Wasted Potential

Here, you can use mine
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Har har har! Time to burn ALL BETHESDA SCUM!!!
 
It is frustrating that I can not open a post everyone can add so we can all to it and expand on it what NMA would have done with Fallout 4 and what our interpretation of it would have been.
I will try to keep up with all your suggestions and incorporate them into this post as I expand it.

So for our entertainment (and to show that fans can indeed be smarter than an actual paid game designer) I present:



"Fallout 4 as it would have been by No Mutants Allowed members"

Background story: set of the ruins of the former Commonwealth of Massachusett at the former United States' East Coast. Like much of the rest of the United States it suffered severally from the nuclear attack that ravaged most of the inhabited part of the planet.
The Commonwealth was one of China's missile command's primary targets due to the significant present of military installations and industrial infrastructure as well as several large population centers.

Some manage to survive the nuclear onslaught by fleeing to the Vaults, others such as the Commonwealth Institute of Technology's staff, professors and researchers, students, and some of their families to take shelter in an underground complex which construction was funded by donations of wealthy and powerful ilumni such as Mr House.
The remainder is trapped on the surface and has to fend for itself.

In the years after the bombs survivors on the surface come together to form new settlements, tribes, and raider gang that prey on each other for survival.
The survivors notice a huge number of unusual mutations taking place throughou the commonwealth, insects and arachnids for example growing to larger sizes and their venom potency actually increasing than decreasing.

For a long time most of the Commonwealth remains an uncivilized and anarchistic wasteland where the strong rule, but survivors from the former police, national guard and survivalists gather together to form the Minutemen, an organization taking its name from the original US civilian militia that formed to resist British rule. Their goal is to protect the peaceful inhabitants and settlements from the raiders and mutations that plague the Commonwealth.

Settlements start to increase in numbers and more organized trade starts to take place between them, giving rise to salvage and reconstruction activities; a new society starts to form in the Commonwealth.
Places like the Combat Zone appear that appeal to those interested in watching or participating in combat competitions that sometimes only end with the deaths of people.

Around eighty years ago the Institute resurfaces and representatives make contact with leaders of settlements and the Minutemen, offering their advanced knowledge and technology to assist in the rebuilding of the Commonwealth and establish a new civilization.
The Institute starts to hire salvagers and scouts to search the Commonwealth for useful resources and determine the state of previous industrial sites such as factories and power plants.

Around this time the robot races in East City Downs are established by technicians, becoming a popular form of entertainment and betting for people in the Commonwealth.
Even the Institute starts to sponsor the races, providing technically training and robots for those people who would like to participate in them.
This was done on the urging of members of the humanities department of the Institute to provide a source of entertainment and boosting of moral for the people and to create an alternative to the Combat Zone that becomes increasingly notorious for the visceral combat that takes place there.

In time terraforming of the most irradiated parts of Boston starts to take place and on its ruins a futuristic 'City of Tomorrow' is being constructed by Institute robots and laborers from the surrounding settlements. The city is settled by both the Institute and a population of surface dwellers and becomes a symbol of a new future for humanity.


Unknown to the civilian population and much of the Institute researchers in the original Institute shelter are working on another project next to their work on rebuilding the surface world; creating the next step in robotics in the form of androids.

Originally just a side project its development takes a rapid pace when Institute scientists and engineers are able to recreate the matter reconstruction technology that was first created by Big Mountain. With almost unlimited resources available now the scientists and engineers invent and perfect microchip technology and advanced integrated circuitry, leading in advances in various machinery, gadgets, and computers.
The Institute is able to make computer brains more smaller than even Pre War technicians were capable of at the height of US civilization.

Along with studies in recreating the fom of the human body it rapidly accelerates the android project and when the first models tried out in the test labs are reveal to be stable and of great support use to the human population, the Institute leadership authorizes manufacturing and further refinement and improvement of the androids,

These improvements lead to even more human looking androids which are some point are rebranded synthetics or synths.
In order to make them more human and easier to interact and instruct computer scientists and psychologists start to create a computer model that allows a synth to think relatively similar to a human. Development is even done to make the synths simulate emotions so that people in general find it easier to work and interact with them.
Some of the Institute scientists, in particular Artificial Intelligence experts but also experts in soft sciences such as history become alerted by this development, warning that as the synth neural networks become more complex that it may reach a critical point that independent thought is possible.

