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I am new in this forum, so forgive me if you have read this story before...
A story following Fallout 2 must be set at least 80 years later, so that there is no chance of meeting the Chosen One, or be aware of his exact characteristics through tales of people who met him.That's because each player's character was diffirent from game to game, and it would be unfair if a certen character model was presented to the players in Fallout 3.Just take a look at how BIS handled the character from Fallout 1 in Fallout 2: No name was given to him, he was just called "Vault Dweller", and only his major actions were noted, such as defeating the master and saving Tandi.Many players did that in Fallout 1.If more things were noted, like chosing to join the Thieves Circle or not, would result in many players saying "That's not what my character did!".This paragraph puts forward the first prohibition to a Fallout 3 story:
A FALLOUT 3 STORY MUST NOT BE SET IN LESS THAN 80 YEARS AFTER THE EVENTS IN FALLOUT 2.
Another thing to think about is the civilisation advancement.There were players that disliked Fallout 2 because it was to much "civilised" compared to Fallout 1.That is true, because between the 80 years that separated these games many things had changed.Just look at how the humble Shady Shands evolved into the all-powerful New California Republic!If another 80 years were to pass, the Fallout world would not resemble a post-nuclear wasteland, as it was ment to be.Which brings up the second prohibition:
A FALLOUT 3 STORY MUST NOT BE SET IN MORE THAN A FEW YEARS AFTER THE EVENTS IN FALLOUT 2.
But, since theese two rules restrict anything, this means that no fallout 3 story sould be made?Well, there is a hole in the first prohibition we could use:
A FALLOUT 3 STORY CAN BE SET IN MUCH LESS THAN 80 YEARS, PROVIDED THAT IT IS SET ON A LOCATION FAR AWAY FROM WESTERN CALIFORNIA.
After this long introduction to explain why I chose eastern US for the setting of my story, let's beggin...
Right after the Enclave main base was destroyed, the Commander of the Navarro base was concerned about the locals attacking and destroying his base.Since the main base was destroyed, everything was possible.To ensure the safety of the remaining enclave, he orders to relocate the base in a more secure location, a base somewhere in the central US.The base, allthough not stuffed, is set in automatic defence, which means that the defence turrets will attack anyone aproaching.A direct assult is not an option, because it would cost the lives of many soldiers.But to every problem, there is a solution: Under the White House, in Washington, there is an instalation which has control over all military bases in the USA.A small team sent there could turn off the defence status of the base.The player is part of that team.A few thousand km away of Washington, the vertibird the taem was in is hit by a missile and crash-lands.Only the PC survives the landing thanks to his advanced power armor, which is destroyed by the impact.Every other hi-tec item is rendered useles, which leaves the character armorless and his only weapons are an small pistol and a combat knife.His quest now is to find the instalation.
But, a Fallout game could not be without its villain...
Several years before the great war took place, the USA managed to colonize Mars.A space station was built in orbiting distance from Earth, so that the grand freighters would not have to land on a planed with strong gravity like Earth.When the great war errupted, the space station orbiting Earth was destroyed, and Mars lost contact with Earth...
During the events in Fallout 1, Mars started having shortage on materials that were plenty on Earth.So, a grand freighter is sent to rebuild the space station, and establise a colony on Earth (how ironic...).So, a colony is establised in the eastern US.It contained the nessesery mining facilities to extract metals and gather food, and would trade exotic materials from Mars for metals if the needed.But recently, Mars changed their minds.They thought that conquering the locals and capturing all natural sources would be a better solution than trading...
During his travels, the player learns about Mars's intentions.When he finishes his quest and establises communication with the Enclave for the firts time, he explains the situation to the Commander, and he is ordered to put a stop on the colony's advancement, as Mars's intentions are directly oposed to the ones of the Enclave...
So, what do you think about my story?Please, don't flame, I don't have very good fire resistance...
Yours Falloutly, Rexides
"Is that a shotgun in your hand, or you are just angry to see me?" Infamus last word...
