Make EPA the Resident-Evil style lab or add one (mod idea)

ziemeck

First time out of the vault
Mod suggestion:
I hoped EPA would be something more like that. Short - make an underground research lab in that there are levels infested with strong opponents - some powered-up melee ghouls, glowing ghouls ("zombies"), really deadly plants (50 damage with high armor-piercing stat). Put there some scientists' corpses. There could be some alive scientists - or even better - some hibernated (but please- no ERSI messing - just simple unhibernating) - that would provide some suggestions regarding lab penetration (e.g. they hibernated in isolated parts of lab after getting cut-off from way out by monsters - and they could not call for help e.g. due to radiostation destruction) - under condition of getting transported e.g. to Vault city or Navarro. The lab should be multi-level with ever-stronger monsters. There could be put some specific weapons to deal with the monsters- but unique and with very limited ammo.

In general such an infested base with extensive bio-weapon projects (like in Resident Evil) would make more sense than EPA - that seems way too "benign" for Fallout world. Make EPA more Umbrella maybe? Lickers, tyrants or superpower deathclaws and scorpions instead, some tweaked nightkins? Well - that could be one place in entire game where you really have to drill your way through with bullets.

That could be even a good idea for micro-game based on fallout2, bigger than vault rats though. And if it could be easily installed as addon to RP and/or Megamod - it would be great.
 
EPA was supposed to be in the original Fallout.


I didn't even finish reading your post but I can see that it will be flamed very soon.
 
lucas. said:
EPA was supposed to be in the original Fallout. I didn't even finish reading your post but I can see that it will be flamed very soon.
Bad you do not read and comment.
Regarding EPA as it is in RP - the plot and missions there are a bit strange. The holographic AIs there have no purpose in the post-nuke world. The scientists that got cut-off and would like to get out of the trap (after getting unhibernated) would make the lab and its plot less out-of-place. That could make more sense with additional recruitable NPCs - wiring entire location together with their stories. And that could make an interesting plot. You enter ruined top-level - with broken or sealed elevator, maybe some terminal where you get some hint on reserve entrance (that is accessible only from outside). At the level -1 you get access to some limited computer data, maybe just on the next level - and some scientists' bodies - maybe also remnants of the thing that killed them - or hole in the wall/floor/damaged air vent (uh, oh, it came from the ventillation channel again!) not big enough for you. Maybe they just starved since HAL 9000 sealed the entire lab due to contamination (use gas-mask or some oxygene tank with mask at some lower levels you need to bypass/drill through?)
Exploration of the complex might involve some quests, unfreezing scientists at different levels to get their stories and pointers how to go further. And each time it should prove that to get further you need more firepower. The top opponents should be enclave-patrol deadly at least. At will - via config - maybe even Horrigan-difficulty final boss could be welcome.

Anyway - its just an idea for some standalone mod or RP/Megamod addon.
 
@ziemeck: if you like themes like that, I advise you to keep a lookout on the Mutants Rising mod.
 
Re: Make EPA the Resident-Evil style lab or add one (mod ide

ziemeck said:
Mod suggestion:
I hoped EPA would be something more like that. Short - make an underground research lab in that there are levels infested with strong opponents - some powered-up melee ghouls, glowing ghouls ("zombies"), really deadly plants (50 damage with high armor-piercing stat). Put there some scientists' corpses. There could be some alive scientists - or even better - some hibernated (but please- no ERSI messing - just simple unhibernating) - that would provide some suggestions regarding lab penetration (e.g. they hibernated in isolated parts of lab after getting cut-off from way out by monsters - and they could not call for help e.g. due to radiostation destruction) - under condition of getting transported e.g. to Vault city or Navarro. The lab should be multi-level with ever-stronger monsters. There could be put some specific weapons to deal with the monsters- but unique and with very limited ammo.

In general such an infested base with extensive bio-weapon projects (like in Resident Evil) would make more sense than EPA - that seems way too "benign" for Fallout world. Make EPA more Umbrella maybe? Lickers, tyrants or superpower deathclaws and scorpions instead, some tweaked nightkins? Well - that could be one place in entire game where you really have to drill your way through with bullets.

That could be even a good idea for micro-game based on fallout2, bigger than vault rats though. And if it could be easily installed as addon to RP and/or Megamod - it would be great.
You racist! :x
 
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