What I think Fallout should be about.

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I think Fallout 3 should be based on a mercenary. So you are the mercenary and you are hired by different people to do different tasks. For example: The Brotherhood could hire you to take out some renegade Brotherhood personal like in a Fallout story I read.

For fallout, taking some ideas from fan fiction posed on this site might bring out the best fallout ever.

Just what I think
 
I agree, let the "Chosen" thing die. Give me a choice. Let me tire of trading or trapping, maybe go renegade from BOS or Enclave. Just thought maybe we could have a couple choices in the beginning which could affect what, where and how we start.
 
It doesn't really matter to me how it starts. I just don't want to be sent on a Fed-X quest from the start. I think a wanderer theme for the game would be interesting.

Skie
 
I agree with the theme of the wanderer. Afterall, isn't the entire genre of the Fallout Universe based within the post-apocalyptic setting ala "MadMax?"

Being a wanderer would definitely give the player more ability to create a custom character and give that character whatever direction he wanted, be it evil or good. However, I think it would be difficult to explain how a wanderer in the wastes managed to survive his entire life, slavers and mutants and rads oh my! yet only be at level one.

If, though, the character is simply a homeless wanderer, will there be a metaquest for him to fulfill? What is his point? To grow old gracefully or simply kill anything with tainted DNA?
 
I'm sure they can come up with some way of creating the level 1 wanderer. Perhaps your villiage, vault, whatever was killed by a plague. For some unknown reason you were the only one to survive it. Perhaps, you're quest is to figure out if there's a reason you were unaffected.

Your character is now a wanderer of the wastes. Perhaps, you never figure out why you were unaffected. You accept it, and settle down somewhere. Or maybe you can't accept it, and you're driven mad.

Skie
 
[font size=1" color="#FF0000]LAST EDITED ON Sep-03-00 AT 08:26PM (GMT)[p]I "think" and when i think there is always a weird result.
Here is one: i think that you get trown out of arrayo and told never to come back.
so then you have to find a way to get your citicenship/wathever back and you have no clear guide lines.
In arrayo they have gotten vertibird tec so they have also flyed you to a far a way place and ther you have to start up from.
1: Find your city.
2: Get in. They dont want you ther remember?

And all this is real dificult so you got to find some items to get back. But it is only an idea.
 
your character would be sleeping for 200 years
in a cryogenic chamber in space(something about a
spacetravel gone wrong).his shuttle would crash on earth`s surface and you wouldn´t recognise anything(so there´s your level 1).
you could choose to be a space cadet,a diplomat to a secret mars colony,a cientist, a trespasser etc(so there´s your character creation)and so on...
 
yes. or you would be a member of some colonial marines thingie(who live in the space station), and go down to earth to investigate somthing. And then your shuttle would crash and your three team members would die<hint hint>. ANd you would just be searcing for a way home.
 
Or you could be a hobo on the streets of New Reno that accidentally found a vault suit and a desert eagle in a dumpster. :)
 
Or you could be the clone that has been left inside the sleeper`s base waking up after hundred of years,so you would not be a naked level one character but a leveled up character with no equipement or outdated equipement.
Ther could also be a possibility as a thank you from interplay for old games who stuck with them all this time to import your characters files from wasteland
 
THe players background and motivation should be left as open as possible. Perhaps a begining where you wake up alone and must struggle throughout the game to piece together and follow rumours and stories to find out who you really are (which could be randomly set at the beginning!!!!)

In this way, it explains your lack of knowledge as to what is going on in the gameworld, gives you an incentive to help people and explore to find your origins, or failing that, turn your back on your origins and begin anew

Merlin.Jones PhD
 
I thought the point in fallout's character system was to have no classes, but let the player make a guy from scratch. So choosing between diplomat/scientist etc. wouldn't fit in.
 