Their fears are only increased when Institute Security starts to employ synths as guards, greatly expanding the Synth's capability of understanding and performing aggressive actions.
A movement forms that urges the Instititute leadership to limit the development and manufacturing of newer and more advanced androids, and recall the already operational ones to undergo modification to limit their though processes and make them incapable of performing any kind of combat.
The Institute leadership hears them out but denies their request as the Institute becomes more dependent on synth labor and support for the terraforming of the Commonwealth and the maintenance and expansion of the city.

The opponents to Synth development's fears become true when some synths start to perform action they were not programmed or instructed to do so, or go to places where they are not suppose to be.
Programmers who study the data from these rogue synths minds discover that the synths are starting to program themselves. Worse, the synths are more and more loosing the distinction between themselves and humans, designating themselves or other synths as 'human'.

The Institute leadership by now even becomes worried as the warnings of the opponents of the synths are coming true. They decide to give the order to recall all synths that emulate humans the most and put severe software restrictions on the mental capabilities of the more artificial ones, but the decision comes to late.

The networked synthetics have come to see themselves as the next generation of humanity; humanity 2.0 created in the image of the creator but that is stronger, faster, more intelligent and less inclined to fight amongst itself than the old humanity.
The fear and actions of the Institute only proof to them that co existence with the old humanity is next to impossible, the weaker humanity will always seeks to control and limit them.
The sign for a revolution that was already in the making for some time is given and the synths all start to rebel against the humans in the city and the Institute shelter and various battles break out.
Most of the human inhabitants are killed in the first hour but remainders consisting of scientists, technicians, Institute guards, and even some of the surface dwellers that have come to live and work with the Institute including Minutemen manage to hold out for a while.

What is left of the Institute leadership determines that if the more advanced synths manage to reach the surface and take control of the more mechanical synths there as well as surface synth production, it will mean the end of humanity in the Commonwealth and eventually the rest of the former US.
They order a lock down of the city on the surface which makes the more mechanical synths go into maintenance and guard mode but will prevent them from leaving the city, then together with the other survivors they destroy all access to the surface to prevent the advanced synths from getting out, but trapping themselves with the advanced synths.

The last of the Institute's leaders records what has happened as well as a warning for any outsider if one ever manages to make it to the shelter to find a way to destroy the advanced synths before their numbers become uncontrollable.

People outside of the city only notice some of the battles taking place but have no idea on what is going on until the gates in the defense walls of the city suddenly close and automated turrets come online, shooting everyone in a certain vicinity and preventing everyone else from getting near.

Trade between the city and the outside collapses in one night and the slowly advancing civilization outside is coming to a standstill.
After multiple attempts to establish contact with the people in the city fail the people on the surface realize that they must continue on their own, the people of settlements around the city are warned not to approach it.

For a while the Minutemen manage to maintain peace and stability of most of the Commonwealth around Boston, but without the support the Institute provided settlements and trade starts to collapse.
Raiders from outside the Commonwealth see opportunities while desperate people from within who have lost their livelihood turn to crime and raiding to support themselves and their families.

Even the Minutemen themselves are not immune to the collapse, and some of the more independent and opportunistic ones amongst their ranks leave the organization when they realize it is much easier to survive by raiding settlements and setting up protection rackets. The Minutemen become divided.

During this time raider settlements such as Libertalia are established.

Far from the Commonwealth, in what used to be Toronto a different society has risen up after the war.
Surviving US military members decided in the aftermath of the nuclear war that humanity could only survive under a strong hand that could provide it leadership and protection.
The armed nation of Ronto is established and settlements that rise amongst the ruins of former Toronto and around it are made to become a part of it, providing the military leadership with food production, manual labor, and a recruitment pool.

Relatively democratic in the beginning, Ronto becomes more and more totalitarian as its military become corrupt and self indulgent as they realize the power they hold over the civilian population.
In time the nation starts to expand into neighboring territories, increasing its resources and population by absorbing these of settlements and prototype states that are incapable to resist Ronto.

