My Megaton

Ad Astra

It Wandered In From the Wastes
A lot of criticism regarding Fallout 3 involves the lack of realistic means of sustaining the people and places we see in the Capital Wasteland. Probably the most glaring example of this issue is Megaton. And so I asked myself a question:

How did Megaton begin?

A sustainable population of, ideally, several hundred people must come from somewhere. Given Megaton’s proximity to Vault 101, I think that Megaton’s re-imagining must include Vault 101’s re-imagining as well. Instead of being the Vault where “no one enters and no one leaves,” I think Vault 101’s existence should be simple: like Vault 8, Vault 101 is a control Vault intended to stay closed for, say, 20 or 30 years. After the Vault opens, the inhabitants head out into the wastes, prepared to begin a new life with the Vault’s GECK and simple human perseverance. Of course, disagreements crop up between various groups of Vault Dwellers; the Overseer, no longer having a Vault to oversee, is unable to stop the squabbles. Factions form and split off from the main group, either wandering off and dying from one of thousands of dangers or forming the basis for the Capital Wasteland’s raider factions. Those that do stay near Vault 101 number only in the hundreds but their GECK and other Vault technology give them the edge in surviving in the Wasteland.

Oh, I should mention now that there is no unexploded atomic bomb or any of that nonsense. Instead, Megaton forms over Vault 101’s underground fusion power plant, using the plant to provide electricity for machinery and various other equipment. Megaton’s buildings are a combination of mud bricks and metal scavenged from Vault 101. By the time basic housing is in place, Vault 101’s remaining food and water supplies are starting to dwindle. So with two basic needs covered (power and shelter), the Vault Dwellers move on to new needs: food and water, obviously. Vault 101’s best and brightest plan out Megaton’s continued expansion based on the needs of copious farmland and the ability to tap underground water supplies. Megaton and its agricultural industry grow with one another, each one spreading out into the best lands for their respective purposes. By the time the Lone Wanderer (whose origin is obviously different than what is in Fallout 3) finds Megaton, it is a peaceful community with attractive yet functional architecture, a fascinating combination of Vault technology and natural materials and sprawling farmlands which provides more than enough fruits, vegetables, meats and dairy for the population.

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And I’m pretty sure that end result would run just find on most computers and Xbox 360s.
 
pk1 said:
Not a bad idea, but it's going to take a lot of work to make that happen.
If this was an idea for a mod, I would have put it in that forum. This is more of a "what could have been" thread.
 
It wouldn't seem like a fallout game if we had typical "thriving civilization" and sprawling farmlands, to me.. otherwise its too idyllic and happy, and it sort of takes away the survivalism aspect.
 
Yazman said:
It wouldn't seem like a fallout game if we had typical "thriving civilization" and sprawling farmlands, to me.. otherwise its too idyllic and happy, and it sort of takes away the survivalism aspect.
By that logic, the Fallout 1 and 2 don't seem like Fallout games, either. How about Shady Sands, a town that was a "small but self-sufficient farming community" less than 100 years after the war? Or Adytum, that "grew its own food in underground, mushroom-producing hydroponic farms"? And who could forget Modoc, that "small farming community" with a rather large "Ghost Farm" a stone's throw away?
 
Yazman said:
It wouldn't seem like a fallout game if we had typical "thriving civilization" and sprawling farmlands, to me.. otherwise its too idyllic and happy, and it sort of takes away the survivalism aspect.

Well, Fallout was always about the player's character interacting with the new (proto) civilization that arised from the remains of the old world. Fallout 1 was about that. This type of situation is perfect for RPG games that are not about fantasy worlds because it makes possible the existence of a great degree of variation in the technological level and without the infrastructure of a advanced civilization the player's character has to walk to get into places and has to survive in an environment hostile to humans but it is with some of the technological toys hidden in the ruins of the old civilization.
 
Ad Astra said:
Yazman said:
It wouldn't seem like a fallout game if we had typical "thriving civilization" and sprawling farmlands, to me.. otherwise its too idyllic and happy, and it sort of takes away the survivalism aspect.
By that logic, the Fallout 1 and 2 don't seem like Fallout games, either. How about Shady Sands, a town that was a "small but self-sufficient farming community" less than 100 years after the war? Or Adytum, that "grew its own food in underground, mushroom-producing hydroponic farms"? And who could forget Modoc, that "small farming community" with a rather large "Ghost Farm" a stone's throw away?

