This thread is the temporary design doc for Project FOMTOM, initial discussion for which took place here: http://www.nma-fallout.com/forum/viewtopic.php?t=46660
I'll be posting excerpts from my design outline, eventually everything except the plot and content sections which contain spoilers. Feedback is appreciated, and i'll sometimes throw things out as 'would you prefer X or Y?'.
To start I'll just put out some general FAQ stuff, I'll post the first design doc parts tonight.
- What is Project FOMTOM?
FOMTOM is a completely new world map and massive gameplay tweak for FO3. There will be a new play experience from start to finish.
FOMTOM stands for Fallout: Monument to Madness, which is the working title for the mod.
- Where does it take place?
It is set on the East Coast, in the year 2200. It stretches from Southern Virginia to Eastern Pennsylvania and through to Massachussets. While the title would seem to indicate the importance of DC (Monument Madness anyone?), the meaning of 'monument' is not literal, and DC is neither the start nor the end of the game.
Other cities besides DC that are expected to make an appearance are New York, Boston, Philadelphia, Atlantic City, and Baltimore. Locations such as the Naval Academy, Langley, Harvard, and Three Mile Island (alternate timeline), also are in the existing doc. Many locations not on any current map are being created just for the game as well (like Megaton and other postwar creations).
- Who is working on it?
Me, myself, and I, I'm not allowing any additional team members until the release of Episode I. I want people to see something tangible and my intended vision before they volunteer their very valuable time to the project. I also wield dictatorial powers because I want to build SOMETHING, and I feel the endless discussion on what it could be would ultimately slow down the possibility of anything being built.
Feedback is appreciated, where possible it will be utilized, but constraints of time and consistency of the mod will limit what can be used.
- How does it play?
It is within the FO3 engine, it will have first person perspective, it will have combination of VATS/FPS gameplay, and it will make use of most of the gameplay mechanics in the existing game. However, a lot of things will be heavilly tweaked, as described in more details in the other sections of the design doc.
At its heart, FOMTOM is a content mod, so I'm not interested in reprogramming it to be turn-based, or completely reworking skills to add new features like Gambling or Outdoorsman.
- What about SPECIAL and derived stats?
Most of the derived stats will be significantly rebalanced, and the attributes may be remapped to other uses. Stat checks will be used in dialogue (and yes, there will be a stupid path for INT <= 2), and more extensively in gameplay... such as perception and luck effecting random encounters. The general trend I will be aiming for is more variation, so the range of AP for instance from changing Agility will be much wider than the 2 or so AP per point you have now.
- What about skills?
I intend to use the full range of 1-100, and no I am not bringing back 300% skills (I think the concept is silly actually). I intend to make tag skills grow at double speed though. The range will remap so that at 25 you are considered competent, 50 proficient, 75 expert, and at 100 you are better than anyone else in the wastes. NPCs will have stats based on that standard, so if you encounter a legendary sniper you can expect him to have a small gun skill of about 90.
You should notice significant difference in your abilities at all notches of the skill level, for instance science will no longer be unlocked at 25 point increments, computers will use the full range of values for their 'can I hack them' check.
- What about leveling?
XP will be made rarer, and time to increase in level will be scaled upward. The design is to make variation in your character important, it will be very hard to powerbuild a jack of all trades character. If you play as a diplomat you will have a significant difference than playing as a bloodthirsty big guns thug. My intent is to make many character archetypes have a good gameplay experience, there is no 'one strategy fits all' approach to let you do everything.
- What makes it different from FO3 in general?
Location design will be radically different, settlements will be widely spaced and very heavilly worked in terms of detail and gameplay. A big trading town like the Hub will play very differently than a tight security army base, and the change in atmosphere should be dramatic. There will be very few dungeons, and whatever such exist will mostly be critter focused. Hostile locations will be highly scripted to have some level of organized (or purposefully disorganized) defense force.
The story design will be more ambivalent, communities will be more self-focused. The sense of good and evil will be highly avoided, to the point where karma is being removed from the mod. I'm not interested in guiding or helping the player, the dialogue trees will be very large and complex, but you could walk up to sheriff in Megaton and ask 'Where is my dad?' and be told 'I don't frickin care, I've got raiders to worry about fool.', meanwhile you could ask someone in a Raider camp and they might say 'Ya I saw him being shanghaied by Slavers'.
So the speech and story content is where I expect to expend a lot of energy, there will be a lot of possible paths, and very complex interweaving, but don't expect an answer (or the right answer) from everyone you come across. Some people if you bug them will probably just shoot you. I am devising about 6 wildly different personality types which I run all speech through, so at almost any point in the convo you can lean in multiple different ways along a slightly different spectrum than good, evil, neutral.