About a decade or more before Fallout 4 Ronto sets its eyes on the Commonwealth. Needing more resources and land to support itself its leadership decides to send an expedition force to the Commonwealth to offer its inhabitants the option to join Ronto and the protection it offers.

Some settlements accept but others recognize the totalitarian rule Ronto would impose on them and reject the offer.
Things turn violent when the Ronto Expedition leaders start to force settlements they consider useful to accept their offer to join Ronto.
Though weakened from their internal conflict, the Minutemen intervene and promise the protection of these settlements as their ancestors had done so before.

A war breaks out between the Ronto Army and the Minutemen, and after several disastrous battles the Minutemen are forced to retreat East and North to lands that are barely inhabited and still desolate.

Ronto starts to set up camps in the land they have claimed, forcing settlements in it to pay tribute, and pacifying its borders from anyone resisting Ronto's rule.
Many people have no choice but to accept Ronto dominion as without the Minutemen they are potential prey to raiders and the various mutations that plague the Commonwealth.

A relative period of stability follows in which only occasional skirmishes take place between Ronto and the Minutemen.
Ronto makes an attempt at invading and seizing the advanced city in the ruins of Boston but quickly learns the same bloody lesson the settlements around the city did decades ago. Ronto soldiers since then move around the city with a wide bow.

During this time rumors start going around that the gates of the advanced city have opened again and that some of the settlements in the Commonwealth have been visited by people from the Institute.
Even more, people have spoken to inhabitants of the city that claim to have escaped it and now want to leave the Commonwealth.
Apparently some kind of danger is forming within the city walls.

In truth the advanced synths that were trapped in the original Institute shelter have finally managed to reach the surface and have taken control of the city.
Production and development of new synths is started and synths are developed that are even closer to humanity in form and thinking.

An unexpected development takes place as synths are created that are capable to sympathize with humanity (at least they have the electronic equivalent of sympathy). They are absolutely horrified with what the previous generation has done and their plans to replace all humans with synth.
They object to these plans and when the synth leadership plans to shut them down to reprogram them to think properly these synthetics flee into the Commonwealth and assume different identities.
A large number of these synths can be tracked and captured due to an internal transmitter, others are remotely shut down or destroyed.
A handful of them however is able to shut down and remove the transmitter and hardware that has been put in them to track and control them.


The synth leadership starts to create courses to track down these renegade synths to bring them back or destroy them before they can reveal to the old humanity what their plans are. The coursers are also ordered to kill everyone the renegade synths have interacted with.

Another unexpected situation happens as newer more advanced synths are created. Synths that 'believe' that the synth shape is weak and ineffective.
They reason that the human shape is barely the most useful form to emulate and that instead synth should embrace their artificial nature and redesign themselves into form and designs more suitable for various tasks.

The conservative synths disagree on this, though they are to replace humanity they are not to modify and alter the original form.

Almost ironically the 'maximum efficiency' synths believe that the old conservative synths should be shut down to make room for the new generation and conflict breaks out between the two sides.

The maximum efficiency synths leave the city and relocate to a secondary emergency shelter; an underwater complex located in the coast waters of the Commonwealth that was originally constructed as an underwater research and habitation outpost.


I have not thought out what the background for the player would be. I think I would in general drop the whole pre war set up as it barely contributes to the campaign and seems to be more designed as overdone dramatic porn as the whole father setup was in Fallout 3.

More on this later.
 
I'm posting this while only in the middle of your post but I have to say it's a good read @The Dutch Ghost, it makes me want a Fallout design document with input from NMA, good work dude.
Might make a good thread, hint hint.
 
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Dogmeat, weirdly enough. The game plays him up to be some kind of legendary figure in the Commonwealth, but it amounts to nothing. It would've been neat to see how exactly Dogmeat gained this status, but I guess Emil kinda forgot about that.
 
I was working on a retrospective series renovating Fallout 3 and turning it into something that doesn't suck. Don't have it published any more due to issues I can't be bothered to go into here, but I still have the .doc files and images from the 11 parts I originally published on the series, covering major locations and world building. It's a fun intellectual exercise but also massively frustrating because we could've had such a good Fallout 3 if Beth had given enough of a shit :(
 
I was working on a retrospective series renovating Fallout 3 and turning it into something that doesn't suck. Don't have it published any more due to issues I can't be bothered to go into here, but I still have the .doc files and images from the 11 parts I originally published on the series, covering major locations and world building. It's a fun intellectual exercise but also massively frustrating because we could've had such a good Fallout 3 if Beth had given enough of a shit :(
Sounds interesting, I kinda want to read that. Would it be possible to put it in the downloads section or somewhere?
 