When I think about it the only towns in Fallout 1 and 2 that seemed like "thriving civilization" were NCR and Vault City, and both of those places had a fuckload of problems that really prevents anybody from seeing them as idyllic and happy.

Shady Sands was a small community and we didn't really see all of the farming shit, that was left to our imagination. This is the same as Adytum and Modoc, and Modoc was DEFINITELY a place struggling to survive.. only just eking out an existence with what meagre resources they had. Thats how I see it.

This characterisation of Megaton doesn't really sound like something I would want to see in a Fallout game. Mind you the one in the current F3 isn't that great either but at least they have a bunch of problems and aren't beginning to resemble a pre-war community.

What i would like to see, is megaton deriving their power from some sort of crude nuclear power plant built from the remains of the nuclear bomb, and from there it could provide some interesting story as well as some adventure seeds. The plant is very crude and unstable and due to its origin tends to be a bit too radioactive.. so maybe there could be stuff like this if the player has the right skills:

-radiation seeping into the water, player must find the leak and fix it, or if he's an asshole he can just make it worse (REPAIR SKILL)
-plant needs a new part that our techs can't seem to find, player must find one (this could lead you on a connecting chain to Rivet City or the BoS) to stabilise the plant. This would be similar to Gecko I guess. You could also choose to be a bastard and take out a part or amp up the radiation by putting in a different one, either killing everybody or turning them into ghouls. I dunno. (Science/High intelligence)
-One of the technicians was kidnapped by raiders the last time they attacked, go find him and bring him back

I like the idea of the town's origin having something to do with a nuclear bomb. To me its silly to just have an undetonated nuke in the middle of town (although this COULD happen, the US defence forces have literally "lost" nukes before due to accidents and they landed but did not detonate).. rather I imagine the town as a group of Vault 101 outcasts who were exiled for whatever reason - likely rebelling against the overseer at the time's harsh codes of isolation - and went out searching for a place to settle. Since they were from the vault some of them already knew how power sources operated, maybe a nuclear technician and physicist here or there, and so they were able to SCIENCE! a nuclear power plant out of the old bomb they found.. built a settlement around it, using old plane parts, bits from springvale, etc.

Also I see that they could have sent a bit of power out in exchange for food, maybe they organised this with a vault or Rivet City, multiple locations really. You could have adventure seeds from this too, have the player as the megaton diplomat for potential trade arrangements the sheriff wants.. then you could either be the "tough guy" if you have appropriate combat skills and threaten them, or you could extort them, or you could choose to help them out a bit, etc.

I could flesh this out a bit more but there it is for now.
 
Yazman said:
When I think about it the only towns in Fallout 1 and 2 that seemed like "thriving civilization" were NCR and Vault City, and both of those places had a fuckload of problems that really prevents anybody from seeing them as idyllic and happy,
Then you aren't doing much thinking, given my examples. Shady Sands and Adytum were self-sufficient communities (just like my Megaton re-imagining) and Modoc could have become self-sufficient based on the PC's actions.

Also, I looked over my original post again, and I never found any instances of the term "idyllic."

Also again, I did notice that I used the term "peaceful," which does not mean "free of all problems and conflicts for all eternity."
 
Fair enough, yes they were self sufficient, although I never really thought of Modoc as such.. Modoc always seemed to me, like a place that was pretty much doomed to be taken over by one of the more powerful players nearby, or doomed to wither away over time like Broken Hills. ..and no you didn't use the term idyllic, I did because thats what your vision of megaton seemed like to me.. it just sounds like they're functioning a little TOO well.

At any rate lets forget about the argument and put it aside so we can let the creative juices flow. What did you think of my (very basic) ideas for an alternate Megaton? I think you have some good ideas there, and I think we could probably incorporate aspects of both into a better vision.
 
I like the shanty town megaton in the game, but it needs to get bigger. This agricultural city described is like shady sands on crack would be a good addition for the game. A mod with such a city would be cool.
 
If you do all the quests for improving the relations with the Slags, Modoc flourishes. This is the ending you get:

Relations between the Slags and residents of Modoc flourish.

Between the two peoples, Modoc prospers and becomes a major farming community, supplying all the outlying regions with food.
 
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