Wasted Potential

It's a joke I've picked somewhere in NMA or RPG Codex, all attention to the braces...
Because it's never explained why there's so little music tracks in the game. Mafia II had like 3x time more. And this feels the same as 'Fuck You' from infamous Pete Hines.
 
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The Settlement system has to be the biggest one for me. It's just a diversion. It would have been cool if building your settlements helped the Minutemen out and gave them more definition. As your settlements get bigger you get more quests to explore the history of the area and meet people. Maybe even get some specialists or something and make it feel like your actually doing something for the world. Or just the ability to build a raider camp and be the Legion. Just go around and plunder everything and lord over it.

The next has to be the Gunners. It would have been better if they actually lorded over settlements and been something worth fighting if you wanted to advance that portion of the story. Or put it bluntly, have it relay into the Settlement building above. You build up the Minutemen how ever you want and the Gunners turn hostile and you have a war. Also, they you can have another developed trade hub in Quincy cause the Gunners wouldn't be hostile at the start and wouldn't have butchered everyone for lolz.

Raiders in general have always been a thing thats annoyed me in Fallout. With the absence of a central government, I'd expect them to form little fiefdoms and enslave the populace. The "raiders" protect the land and treat the wastelanders like crap, but they're protected. It would add another dimension to building up the Minutemen, there are well defended, if oppressed settlements and do you up end the system out of your own pre-war morals?

Lexington, Concord and Salem: I wish these were developed trade hubs instead of just oh god whats the word, pits? They can be negotiated into the Minutemen or whatever they'd be called if you rebuilt, but you couldn't edit them and they'd have their own history and independent streaks.

The Institute: I never really got the point of the human form synths. I get that they're a plot point, but other than that, they're not all that necessary. Other than using the Coursers as spies, the synths don't amount to more than janitors and doing some basic tasks. The conflict between them and the BoS would boil down to the usage of tech. A better quest line would be the Institute being something darker than House and they will use the advanced tech to help, and the BoS wants to stockpile it for themselves.
 
It is more like a personal wish of mine to finally experience a life inside the vault for much longer that just an intro sequence. Maybe it's because yet another Fallout from BGS ruined the wasteland for me. That's why I want to get back underground to salvage my last post-apocalyptic dream.

Ever since first Fallout game was released, the series focus on portraying the post-nuclear war period of the setting. And rightly so - after all Fallout games are made as post-apocalyptic RPGs (what?!). Pre-war times are rather uninteresting for me, so I'm glad we only experience those through intros or opening sequence.

But what Fallout series (especially the modern games, which have the required technology) neglected is the period between entering the vault and getting out to explore the wasteland. It is a most interesting period for me, prolonged isolation and psychosis, being aware of the nuclear holocaust on the surface, dealing with whatever sinister experiment Vault-Tec prepared for the vault dwellers. This makes a perfect setting for at least a part of game for me!

Fallout 1 and 4 managed to get close to this idea. In Fallout 1 you always had this one special place to return to, a safe, reliable and clean place where you could rest. Even if it was only for the sake of roleplaying, there were no survival and settlement managing regarding Vault 13 in Fallout 1. You had to find the chip for the Vault to survive and that was it. Fallout 4 on the other hand managed to grasp something else - Vault 81 (spoilers ahead), after completing the quest you are given the chance to stay in the vault and live inside your own quarter. Which is cool. But still - no workshop, no more quests, no managing. You've only got a bed where you can sleep and place to store stuff.

What I'd love to see is a merge of those two ideas. You start the game and begin your life in the vault, pick a profession maybe, do some work for a few first days. But you can clearly see from the get-go that conditions are harsh, supplies are low, something is clearly wrong - maybe Vault-Tec left you with only 20-40 years worth of food and water? How the overseer will respond to this crysis? And then the game introduces you to the wasteland, but still - the vault is still there, people inside trying to survive and they are counting on you to help them. Maybe later you could help them to establish a settlement outside the vault? But what about the raiders? Maybe someone will try to hire Gunners to raid the vault for precious technology? Maybe BoS will see vault dwellers unworthy of using pre-war tech? Just let us experience the early struggles of the vault dweller! Opportunities are infinite here.

But instead we got a frozen graveyard under ground, to which you return to only to pick up the Cyrolator or gaze at your dead spouse.
 
Yeah, I like it too. Alternative start where your family was kidnapped by the Institude from the Vault 81. Sure there's some inconsistencies to be resolved but the basic idea has more sense than this piece of shit beginning with dramatic nuclear explosion opening the plot hole of plot holes in the first 10 minutes of gameplay in the original game. You can even still have dead frozen people in Vautl 111 explaining it that the Institude already investigated the place and took another family and failed miserably because unfortunately for them, that family is irradiated already.
 
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