Dr Fallout
Centurion
This, this is where it should be.Doing that with the Khans as well would be very interesting.
This, this is where it should be.Doing that with the Khans as well would be very interesting.
Bethesda hates any kind of abstraction. Daggerfall was like that but Bethesda has to cater to morons that complain about immersion and not being able to go anywhere without consequence thus level-scaling. Level-scaling is such a stupid mechanic. I wish that I could trick people to thinking that a game has level scaling, have it revealed that enemies get stronger based on the in-game calendar, and make the final boss become unkillable if too much time has passed with the villain chastising the main character for wasting his time catching butterflies.Less, yet more. One of the things that's bugged me in Fallout 3, New Vegas, and 4 is that the areas the games take place in are real places, and yet the distances involved are shortened by a lot in order to facilitate not taking three hours to get from place to place. Bethesda games also have a tendency to suffer from the issue of their "cities" not feeling as such. In just the most basic sense of area covered, the cities often feel simplistic and not even on the scale of a realistic small town.
What I would like is a setting where things are spread out more again, where the important regions are their own hubs like they were in the first two Fallouts. When you leave a hub, you move to the world map, and you get the time passing and where your path takes you. This also brings back how random encounters worked, you get a smaller, more generic bit of wasteland that you're moved to and the encounter commences. This would also allow for there to be real cities again without having to try and shrink them so they fit in the overarching world map. I'm thinking Novigrad in The Witcher 3 sized locals. Novigrad was huge, but it also wasn't the only place you were, there was wilderness a hike away. That's the sort of scale that Fallout would benefit from.
This idea might have borrowed too much from Fallout: New Vegas.Fallout: Lonestar
Texas is in turmoil. The Rangers who are comprised of ranchers and merchants are up against the Authortiarian Dictatorship of "The Crown" who believe the only path to peace is if everyone is controlled by one government. The Crown wishes to destroy the Ranger's libertarian ideals and claim all land for the state, and it to be leased out in a Feudal System.
The game will begin as you 'The Traveller' riding horseback through a few miles from the Texan town of 'Littlefield' , two other people are with you but not many details will be given. The objective of this opening is to teach you the basics of the game. You will be thought how to make your horse sprint and jump. You are then attacked by highwaymen and are gestured to dismount and begin firing, this sequence will go on for a few seconds. But ultimately you will be shot and black out. You will then awaken in little field clinic and the game goes from there.
The Rangers are a libertarian union of various townships, land owners and counties with their capital in Lubbock , the game takes place around Lubbock. They travel,trade and herd Brahmin on the horses and horse riding is a very important part of this game as you will often have to travel long distances. It is not an uncommon sight to see "Drovers" herding packs of Brahmin through the plains. Perhaps you can also do this as a way to earn caps, " Twenty caps a day, and all you can eat." The Rangers fight in light infantry skirmish formation.
The Crown is a faction set up in 2270 by King Warren Smith and is a Monarchy . Although slow in growth initially, they now encompass most of Eastern Texas and western Louisiana. Although Warren Smith is now dead (the game takes place in 2290) his son King Hercules Smith is now the King. The government owns all the land and operates a feudal system. There is much poverty on their land as the peasantry is barely fed only so to keep them working. They fight in an orderly manner, using updated pre-war battle tactics.
This game centres around the Crown's Desire to Expand and the virtues of total freedom versus Monarchy , essentially freedom against security. A major strategic point in which a major battle takes place in is 'Lubbock Solar Plant' which is a large plant which attracts and compresses sunlight and in doing so creates over 300 MW of electricity. Lubbock itself is a town of farmers and ranchers selling their wares, and is a popular place for Caravan Traders to stop at the Taverns it's bustling with activity. And the final battle in the game is either the 'Battle of Lubbock' if you side with The Crown, or the 'Push East' which is essentially a massacre of Crown troops by the horseback Rangers who take advantage of their quick mobility to seize the more fertile eastern land.
