G
Guest
Guest
main concept: the chosen one did exist but only arroyo believes in him. He left arroyo a few months after the rescue of his village, disappearing into the wastes...
keep the area of fo2 and provide the depth of fo1.
make it really non-linear (what else) with different goals for different people. (a rebel would work for his independence,a hooker would perhaps want to get away from her life) make it 10-20 years after fo2, with rumours going around about some chosen blowing up an oil rig ten years ago... (that's probably not true though, one guy fighting an army? Right!)
Starting location and class:
you could be a mutie, ghoul or human.
you can select where you start and how you start;
you have to make some problems for your character in order
to be a mobster's son(+), but a slave(-) would be able to get some juicy perks etc. from the start
(If you have ever played GURPS rpg by steve jackson you know what disadvantages and advantages are. Fo2 were supposed to be gurps after all…)
cities:
make it cities, not states or regions, no one needs control of the wastes...
I got a lot of ideas here but a nice touch would be to make up a minor crisis reducing wealth and technology in the entire california. It would not hurt with a few villages here and there either.
Arroyo: the new vault city, a band of selfish jackasses. no one wants to have anything to do with them, and vica versa.
"Visit the old Arroyo village and the temple of trials. learn about the rise Arroyo. bring your children. Citizens only"
But this city should have their feet on the earth. (no phobia for bacterials and bruises for example).
Klamath: being within the Security Line of Arroyo, the town was burnt and the inhabitants brought to arroyo as "helpers" (read: slaves)
The den: new reno style" city.
provides "helpers" to arroyo.
that's all I have to say about that.
Redding: for some reason these guys are still independent.
san fran wants 'em, new reno wants 'em,arroyo doesn't need 'em but wants 'em so nobody else get's them. ncr and vault city can't afford to want 'em.
Catch the rabbit! You can affect the outcome if you are in a position to do so. (even a hooker could be rented to “change the minds” of the leaders…
New Reno:
the salvatores dropped out withiout their lightbringers from the enclave. The mordinos got their dope-vats infected by some guy which slashed myron, losing their grip on new reno and redding.
The bishops are are now only threatened by the Wrights, who suddenly gained a lot of High tech equipment and weapons.
The bishops are still in their chance to get them, the players can affect the outcome.
Gecko: hanging around up there, no one cares about them anymore except for they electric power and their new uranium mine…
Broken hills: ghost city. It’s dead.
NCR: vulnerable after their fights with vault city.
vault city: has been dogfighting NCR for ten years leaving to weak cities. there's just a matter of time before they fall to a strong enemy.
San fran: Hubologists left for the south east due to rumours about a crashed flying saucer.
The shi has been able make steady contact with the rest of california through establishing traderoutes and military scoutings. Currently controlling that military base. (there should be something going on there this time too…)
Navarro: The enclaves here were wasted by someone (the chosen one). I don’t know what to do with, but someone like raiders should inhabit it and arroyo should be searching for it because the vertibirds took them there before going to the rig.
Vehicles:
Add some vehicles like trikes (those three wheeled bikes), motorbikes, more “Highwayman”ish cars, jeeps and trucks. I think tanks and heavily armored vehicles should be difficult to get hold of because such things would require big, heavy, fine-tuned engines.
The buggies and the home-made vehicles should be included.
The trucks jeeps and some of the bikes should be made by arroyo.
The trikes and Highwayman belong to the atmosphere of the game and the buggies were light, simple and cheap(?) vehicles which anyone with a certain skill could make (even Vic! Well… no I suppose he couldn’t afterall…)
Tractors and vehicles for work should be made here and there by the richer guys.
So here’s a list:
Highwayman: Atmosphere. Standard car. Got some speed and much reliability
Trike: atmosphere. Two seated bike with three wheels and option for mounting small machine guns.
Trucks: the caravan masters choice. Go to New Reno today and order one at the Mr. T auto-workshop.
Jeeps: Terrain car with monting possibilities for light cannon and heavy machine guns
Motorbikes: Atmosphere. The only thing I missed hanging around in new reno with a leather jacket and a “desert eagle” was a black motorbike.
The Vertibirds are so advanced an big that you don’t need them unless you transport lot’s of stuff and you can’t have them without lots of technology, technicians, a steady supply of gas or something (like an poseidon oil rig…) and economy surplus. That doesn’t fit in anywhere else but the enclave.
But I would really like to see airships/zeppeliners. Not hindenburg size, you wouldn’t even need the size of the arcanum airship from the intro, but I would like to see some small four man airships or balloons.
The mad max movie Beyond Thunderdome speculates in fuel made from pig shit and that pilot in the start had this mini airplane which was really cool.
New features:
Building your own houses would be cool. (a level editor so to speak)
Hiring people as guards, giving npc’s simple quests (go get that thingie in that town, kill him for me)
More perks: I would love to fire two guns at once.
Freshen up the inventory box: the possibility to wear different clothing under you armor, (gas) masks, sun glasses, jewelry, make up, rings and stuff.
More restricted carry weight: I carried dozens of rifles and other stuff after looting S.A.D. Even if it wasn’t a heavy package it was quite a big one. Backpacks and such should be required.
Skills: Make an own skill for handling explosives and remove the energy weapon skill. The small energy weapons could be set to small guns and the big energy weapons could be set to big guns.
I never liked the energy weapons anyway...
Anyway, the Blackisle should be hired for this job and maybe tim cain and his guys in troika games could assist.
I could say more but I'm not going to.
Takes to f*ck*ng long time.
Let's wish that "Fallout 3: A post-nuclear roleplaying game" get's as good as Fallout 1
Did I forget something or do you got other coments?
