings (three originally if we count Mutant Invasion), with the Steel Plague ending being triggered by the death of Rhombus. Buut... why would we kill Rhombus aside from going psycho or getting in a fight attempting to steal from him?
The Glow:
- This always bothered me: The Brotherhood Holodisk describes defenses capable of ripping apart Power Armor, but we never ever meet such defenses.
Vipers, Jackals, Burrows, and generally how to fit cut areas into the game:
- My first thoughts about Vipers and Jackals is that they should be mid-game areas, places you go after finishing Act I with the Water Chip. The early game has pretty clear Shady Sands -> Vault 15 -> Junktown -> The Hub -> Necropolis path. Sure you might do a detour to the Brotherhood or Glow or Boneyard, but that's going out of the path.
- One problem I have with it is because we're told the Khans are the biggest, baddest gang in the Wasteland. And yet, if Vipers and Jackals come later, then they need to be stronger than Khans by default - well unless we buff the Khans, but that has problems on its own.
- On Burrows: Definitively needs to be the kind of out-of-the-way area you likely visit after the Water Chip, like Brotherhood and The Glow. Burrows ties into The Glow so it should definitively be somewhere you visit before or after The Glow, likely before.
- If those are midgame areas, they should tie into the Act II plot as well (Master and Super Mutants).
Mutant Invasions:
- I really like the concept, because it makes the villains more active and less passive, and puts on a timer for the player to go and fight the mutants before they trash everything.
- My problem with it is that the Mutant Invasions are very, well... meta. You don't have any idea they can be a thing, except metaknowledge. Which is bad. Its a timer you don't know is a timer. With the other invisible timer (Vault 13 invasion), you get a hint with the Water Caravans at least.
- It also sucks because the first part of the game (Water Chip) is the one where you are supposed to be on the clock, the second part of the game should be when the player can finally relax a little, explore out-of-the-way locations, run some caravans, the works. You shouldn't be thinking about Mutant Invasions until after getting the Water Chip.
- So far my idea is that the player should get some mean of monitoring mutant communications. One possibility is the radio in possession of the dying Super Mutant from the Missing Caravans quest, the one in the Deathclaw cave. Another possibility is getting a radio from Harry if you kill him (or steal it from him). Jain down in Hub or even a Super Mutant random encounter in caravans might be another possible source.
- Monitoring mutant communications allows the player to have an idea of how close the Invasions are to happening.
- Alright, so we know the Mutant Invasions are happening. What now?
- Well, the idea is that you can set them back, making the Mutant Invasions into more of a soft timer. Remember from Necropolis: The mutants aren't just invading those places for its own sake, they're after the Vault Dweller.
- So anything which undoes the Super Mutants and the Children of the Cathedral should slow down the Mutant Invasions. Decker's quest to kill Jain, for example.
- Still, I think the main way to slow them down should be to attack Super Mutant outposts and camps across the Wasteland. Staging areas for Super Mutants attacks. We know there is a base near The Hub from which they send out Scavenger Teams to attack the caravans. That one, for example.
- Flipside: Remember how The Overseer says that you should go and defeat the mutants as fast as possible before he gets stronger and makes more and new mutants? Well... the idea here is that the longer you take to head to Mariposa and the Cathedral, the more numerous and stronger the Master's hosts should get. This might actually get triggered by the attempts to slow down the invasions.
Essentially, think of it as a RP-style unnoficial expansion pack. Building upon what FIXT and Fallout Et Tu did with cut content and going beyond, to expand the original Fallout as a game by adding cut content back and perhaps maybe some referred content as possible material for further quests and such.
Principles:
- Stick to the Lore as much as possible
- Add more possibility for character build variety, more diverse stat and skillchecks.
- Re-implement cut content as much as we are able.
- Make the game harder and more challenging, if possible
- Increase roleplay opportunities
- Tie everything together and cohesively
Its late and I think I forgot a lot of my old ideas, but here's some thoughts:
Shady Sands:
- Perhaps expand on Agatha and her stories? Could even build on that regarding Repair/Science characters, considering she's an elder and no doubt lived on Vault 15, could even still retain some useful gadget that needs to be fixed.
- An outdoorsman-based solution to help the farmer?
Raiders/Khans:
- New ways of rescuing Tandi?
- You can join The Khans if you enter their camp before Tandi is kidnapped, which you do by shooting some women and... that's it, nothing ever comes out of it.
- The idea is that joining The Khans should open a few new doors and quests.
- For example: The game has Shady Sands endings for killing Tandi, Aradesh, and both. But how would Aradesh die in a normal game?