>THe players background and motivation should
>be left as open as
>possible. Perhaps a begining where
>you wake up alone and
>must struggle throughout the game
>to piece together and follow
>rumours and stories to find
>out who you really are
>(which could be randomly set
>at the beginning!!!!)
>

the idea behind the character being a specialist
in some skills it`s in the tradition of all rpg`s,
my idea was related to that; that kind of choice would only affect the number of skill points you would start with, and maybe the result of some encounters(you could encounter your grandsons
in a ruined nasa station, or you could find that an old friend is still remembered as a great warrior in the sierra army depot, etc);you could also get bonus for remembering things in the areas
that you were once a specialist(maybe in the form of traits).
let me just state that i also prefer almost total freedom in creating the character, it was only a thought connected to the shuttle idea...


>explore to find your origins,
>or failing that, turn your
>back on your origins and
>begin anew
>
i would like too see multiple endings, and i think exploring or turning back on your origins would be a gret way to help replayability (does this word exists?)
 
>>THe players background and motivation should
>>be left as open as
>>possible. Perhaps a begining where
>>you wake up alone and
>>must struggle throughout the game
>>to piece together and follow
>>rumours and stories to find
>>out who you really are
>>(which could be randomly set
>>at the beginning!!!!)
>>
>
>the idea behind the character being
>a specialist in some skills it`s in the
>tradition of all rpg`s,
>that you were once a specialist(maybe
>in the form of traits).

That meshes in well a Wanderer-Story where everything is forgotten. Some NPCs will revognise you and begin chatting with you as if you knew what was going on.

>let me just state that i also prefer almost total freedom in creating the character, it
>was only a thought connected
>to the shuttle idea...

>>explore to find your origins,
>>or failing that, turn your
>>back on your origins and
>>begin anew

Great minds think alike! I'm inclined to agree with you.

> i would like too see multiple endings, and i think exploring or turning back on your >origins would be a great way to help replayability (does this word exist?)

Replayabilty? Hell I'm using it now, so it may as well be! F2 has a good set of multiple endings (via it's aftermath summary) it would be good to keep this in, but extend it... eg if you die, show the aftermath of what you acheived till then,

Merlin Jones PhD
 
>>>


>F2 has a good
>set of multiple endings (via
>it's aftermath summary) it would
>be good to keep this
>in, but extend it... eg
>if you die, show the
>aftermath of what you acheived
>till then,
>
>Merlin Jones PhD

with some tweaks, that idea would be brilliant.
perhaps if it was implemented in the last third of the game would result in even more hours playing the game (people would have the tendency to go back and work in some of the things they left unfinished/didn`t care at the time).i don`t know,
it simply brings so many new possibilities and twists to the game...
 
>>the idea behind the character being a specialist in some skills it`s in the tradition of all rpg`s, my idea was related to that; that kind of choice would only affect the number of skill points you would start with, and maybe the result of some encounters(you could encounter your grandsons in a ruined nasa station, or you could find that an old friend is still remembered as a great warrior in the sierra army depot, etc);you could also get bonus for remembering things in the areas that you were once a specialist(maybe in the form of traits). let me just state that i also prefer almost total freedom in creating the character, it was only a thought connected to the shuttle idea...<<

Umm.... You pretty much described PST, there. I doubt that BIS would rip-off their own ideas, but I suppose that anything's possible.
 
you`re right doyle.but, still, it`s the best way to pick up the wanderer idea.it just needs to take off from the planescape world with some tweaks,other ideas,i don`t know...anyone?...
 
Like starting the game out in a sort of Road Warrior way? -- no one knows who the hell you are, you make a name for yourself and everything is determined by your actions. Wow, Road Warrior is a perfect example actually -- imagine if Mad Max went with the psycho gay biker people instead of the gas village people.. Hmm... the magic of non-linear..ness.

-evian
 
Ok these are good ideas but what we want is a massive game right. I don't think there should be one paticular story line. There should be factions each has a boss you join one and fight to hte very end to kill all the other bosses.

And just one unrelated comment there should be a MKII stealth boy that makes you completley invisibel. it would help my faction idea
 
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