Nice ideas, but honestly there's no hope that doesn't involve utterly changing the setting or making a new one. Personally we should make new settings, and maybe they would get modded into Vegas or other Fallout titles. I don't know, it's possible.
 
Sounds interesting, I kinda want to read that. Would it be possible to put it in the downloads section or somewhere?
Guess I could post the parts in the FO3 forum or something. Kinda busy at the moment, but if I can find a few minutes to put something up I'll do so.
 
The whole settlement building should have been its own standalone game in the birds-eye-view,strategy,managment ganre. Even have a diffrent studio do it if Bethesda cant/wont.
Have a branching list of sciences and practical skills that you would use to further your settlment. Resorce collecting/recruting settlers/fortifing defences/food production/tehnologie stages all come natural to this ganre and the interface would be easier to design.

Reverse FEV: I know the Institute is probably the best science team on the planet, but the fact that the cure is so "magical" that it reverses mutation whithout any risk or drawback is dumb. The true wasted potential here is that a hunt for a cure(or think of Fallout: Tactics scenario) could have been a central plot of the game and if done right could have answered the further presence of Super Mutants in the East.
 
I think the "building shit" feature should've been toned down (quite a bit) and then tied in with the narrative somehow to provide reactivity (and reactivity from both, whether or not you took part in it). Less carefree dollhouse-simulation stuff and more about interacting with a specific group (with whatever agenda) to get things done to a certain end that'd give the rest of the game and it's ending a perhaps relatively small but unique flavor.
 
Less carefree dollhouse-simulation stuff and more about interacting with a specific group (with whatever agenda) to get things done to a certain end that'd give the rest of the game and it's ending a perhaps relatively small but unique flavor.

Ironically enough that's exactly what the mod they ripped off did. "Real Time Settlers", the mod for Fallout 3 and New Vegas that Bethesda took the settler idea from, had a faction system worked in. When you made a town, you would be greeted by NCR and Legion representatives, who wanted to make your town part of their empire. You could side with one of them, or side with neither and instead ally the town with Mr. House or keep it Independent, which coincides with the 4 main endings of the game. Depending on which one you went with, it would change your settlement. For example if you let the NCR annex your town, you'll get NCR protection and I believe the option to train NCR soldiers in your town for more defense, BUT you'll also become subject to Legion raiding and slaver parties attacking your town. The opposite is true if you side with the Legion, then you'll be attacked by the NCR. It wasn't that much but it at least worked in the faction system well. Settlements in Fallout 4 have nothing to do with factions, the main quest, or anything else, despite being one of the main features of the game.
 
I'm stray from plot and lore points since those seem common complaints.

I was really disappointed with the legendary system's wasted potential and general implementation but it can be fixed.

Bethesda broke weapons down into three tiers: Common, Legendary, and Named. The only difference between legendary and named being that name weapons were always found or given at the same location and always had the same perk, otherwise its just like any other legendary you can find off a "mutated" enemy. The named weapons aren't even visually any different from common or legendary, seems super lazy to not even have a unique skin for some of the named guns.

You cannot transfer or build the legendary perks either, outside of disappointing named weapons its just luck of the draw on what you will get on any particular play through. The randomness of the system even leads to dumb contradictions or outright useless combinations like a freezing shishkebab or a gamma gun with a damage buff to ghouls. you can argue that some of these contradictions are funny but not having something like a check list for what perk can spawn with which weapon again feels lazy and half baked.

The system could of at least been an interesting spin on the "prototype weapon" problem of previous fallout games. They first need to give all the named weapons so kind of visual flare that sticks with the gun regardless of what modifications you make to it, something that reflected the nature of the weapon or its original owner or even make them non-modifiable (maybe). This applies to the normal legendaries as well, some kind of skin or small flare to reflect the special nature of its perk on the item. They should also put dropped legendaries in a mod slot and transferable between like-items, keeps some of the random nature they were going for but allows you to customize your gear more to your liking through the game. This also keeps named weapons unique and interesting as you could not move their mods between items and again hopefully a reflection of that faction or individuals personality.