Post it here or email me at Meatstore@pakistanmail.com
keep the area of fo2 and provide the depth of fo1.
make it really non-linear (what else) with different goals for different people. (a rebel would work for his independence,a hooker would perhaps want to get away from her life) make it 10-20 years after fo2, with rumours going around about some chosen blowing up an oil rig ten years ago... (that's probably not true though, one guy fighting an army? Right!)
Starting location and class:
you could be a mutie, ghoul or human.
you can select where you start and how you start;
you have to make some problems for your character in order
to be a mobster's son(+), but a slave(-) would be able to get some juicy perks etc. from the start
(If you have ever played GURPS rpg by steve jackson you know what disadvantages and advantages are. Fo2 were supposed to be gurps after all…)
cities:
make it cities, not states or regions, no one needs control of the wastes...
I got a lot of ideas here but a nice touch would be to make up a minor crisis reducing wealth and technology in the entire california. It would not hurt with a few villages here and there either.
Arroyo: the new vault city, a band of selfish jackasses. no one wants to have anything to do with them, and vica versa.
"Visit the old Arroyo village and the temple of trials. learn about the rise Arroyo. bring your children. Citizens only"
But this city should have their feet on the earth. (no phobia for bacterials and bruises for example).
Klamath: being within the Security Line of Arroyo, the town was burnt and the inhabitants brought to arroyo as "helpers" (read: slaves)
The den: new reno style" city.
provides "helpers" to arroyo.
that's all I have to say about that.
Redding: for some reason these guys are still independent.
san fran wants 'em, new reno wants 'em,arroyo doesn't need 'em but wants 'em so nobody else get's them. ncr and vault city can't afford to want 'em.
Catch the rabbit! You can affect the outcome if you are in a position to do so. (even a hooker could be rented to “change the minds” of the leaders…
New Reno:
the salvatores dropped out withiout their lightbringers from the enclave. The mordinos got their dope-vats infected by some guy which slashed myron, losing their grip on new reno and redding.
The bishops are are now only threatened by the Wrights, who suddenly gained a lot of High tech equipment and weapons.
The bishops are still in their chance to get them, the players can affect the outcome.
Gecko: hanging around up there, no one cares about them anymore except for they electric power and their new uranium mine…
Broken hills: ghost city. It’s dead.
NCR: vulnerable after their fights with vault city.
vault city: has been dogfighting NCR for ten years leaving to weak cities. there's just a matter of time before they fall to a strong enemy.
San fran: Hubologists left for the south east due to rumours about a crashed flying saucer.
The shi has been able make steady contact with the rest of california through establishing traderoutes and military scoutings. Currently controlling that military base. (there should be something going on there this time too…)
Navarro: The enclaves here were wasted by someone (the chosen one). I don’t know what to do with, but someone like raiders should inhabit it and arroyo should be searching for it because the vertibirds took them there before going to the rig.
Vehicles:
Add some vehicles like trikes (those three wheeled bikes), motorbikes, more “Highwayman”ish cars, jeeps and trucks. I think tanks and heavily armored vehicles should be difficult to get hold of because such things would require big, heavy, fine-tuned engines.
The buggies and the home-made vehicles should be included.
The trucks jeeps and some of the bikes should be made by arroyo.
The trikes and Highwayman belong to the atmosphere of the game and the buggies were light, simple and cheap(?) vehicles which anyone with a certain skill could make (even Vic! Well… no I suppose he couldn’t afterall…)
Tractors and vehicles for work should be made here and there by the richer guys.
So here’s a list:
Highwayman: Atmosphere. Standard car. Got some speed and much reliability
Trike: atmosphere. Two seated bike with three wheels and option for mounting small machine guns.
Trucks: the caravan masters choice. Go to New Reno today and order one at the Mr. T auto-workshop.
Jeeps: Terrain car with monting possibilities for light cannon and heavy machine guns
Motorbikes: Atmosphere. The only thing I missed hanging around in new reno with a leather jacket and a “desert eagle” was a black motorbike.
The Vertibirds are so advanced an big that you don’t need them unless you transport lot’s of stuff and you can’t have them without lots of technology, technicians, a steady supply of gas or something (like an poseidon oil rig…) and economy surplus. That doesn’t fit in anywhere else but the enclave.
But I would really like to see airships/zeppeliners. Not hindenburg size, you wouldn’t even need the size of the arcanum airship from the intro, but I would like to see some small four man airships or balloons.
The mad max movie Beyond Thunderdome speculates in fuel made from pig shit and that pilot in the start had this mini airplane which was really cool.
New features:
Building your own houses would be cool. (a level editor so to speak)
Hiring people as guards, giving npc’s simple quests (go get that thingie in that town, kill him for me)
More perks: I would love to fire two guns at once.
Freshen up the inventory box: the possibility to wear different clothing under you armor, (gas) masks, sun glasses, jewelry, make up, rings and stuff.
More restricted carry weight: I carried dozens of rifles and other stuff after looting S.A.D. Even if it wasn’t a heavy package it was quite a big one. Backpacks and such should be required.
Skills: Make an own skill for handling explosives and remove the energy weapon skill. The small energy weapons could be set to small guns and the big energy weapons could be set to big guns.
I never liked the energy weapons anyway...
Anyway, the Blackisle should be hired for this job and maybe tim cain and his guys in troika games could assist.
I could say more but I'm not going to.
Takes to f*ck*ng long time.
Let's wish that "Fallout 3: A post-nuclear roleplaying game" get's as good as Fallout 1
Did I forget something or do you got other coments?
Post it here or email me at Meatstore@pakistanmail.com