idea for a plot

Ratty Sr.

Ratty, except old
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Orderite
i had this weird idea for the plot of a Fallout game or maybe even a Fallout movie. don't flame me just yet.
ok, there's this clinic where people are put in cryostasis. they are mostly ill people who are to be awakened from their stasis when cure for their illness is discovered. but then the nuclear war starts, the clinic is abandoned and closed cryogenic tanks are left inside. they are powered by emergency power which begins to run low after 200 years. the tanks are programmed to open when the power runs low, and so they do. people are awakened from cryo stasis and they wonder why the clinic is empty and dark. they manage to get through the sealed main door and find themselves in the streets of a ravaged city. it is night, and they are confused. suddenly, they hear growls and fast movement - a deathclaw leaps out of darkness and kills one of them! just as it's about go for the rest (at this point everybody's shouting and screaming), there's gunfire and deathclaw falls over wounded. armed and armored men wearing goggles come out of darkness. i haven't decided which organization they belong to, or where the clinic is, for that matter, but the important thing is, the men save the survivors from the clinic and take them to their fortress. there the survivors find out that there has been a nuclear war two centuries ago and USA has been destroyed. anyway, now they are out of the stasis, lost in dark postnuclear world and, most important of all, they are dying of various illnesses, which no-one can cure. or is that so? they hear stories of a distant place called Vault City, with amazing medical technology that can cure any illness known to man. it's time for them to go on a perilous quest, not to save their village or their world, but to save their own lives.

ok, now you can flame me. :)
 
Well, I must say, that does sound good to me. I guess it will be every man for himself, not the whole group traveling together. And I hate to have a time limit for reaching Vault City.
 
It's almost an exact copy of "Wasteland Wolf" story.

There's one more thing - how the hell do you make player care about that disease of his without annoying the hell out of him?
 
Sounds good to me.

Problems with the disease (possibly), but I like the idea of the quest through the wastes, it keeps to the Fallout legacy.
 
APTYP said:
It's almost an exact copy of "Wasteland Wolf" story.

There's one more thing - how the hell do you make player care about that disease of his without annoying the hell out of him?
if the character gradually becomes weaker and starts passing out in the midst of combat, the player will definitely care. i dont know about you, but when i know my character in a role playing game is about to die, i become genuinly worried for his sake. what better way to make a player associate better with his character than to let him know that his character's life is in his hands? this is also a better (less annoying) way to make player stick to the plot without setting some stupid "you have 150 days to find us a water chip" time limit (i mean, who even cares about what happens with those lame-asses in Vault 13 if they dont get their stupid chip?)
 
I bean thinking about a decease in FO3 to. it would be interesting to have your character constantly search fore medicine to stay alive, especially if the rest of the world needs those medicines to.

I am a little more sceptic to the part about vault city.
What happent to vault city is to variable. In FO2 what quests you did determined vault city future.

I think it is better whit a new location.

My idea is to have a undiscovered library vault that contains more pre war technology than any other vault. You will have to first find this. Than get some sort of chemical fore a permanent cure
 
"Fountain of Dreams", then. Uzi-totin' killer-clowns galore!
I'm not an expert on this thing, but I doubt this will work unless you build the game around the player's need to search for relief drugs, as opposed to it being an excuse for player to wander around doing quests for fat loot.
 
APTYP said:
I doubt this will work unless you build the game around the player's need to search for relief drugs, as opposed to it being an excuse for player to wander around doing quests for fat loot.
maybe this could be an adventure game set in Fallout world? you know, you are a small and weak fish in the ocean of sharks, you have to rely on your abilities to survive in the merciless world where nobody gives a damn about you and all just want to use you for their own purposes. something like Druuna, only better executed. i think a good adventure game is a lot more appropriate in Fallout setting than a mediocre action game, which many misguided players are becoming increasingly fond of.
 
armed and armored men wearing goggles come out of darkness. i haven't decided which organization they belong to, or where the clinic is

and they woudn´t say anything and a side quest would be to search wich group this is and what is there plans
 
The problem with this is that it refutes what was seen in SAD in Fallout 2.