As an example the Righteous Authority Laser Rifle ingame right now was a super disappointing reward for the first brotherhood mission, just a standard laser rifle with better crits and higher crit bar rate...wtf. His rifle should be painted up like some badass Brotherhood recon team equipment with a boost to effective range or Fusion Cell efficiency for more shots and a boost to super mutant damage or something. These mods wouldn't be transferable as the Righteous Authority is its own unique gun and better reflect Dance as a character.

Terrible example but you get the idea...

Thankfully there is a mod that meets this idea half way already, GECK should solve the rest intime.
 
I just thought of something, easter eggs, I can't think of a single easter egg in the game. There were a couple of humorous random encounters like the guys who talk about mirelurk sandwiches and the Preston Garvey impersonator, but not a single legitimate easter egg.
New Vegas had Maud's Muggers, the Holy Hand Grenade, the Indiana Jones fridge, Etc. Bethesda made its easter eggs canon because they couldn't be fucked making content that was exclusive to a trait.
 
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I'm stray from plot and lore points since those seem common complaints.

I was really disappointed with the legendary system's wasted potential and general implementation but it can be fixed.

Bethesda broke weapons down into three tiers: Common, Legendary, and Named. The only difference between legendary and named being that name weapons were always found or given at the same location and always had the same perk, otherwise its just like any other legendary you can find off a "mutated" enemy. The named weapons aren't even visually any different from common or legendary, seems super lazy to not even have a unique skin for some of the named guns.

You cannot transfer or build the legendary perks either, outside of disappointing named weapons its just luck of the draw on what you will get on any particular play through. The randomness of the system even leads to dumb contradictions or outright useless combinations like a freezing shishkebab or a gamma gun with a damage buff to ghouls. you can argue that some of these contradictions are funny but not having something like a check list for what perk can spawn with which weapon again feels lazy and half baked.

The system could of at least been an interesting spin on the "prototype weapon" problem of previous fallout games. They first need to give all the named weapons so kind of visual flare that sticks with the gun regardless of what modifications you make to it, something that reflected the nature of the weapon or its original owner or even make them non-modifiable (maybe). This applies to the normal legendaries as well, some kind of skin or small flare to reflect the special nature of its perk on the item. They should also put dropped legendaries in a mod slot and transferable between like-items, keeps some of the random nature they were going for but allows you to customize your gear more to your liking through the game. This also keeps named weapons unique and interesting as you could not move their mods between items and again hopefully a reflection of that faction or individuals personality.

As an example the Righteous Authority Laser Rifle ingame right now was a super disappointing reward for the first brotherhood mission, just a standard laser rifle with better crits and higher crit bar rate...wtf. His rifle should be painted up like some badass Brotherhood recon team equipment with a boost to effective range or Fusion Cell efficiency for more shots and a boost to super mutant damage or something. These mods wouldn't be transferable as the Righteous Authority is its own unique gun and better reflect Dance as a character.

Terrible example but you get the idea...

Thankfully there is a mod that meets this idea half way already, GECK should solve the rest intime.
Not really all you wanted but at least it is a start:
http://www.nexusmods.com/fallout4/mods/4042/?
 
^

That's the mod I referred to in my post and its great, mechanically it does almost everything I'm looking for in a revised legendary system. The different tiers in the mod also allow you to tailor it to your tastes, its really a good piece of work.
 
I just thought of something, easter eggs, I can't think of a single easter egg in the game. There were a couple of humorous random encounters like the guys who talk about mirelurk sandwiches and the Preston Garvey impersonator, but not a single legitimate easter egg.
New Vegas had Maud's Muggers, the Holy Hand Grenade, the Indiana Jones fridge, Etc. Bethesda made its easter eggs canon because they couldn't be fucked making content that was exclusive to a trait.
There are actually some, like the Cheers bar, and the Bladerunner reference.
 
My idea is: Ulysses's Hopeville ICBMs horribly misfire and fly across America, right over to the East Coast where they hit Washington DC and Boston, leaving nothing but irradiated wastelands completely devoid of life.

Thus solving the problem of "wasted potential".
 
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