I believe there is already a mod being made with that exact nameFallout: Lonestar
This is old and I stopped messing with it but here are a few ideas. I know @The Dutch Ghost has a few too.
http://www.nma-fallout.com/threads/fallout-motor-city.197709/
*oops the link didn't post. Haha.
Just when you think you can't possibly disagree with someone anymore, they surprise you like this.Also, I just hate the Legion, and find them utterly boring. Even if they were collapsing, and faction warfare was happening, it would just be Fallout: 50 Shades of Legion.
I think they could've been handled better with a much more capable studio. The problem is Bethesda just went with a good concept and didn't bother with consistency at all. They are controlled by voice commands- so they have receivers- so why do they send people out to get them? Why aren't they built with teleportation devices? Why do they make servants with the capability of gaining consciousness? Why do they allow negative thoughts of the Institute? Why don't they keep their robot servants as gen 2s and reserve the human-like gen 3s for infiltrators? How do they get the materials to make synths? Why do they continue to make the inferior gen 1 synths?If anything I found the Synths despite their interesting sounding premise rather boring enemies.
I like the Synths, I just wish they were better used.
Basically everything.I could go on, but what exactly is it that you find boring about them? Genuine question.
-They aren't controlled by voice commands. The only voice command synths have is the reset code. But that still requires you send someone out to speak it to them to reset them. They have no receiver on them.They are controlled by voice commands- so they have receivers- so why do they send people out to get them?
Why aren't they built with teleportation devices?
Why do they make servants with the capability of gaining consciousness?
Why do they allow negative thoughts of the Institute?
Why don't they keep their robot servants as gen 2s and reserve the human-like gen 3s for infiltrators?
How do they get the materials to make synths?
Why do they continue to make the inferior gen 1 synths?
Wrong. They have a capital- Flagstaff.There is no such thing as Legion cities
basic military
They have ranks, and structure. More than most raider gangs. However they also have ideology- they're more of a unified tribe than a "gang".raider gang
So what I'm gathering is that you think Legion controlled territories would be a boring setting for a Fallout game. I understand why you'd think that, as you've rightly pointed out lack of conflict and corruption.Legion lands are just small towns like Goodsprings watched over by Legion commanders. They have absorbed, our outright murdered, literally everything that isn't them, meaning theres no inter-factional conflict left to explore there, and corruption in the Legion is basically non existent according to Sawyer. So there is not even any intra-factional conflict to explore either.
Because you saidwhat exactly is it that you find boring about them?
Your wording makes it sound as if you're talking about them as a faction. If that's the case, why do you find them boring?Also, I just hate the Legion, and find them utterly boring
The Flagstaff thing was made up by Prima for the game guide. Its never mentioned in-game, and directly contradicted by what Sawyer has said about the Legion being all military.Wrong. They have a capital- Flagstaff.
Everyone has an ideology. Raiders have an ideology of get high, and kill everyone who isn't me, and take their stuff.However they also have ideology- they're more of a unified tribe than a "gang".
Because of exactly what I said.If that's the case, why do you find them boring?
Based on what? Your assumption? Sawyer said they have no "civilian structure", although I remember a source saying that civilians live in peace whilst the Legion fights the NCR- their lands could be smaller lands with their own stories and interesting people, they were just conquered by the Legion. I doubt every single person living under Legion territory is a grunt obsessed with war or a slave.If Flagstaff does exist as a Legion Capital, it would be nothing more then a really large war camp akin to the Fort.
ideologyEveryone has an ideology. Raiders have an ideology of get high, and kill everyone who isn't me, and take their stuff.
Based on what? A few anti-Legion characters in game? Look, you're making these assumptions as if they were fact.The Legion's ideology is also rather meaningless because no one in The Legion follows Caesar's ideology, they only follow him. when he does, all that vanishes.
They could take it further. Show the aftermath of NV if a canon ending was decided. Show Legion explorers venturing east. Caesar loyalists vs. Lanius. Its inevitable destruction if Lanius is allowed to spearhead and attack the NCR head on.They have nothing to them beyond what we already saw in New Vegas. There is nowhere to take them.