It's a neat concept, but not one for a Fallout game. I'm not sure I'd go with the disease thing, though. Instead, I'd go with volunteers who were cryogenically stored for whatever reason. Healthy people. The reason could be as simple as research for space flight, or even families of people doing long term space flight who want to be reunited with their loved ones who are astronauts.

Of course, the big problem with cryogenics would be the power source. 200 years is a long time to keep something that cold(don't they use LOX for that?). It also has the problem of waking up. You don't just thaw out from cryogenics and wake up happy. Thawing normally would spell death. Heck, freezing is basically death, but thawing normally would cause cell walls to burst. The first cells to thaw would be the first to decay as well.

You need something that takes you from a frozen state directly to a near-life temperature and then restarts your bodily functions. That would take a lot of power, no matter what sci-fi system you came up with, assuming you want sci-fi and not just magic with circuits around. ;)

A nice thing might actually just be the space flight thing and relativity. The first .75c drive test.. The people do a quick fly around the solar system, and come back to a world that's been nuked.
 
Saint_Proverbius said:
A nice thing might actually just be the space flight thing and relativity. The first .75c drive test.. The people do a quick fly around the solar system, and come back to a world that's been nuked.

Isn't that the basic story of Planet of the Apes?

Though they use cryogenics there, not the theory of relativity.

What're the number for .75c anyway? 50 years to every 1, or so? Or was that .99...

Meh

*shrugs*
 
Kharn said:
Isn't that the basic story of Planet of the Apes?

Yeah, but the writers botched it in the original series of movies, saying it was a space anamoly, which is how Zera and Cornellius managed to get back to 1970 by reversing the path.

What're the number for .75c anyway? 50 years to every 1, or so? Or was that .99...

.99c would be far, far in the future.
 
make the player piss poor and addicted to an expensive drug(something like jet), and have the dealers charge more according to the amount of money and quality of equipment the player has.

or give the player cancer(radiation causes cancer; maybe the player grew up in a village next to the glow, or played in radioactive goo as a kid), and require expensive monthly/weekly treatments. this would also limit the distance the player could travel, and give a good reason for a limited game world. You could only travel 15 days in any direction if you wanted to live. Maybe add some emergency booster shots or something in case you miscalcualated and were a day off, but other than that...

maybe search for a cache of pre-war meds or vaccines, that your docs can only make a primitive form of. This would cure the disease/affliction, and the vac your docs make can only hold it off. maybe you got a diluted form of F.E.V.
 
fdanarchy50 said:
and require expensive monthly/weekly treatments. this would also limit the distance the player could travel, and give a good reason for a limited game world. You could only travel 15 days in any direction if you wanted to live. Maybe add some emergency booster shots or something in case you miscalcualated and were a day off, but other than that...

maybe search for a cache of pre-war meds or vaccines, that your docs can only make a primitive form of. This would cure the disease/affliction, and the vac your docs make can only hold it off. maybe you got a diluted form of F.E.V.

While I don't like the idea of constantly babysitting my character in case he dies, I do think that would work great to prevent the character from going where he shouldn't be to early in the game. For instance, if he can't get further than 15 days away from the center town until he finds a cure/medication, then say if the super cities like Navarro are 30 days+ away from your character, he couldn't nab power armor early on.
 
I dont know if anybody put this up earlyer but i whould put the story of fallout3 in Europe or during the game you can go to few places in europe that survived.
 
Sounds like something from Resident evil heh.

Cool idea though, if they were to make a series of movies, they should make something like that first, so it explains the plot. Then they would go on to making the storyline movies like fallout 1, 2 3, tactics...

Thats my 2 cents anyways.


-SAVAXTAGE
 
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