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jakubtyl

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This is idea for endgame mechanism that could add some more hours to the game and extend the experience. It seems half-cooked to me that we are given power over various factions but after the storyline ends, there is really no development of your legacy. This is my idea of mod that could add some long term goal to spice the endgame and give it some meaning. I try to build my points on/and around existing mechanics and things that could be possibly done. Because there is no point in mod that has unrealistic goals.

 

Building Imperium

Player would be able to create their own imperium/state by gaining influence in Commonwealth. Influence in Commonwealth is divided in various existing factions (Raiders, Mutants, Gunners, BOS, Minutemen, Institute etc...) and is measured by controlled territory (i.e. landmarks under control of each faction). This influence is indicated by percentage to each faction. Player is fighting over landmarks to gain influence, other factions are fighting back, trying to retake settlements and harass player. Players goal is to reach 100% influence. Along the way player can customize various visual and utility features of Minutemen.

 

 

Terms:

Landmark: landmark is represented by icon on the map. They are preset from vanilla game (settlements, factories, camps, police stations, military compounds, raiders camps, mutant camps etc...)

 

Ownership of landmark: landmarks are owned from the start of the game, NPC factions own new landmarks by successful attack (they "clear" the landmark). Player owns new landmarks by placing or activating workshop in given area of landmark.

 

Influence: Indicated by percentage:

 

number of landmarks owned by faction / number of all landmarks * 100 = percentage of influence of given faction.

 

Influence of all factions should be displayed on new page in pipboy - data.

 

Size of organization: is determined by percentage of player's influence:

  • 0%-20% Group or Band
  • 21%-40% Organization
  • 41%-80% Society
  • 81%-99% State
  • 100% Imperium

Development: Reaching each level of organization lets player to choose advantage for his faction based on various expertises:

  • Merchandise - increase in income from your traders
  • Politics - increases happiness in settlement
  • Agriculture - increase in food/water production
  • Engineering - increase in power production/turrets strength
  • Gathering - increase in gathered materials by scavengers
  • Military - increase in strength of soldiers, (their health, damage, defense rate etc...)
  • And more....

 

How to gain influence:

Player has to clear landmark from enemies and activate or create workshop.

 

Maintain influence:

Player's settlements will be attacked by enemy factions preferably by those who used to own given settlement (its easier to spawn them there if they re-take it). Player has to make sure that these settlements are protected.

 

Loosing influence:

When enemy faction attacks landmark it ether wins or looses. Win means eliminating all settlers and turrets, otherwise its loose. If attackers win, they own the landmark and spawn there as they did previously. Enemies will harass also settlements, that were never meant to be owned (like sanctuary) these landmarks will be only raided not owned.

 

Progression:

Each enemy faction gets more aggressive as they have less influence. That means when some faction has low influence they will throw powerful attacks on weak settlements. So with growing influence player will have more work to do, more attacks and more risk to loose settlements. The point is to make player loose some settlements to increase drama and gameplay time. Player should progress in approximate rate of 2/1 (gaining 2 settlements/loosing one). Weak settlement will be calculated by its defense rate. The calculator takes 3 weakest settlements that player has and randomly sends attack on one of them so its not that obvious which one will be attacked.

Once faction is eliminated, its attack rate will drop from very high to very minimal. But still here and there members of dead factions will attack on weak settlements and try to resurrect their faction. So player is never safe.

 

How to reach Imperium:

  • Absolute power: player reaches 100% influence of absolute control with his faction ether Minutemen or Institute+Minutemen, means player eliminates all other factions.
  • Alliance: player reaches 100% influence by adding influence of allied faction (BOS, Railroad). So if player has 85% of influence and allied faction 15%, it means player has 100% influence.

 

Customize your Imperium:

There should be options to customize your imperium in easy ways. These should mainly be about retexturing and equipment:

  • Retexturing of flag: choose from wide variety of flag textures from various modders (you can always make your own too)
  • Retexturing of power armors: choose from wide variety of flag textures from various modders (you can always make your own too)
  • Retexturing of various uniforms: mainly army fatigues, military fatigues, various popular outfits - choose from wide variety of flag textures from various modders (you can always make your own too)
  • Equiping soldiers: choosing variety of armors and weapons that will be assigned to guards and minutemen and Intstitute soldiers if player is leader of Institute.

 

Mechanics to include:

  • Placing workshops anywhere
  • Workshops feature activation and deactivation (this may be somwehere in game).
  • Active workshop = owned by player
  • Spawn of enemy attacks based on influence of given faction (lower influence = more heavy attacks)
  • Retake attack calculator: takes 3 settlements with lowest defense and choose one randomly
  • Raid attack calculator: attack on any random original settlement from time to time by various enemy factions, each faction has to attack once randomly within time range from X to Y.
  • Attack on Sanctuary: special heavy attack on Sanctuary from time to time by various enemy factions, each faction has to attack once randomly within time range from X to Y.
  • Settlers are mortal.
  • Indication of landmark ownership - ownership is set on beginning, NPC can only change it by attacks, if attack is successful (landmarks is "cleared" or all settlers and turrets are dead) then ownership shifts to attacker, if attack is not successful, nothing changes. Player changes ownership by activation or creation of workshop.
  • If percentage reaches X, player gets message to upgrade organization status and choose one of the advantages
  • Advantages change various stats in similar fashion as many already existing mods
  • HUD option to retexture various objects (flags, clothes, armor)
  • HUD option to assign clothes armor and weapons to all guards, minutemen and institute soldiers (if player is leader of institute).
  • Each armor and weapon type costs certain amount of money or material. When player will first choose or change equipment of guard, the amount of money or material will be multiplied by the number of existing guards in all settlements. From that point, assigning of each new guard will cost the amount of chosen equipment.
  • Option to mass produce and mass mod armor, clothes, weapons.

 

I do only graphics, so I am able to deliver graphics of various textures to use in customization. I am not a programmer. This idea could be executed only by modders that know programming and it requires some sort of Creation Kit that will come. Someone could get inspired by this or maybe try this some time in future.

Edited by jakubtyl
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