- If you join the Khans, you are the one who kidnaps Tandi. Which, depending on your build, may end in violence or not.
- Remember how Diane the Armorer kept complaining she was busy repairing things? A repair-oriented character could help her, and perhaps earn Fallout 2-style weapon upgrades from her. Maybe even get that date, hah!
- Joining Khans should also give opportunities for raiding quests. Think Caravan raids and such. Perhaps lead to Khan Khests down in Junktown and Hub.
- Khan Khompanion? Essentially, an equal exchange for losing Ian after doing the Khan quests.
- Challenging Garl for leadership of the Khans.
- Khan Khests should tie to the Water Chip somehow?
Junktown:
- Joining Khans can help talk down the Raider in the Hotel
- Bring back the original Junktown endings but provide a little implication that Gizmo is not that bad and Killian is not that good, either?
Hub:
- There's a reference in Junktown to an underground fighting ring in Hub. Which sounds like awesome content.
- Hope the Singer and whatever quest she was meant to be tied to.
Boneyard:
- AFAIK its the location in FO1 which suffered the most cuts. We had two gangs (Blades and Rippers), Tangler, Blades as a real gang (rather than barely above hobos)... feels like it was meant to be more than it became.
Brotherhood:
- The Brotherhood has two endings (three originally if we count Mutant Invasion), with the Steel Plague ending being triggered by the death of Rhombus. Buut... why would we kill Rhombus aside from going psycho or getting in a fight attempting to steal from him?
The Glow:
- This always bothered me: The Brotherhood Holodisk describes defenses capable of ripping apart Power Armor, but we never ever meet such defenses.
Vipers, Jackals, Burrows, and generally how to fit cut areas into the game:
- My first thoughts about Vipers and Jackals is that they should be mid-game areas, places you go after finishing Act I with the Water Chip. The early game has pretty clear Shady Sands -> Vault 15 -> Junktown -> The Hub -> Necropolis path. Sure you might do a detour to the Brotherhood or Glow or Boneyard, but that's going out of the path.
- One problem I have with it is because we're told the Khans are the biggest, baddest gang in the Wasteland. And yet, if Vipers and Jackals come later, then they need to be stronger than Khans by default - well unless we buff the Khans, but that has problems on its own.
- On Burrows: Definitively needs to be the kind of out-of-the-way area you likely visit after the Water Chip, like Brotherhood and The Glow. Burrows ties into The Glow so it should definitively be somewhere you visit before or after The Glow, likely before.
- If those are midgame areas, they should tie into the Act II plot as well (Master and Super Mutants).
Mutant Invasions:
- I really like the concept, because it makes the villains more active and less passive, and puts on a timer for the player to go and fight the mutants before they trash everything.
- My problem with it is that the Mutant Invasions are very, well... meta. You don't have any idea they can be a thing, except metaknowledge. Which is bad. Its a timer you don't know is a timer. With the other invisible timer (Vault 13 invasion), you get a hint with the Water Caravans at least.
- It also sucks because the first part of the game (Water Chip) is the one where you are supposed to be on the clock, the second part of the game should be when the player can finally relax a little, explore out-of-the-way locations, run some caravans, the works. You shouldn't be thinking about Mutant Invasions until after getting the Water Chip.
- So far my idea is that the player should get some mean of monitoring mutant communications. One possibility is the radio in possession of the dying Super Mutant from the Missing Caravans quest, the one in the Deathclaw cave. Another possibility is getting a radio from Harry if you kill him (or steal it from him). Jain down in Hub or even a Super Mutant random encounter in caravans might be another possible source.
- Monitoring mutant communications allows the player to have an idea of how close the Invasions are to happening.
- Alright, so we know the Mutant Invasions are happening. What now?
- Well, the idea is that you can set them back, making the Mutant Invasions into more of a soft timer. Remember from Necropolis: The mutants aren't just invading those places for its own sake, they're after the Vault Dweller.
- So anything which undoes the Super Mutants and the Children of the Cathedral should slow down the Mutant Invasions. Decker's quest to kill Jain, for example.
- Still, I think the main way to slow them down should be to attack Super Mutant outposts and camps across the Wasteland. Staging areas for Super Mutants attacks. We know there is a base near The Hub from which they send out Scavenger Teams to attack the caravans. That one, for example.
- Flipside: Remember how The Overseer says that you should go and defeat the mutants as fast as possible before he gets stronger and makes more and new mutants? Well... the idea here is that the longer you take to head to Mariposa and the Cathedral, the more numerous and stronger the Master's hosts should get. This might actually get triggered by the attempts to slow down the invasions.