A story following Fallout 2 must be set at least 80 years later, so that there is no chance of meeting the Chosen One, or be aware of his exact characteristics through tales of people who met him.That's because each player's character was diffirent from game to game, and it would be unfair if a certen character model was presented to the players in Fallout 3.Just take a look at how BIS handled the character from Fallout 1 in Fallout 2: No name was given to him, he was just called "Vault Dweller", and only his major actions were noted, such as defeating the master and saving Tandi.Many players did that in Fallout 1.If more things were noted, like chosing to join the Thieves Circle or not, would result in many players saying "That's not what my character did!".This paragraph puts forward the first prohibition to a Fallout 3 story:
A FALLOUT 3 STORY MUST NOT BE SET IN LESS THAN 80 YEARS AFTER THE EVENTS IN FALLOUT 2.
Another thing to think about is the civilisation advancement.There were players that disliked Fallout 2 because it was to much "civilised" compared to Fallout 1.That is true, because between the 80 years that separated these games many things had changed.Just look at how the humble Shady Shands evolved into the all-powerful New California Republic!If another 80 years were to pass, the Fallout world would not resemble a post-nuclear wasteland, as it was ment to be.Which brings up the second prohibition:
A FALLOUT 3 STORY MUST NOT BE SET IN MORE THAN A FEW YEARS AFTER THE EVENTS IN FALLOUT 2.
But, since theese two rules restrict anything, this means that no fallout 3 story sould be made?Well, there is a hole in the first prohibition we could use:
A FALLOUT 3 STORY CAN BE SET IN MUCH LESS THAN 80 YEARS, PROVIDED THAT IT IS SET ON A LOCATION FAR AWAY FROM WESTERN CALIFORNIA.
After this long introduction to explain why I chose eastern US for the setting of my story, let's beggin...
Right after the Enclave main base was destroyed, the Commander of the Navarro base was concerned about the locals attacking and destroying his base.Since the main base was destroyed, everything was possible.To ensure the safety of the remaining enclave, he orders to relocate the base in a more secure location, a base somewhere in the central US.The base, allthough not stuffed, is set in automatic defence, which means that the defence turrets will attack anyone aproaching.A direct assult is not an option, because it would cost the lives of many soldiers.But to every problem, there is a solution: Under the White House, in Washington, there is an instalation which has control over all military bases in the USA.A small team sent there could turn off the defence status of the base.The player is part of that team.A few thousand km away of Washington, the vertibird the taem was in is hit by a missile and crash-lands.Only the PC survives the landing thanks to his advanced power armor, which is destroyed by the impact.Every other hi-tec item is rendered useles, which leaves the character armorless and his only weapons are an small pistol and a combat knife.His quest now is to find the instalation.
But, a Fallout game could not be without its villain...
Several years before the great war took place, the USA managed to colonize Mars.A space station was built in orbiting distance from Earth, so that the grand freighters would not have to land on a planed with strong gravity like Earth.When the great war errupted, the space station orbiting Earth was destroyed, and Mars lost contact with Earth...
During the events in Fallout 1, Mars started having shortage on materials that were plenty on Earth.So, a grand freighter is sent to rebuild the space station, and establise a colony on Earth (how ironic...).So, a colony is establised in the eastern US.It contained the nessesery mining facilities to extract metals and gather food, and would trade exotic materials from Mars for metals if the needed.But recently, Mars changed their minds.They thought that conquering the locals and capturing all natural sources would be a better solution than trading...
During his travels, the player learns about Mars's intentions.When he finishes his quest and establises communication with the Enclave for the firts time, he explains the situation to the Commander, and he is ordered to put a stop on the colony's advancement, as Mars's intentions are directly oposed to the ones of the Enclave...
So, what do you think about my story?Please, don't flame, I don't have very good fire resistance...
Yours Falloutly, Rexides
"Is that a shotgun in your hand, or you are just angry to see me?" Infamus last word...