Trouble on the Homefront Quest Could Have Been Better

Everyone seems to have missed the whole point of this thread. It was to discuss how Trouble on the Homefront could have been a much more satisfying quest, come up with their own ideas, or comment on mine.
Well for starters... More dialogue.
Far too often in this quest I found myself asking "why can't I say that?"
 
Everything in fallout 3 could have been better. Some of the stuff couldn't have been worse.
 
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After speaking to Amata I reloaded and sabotaged the vault as a fuck you all.

It was by far the most satisfying moment I had in the entire game.
 
Maybe a 10 $ DLC in which amata gives you a reason for kicking you out of the vault.

The reason is everyone hates you because you're a filthy outsider. The people of Vault 101 were not exactly friendly to you growing up.

I'm surprised any LW wanted to stay.
 
I'll agree it's one of the worst ones in the game and that's saying a lot. Your ideas would improve it. But frankly, i'm not sure if anything could fix it. Its basis is an already absurd situation, which is the story of vault 101.

Why is there so much chaos in the starting sequence?

Apparently, your dad left the door open on the way out ( why? ) and roaches got in and killed many residents ( fucking roaches! ) and this caused the overseer to have the guards kill you ( ? ) and some other residents ( ?? ) and torture his daughter to give your location ( ??? ) . So this leaves you to murder a bunch of guards that you grew up with ( that are also trying to murder you ) and leave, likely killing the overseer on your way out. All this chaos feels forced.

Trying to some make sense of it, there was an escape accompanied by a lethal radroach infestasion and at the same time/because of it people decided to leave ( we have to speculate on this ) causing the overseer to feel that his power is threatened and have his guards kill them so half the vault died. Ok. Possibly. This is some seriously poor writing though.


And some time after this Trouble on the Homefront starts. You get a signal to help the vault. Assuming the escape sequence is the same, even if there was an inexplicable ( radroach ) crisis in the vault at the time, it really should have ended.
But we get a new scenario where the people are trying to open the vault to the world and the new overseer has "declared martial law". If you help them by killing the new overseer and save their lives ( he was planning a raid on them), they should all be grateful. But that's not what happens, because the game suddenly wants to pay an homage to fallout.
Remember though that in fallout it was the overseer's decision to throw you out, which suited his character perfectly. He was always a cunning man, acting a bit slowly but carefully calculating his actions and even forseeing the mutant threat which everyone ignored.
In fallout 3, we don't have a figure like that ( unless we count amata, hahaha! ) so for some reason everyone wants you to leave like it's common sense or something. This simply makes no sense and though it was going for a fallout homage it seriously missed the point and again the outcome feels extremely forced.

The thing is though, if you removed this and had the residents of the vault be grateful to you, the quest would have no meaning. You'd have to write it from scratch, like most of fallout 3.
 
I thought it was one of the better quests in the game with multiple changes to how it would be resolved depending on your actions earlier in the game. It also showed the consequences of a violent playthrough as killing the Overseer certainly is a temptation when the psycho murdered your dad's buddy and tried to kill you.

I also felt it had a much more effective ending as I actually cared about Amata and her betrayal hurt.
 
I thought it was one of the better quests in the game with multiple changes to how it would be resolved depending on your actions earlier in the game. It also showed the consequences of a violent playthrough as killing the Overseer certainly is a temptation when the psycho murdered your dad's buddy and tried to kill you.

I also felt it had a much more effective ending as I actually cared about Amata and her betrayal hurt.

No worries you can shoot her.

Seriously though, even if you killed no one at all during your escape and on your return, most people are still "this is all your fault, you have to leave now!" People are so stupid in that Vault they think the LW caused all the trouble when in fact it was the security forces that caused it. Despite saving their Vault from a despotic Overseer they still treat the LW with contempt.

If I ever play F3 again I will sabotage the Vault.
 
No worries you can shoot her.

Seriously though, even if you killed no one at all during your escape and on your return, most people are still "this is all your fault, you have to leave now!" People are so stupid in that Vault they think the LW caused all the trouble when in fact it was the security forces that caused it. Despite saving their Vault from a despotic Overseer they still treat the LW with contempt.

If I ever play F3 again I will sabotage the Vault.

To be honest, James caused it all. Well, not the part about the fact Vault 101 is falling apart due to 200 years of continuous use but the fact everything became insane. The fact the Overseer is RIGHT to be paranoid about outsiders learning their secrets with the state of the Capital Wasteland also mitigates some of his actions.

Besides, not everyone is fair or balanced in their treatment of people as much as we'd all like to join the Enclave.
 
Here are some more ideas on how this quest could have been improved upon:

14.Killing Butch outside the rebel camp now turns the rebels permanently hostile.
15.If you sabotage the vault, you can now help evacuate it (see my other post on evacuating vault 101 after sabotage for details)
16.You will still be able to talk to people after you are exiled as long as you solve the quest peacefully.
17.If you solve the quest by exposing the midnight raid and warning both the theunarmed loyalists and the rebels about it, the quest will end after you speak to Amata after she becomes the new overseer, so you will not get the final objective of leaving Vault 101 forever. You will still be able to talk to people. Unarmed loyalists, Gomez (who is made the new chief of security if he survived), and Armstrong will thank you for saving the vault and helping them understand the importance of family over the vault. Armed loyalists and other security guards will either make threats and dismissive comments, basically giving you a "this doesn't change anything attitude".
18.After you are exiled after solving the faction crisis any other way or if you choose not to get involved, there will be a time limit to leave the vault. If you are still in the vault after two hours, one of the loyalists (except Gomez and Armstrong) will confront you, asking why you're still in the vault and saying you're supposed to be leaving. You have three options.
-Telling the person you were on your way out after taking care of some final business. They will end the conversation, but afterwards, the loyalists will all act as if you are trespassing in the vault. After another two hours, the vault will turn hostile. If you chose not to get involved, you will have to kill everyone to get credit for the quest.
-Pass a speech check telling the person that if they want you to leave, then they have to ask nicer. Fail and they say they would rather die than speak nicely to wasteland scum. At this point you can either turn hostile and attack ("Those words are perfect for your tombstone!") or you can attempt to pass another speech check saying that they should try saying please next time. Fail and the person will either turn hostile and attack or yell for security. Passing either speech check will cause them to begrudgingly ask you to leave in a nicer way, though it obviously pains them to do so, in a way that makes you feel real good.
-Flat out say you're not going anywhere. This responds in the whole vault turning permanently hostile. Again, if you chose not to get involved, you'll have to kill everyone to finish the quest.

Changes to other ideas.

3. If Officer Mack is killed during Escape, Wally and Allen will have an even more hostile attitude towards you if you killed him. If Amata killed him, they will still pin much of the blame on you. Gloria and Susie will be upset about his death but they hold no grudge against you or Amata. However, if Amata killed Mack, Wally and Allen have disowned Susie for siding with his killer over the vault, claiming it is an insult to his memory. If you defend Amata's actions, saying that she acted in self-defense considering her situation, Wally and Allen will turn hostile and attack you. You will not lose karma for killing them as it is self-defense. Even if you killed Officer Mack or if he is still alive, Wally and Allen have disowned Susie for joining the rebels, considering her a traitor. If you kill her, the Mack men will thank you, though Gloria won't be too happy.
12.Amata's Vengeance-Pass a speech check with Amata during your confrontation with her, saying she's become no better than her own father, and she will realize with horror that you are right. She will not turn hostile after the confrontation and you will get good karma.
 
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