I'll be posting excerpts from my design outline, eventually everything except the plot and content sections which contain spoilers. Feedback is appreciated, and i'll sometimes throw things out as 'would you prefer X or Y?'.
To start I'll just put out some general FAQ stuff, I'll post the first design doc parts tonight.
- What is Project FOMTOM?
FOMTOM is a completely new world map and massive gameplay tweak for FO3. There will be a new play experience from start to finish.
FOMTOM stands for Fallout: Monument to Madness, which is the working title for the mod.
- Where does it take place?
It is set on the East Coast, in the year 2200. It stretches from Southern Virginia to Eastern Pennsylvania and through to Massachussets. While the title would seem to indicate the importance of DC (Monument Madness anyone?), the meaning of 'monument' is not literal, and DC is neither the start nor the end of the game.
Other cities besides DC that are expected to make an appearance are New York, Boston, Philadelphia, Atlantic City, and Baltimore. Locations such as the Naval Academy, Langley, Harvard, and Three Mile Island (alternate timeline), also are in the existing doc. Many locations not on any current map are being created just for the game as well (like Megaton and other postwar creations).
- Who is working on it?
Me, myself, and I, I'm not allowing any additional team members until the release of Episode I. I want people to see something tangible and my intended vision before they volunteer their very valuable time to the project. I also wield dictatorial powers because I want to build SOMETHING, and I feel the endless discussion on what it could be would ultimately slow down the possibility of anything being built.
Feedback is appreciated, where possible it will be utilized, but constraints of time and consistency of the mod will limit what can be used.
- How does it play?
It is within the FO3 engine, it will have first person perspective, it will have combination of VATS/FPS gameplay, and it will make use of most of the gameplay mechanics in the existing game. However, a lot of things will be heavilly tweaked, as described in more details in the other sections of the design doc.
At its heart, FOMTOM is a content mod, so I'm not interested in reprogramming it to be turn-based, or completely reworking skills to add new features like Gambling or Outdoorsman.
- What about SPECIAL and derived stats?
Most of the derived stats will be significantly rebalanced, and the attributes may be remapped to other uses. Stat checks will be used in dialogue (and yes, there will be a stupid path for INT <= 2), and more extensively in gameplay... such as perception and luck effecting random encounters. The general trend I will be aiming for is more variation, so the range of AP for instance from changing Agility will be much wider than the 2 or so AP per point you have now.
- What about skills?
I intend to use the full range of 1-100, and no I am not bringing back 300% skills (I think the concept is silly actually). I intend to make tag skills grow at double speed though. The range will remap so that at 25 you are considered competent, 50 proficient, 75 expert, and at 100 you are better than anyone else in the wastes. NPCs will have stats based on that standard, so if you encounter a legendary sniper you can expect him to have a small gun skill of about 90.
You should notice significant difference in your abilities at all notches of the skill level, for instance science will no longer be unlocked at 25 point increments, computers will use the full range of values for their 'can I hack them' check.
- What about leveling?
XP will be made rarer, and time to increase in level will be scaled upward. The design is to make variation in your character important, it will be very hard to powerbuild a jack of all trades character. If you play as a diplomat you will have a significant difference than playing as a bloodthirsty big guns thug. My intent is to make many character archetypes have a good gameplay experience, there is no 'one strategy fits all' approach to let you do everything.
- What makes it different from FO3 in general?
Location design will be radically different, settlements will be widely spaced and very heavilly worked in terms of detail and gameplay. A big trading town like the Hub will play very differently than a tight security army base, and the change in atmosphere should be dramatic. There will be very few dungeons, and whatever such exist will mostly be critter focused. Hostile locations will be highly scripted to have some level of organized (or purposefully disorganized) defense force.
The story design will be more ambivalent, communities will be more self-focused. The sense of good and evil will be highly avoided, to the point where karma is being removed from the mod. I'm not interested in guiding or helping the player, the dialogue trees will be very large and complex, but you could walk up to sheriff in Megaton and ask 'Where is my dad?' and be told 'I don't frickin care, I've got raiders to worry about fool.', meanwhile you could ask someone in a Raider camp and they might say 'Ya I saw him being shanghaied by Slavers'.
So the speech and story content is where I expect to expend a lot of energy, there will be a lot of possible paths, and very complex interweaving, but don't expect an answer (or the right answer) from everyone you come across. Some people if you bug them will probably just shoot you. I am devising about 6 wildly different personality types which I run all speech through, so at almost any point in the convo you can lean in multiple different ways along a slightly different spectrum than good, evil, neutral.