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Look, I love Fallout 4 as a game, but after looking at reviews and understanding the key points of fallout, it's more of an average game to me now, considering that I have played it 7 times with 7 different builds. What I have notice be a key point missing in the endings and factions was, of course, the Minuteman. A faction that has been built from local settlers and people who want to make the commonwealth well, more livable. Flying under their signature colors of blue and white, downing on their militia hat and their weapon, the laser musket. But the thi9ng that troubles me is that how did the laser musket get created? why is it such a confusing weapon? I'm saying that the laser musket doesn't make sense. Now I had an idea that the fusion cell should fit into the back of the gun, where you crank it and there it draws energy from the cell, depending on the crank mod you have and it reloads by cranking the gun in reverse and placing a new cell into the gun by cranking it in. I don't know how much ammo should 1 fusion cell have for a laser musket, as a team would be required to agree on something or whatnot. Now, I shall share some ideas I have and hopefully, a team could try and make this dream for the minuteman a reality. NOTE: I am not a modder, I never have nor have experience of creating a mod. I just have concept ideas in my head that need to be by you all, the community.

Weapons
Now to start this concept all off, Let's talk about weapons. Honestly, after doing a bit of quick research and playing the game for myself, the Minuteman don't have a lot of weapons to choose from, besides all the vanilla weapons and the Laser Musket. I think because they are based off an old faction that was a part of the 'revolutionary war', they should be using weapons from the old era. Now before you say anything, I don't mean using muskets and s*** because they would get killed too quickly. I'm talking about before the modern times. Before the AK-47, m16, Remington shotgun, Desert Eagle and so on. I'm saying that weapons from WW1 and WW2 should be adopted by the Minuteman. There should be a quest about obtaining new weapons, but I'll talk about that later. Weapons like the iconic m1911 and M1 Garand, powerful submachine guns like the mp 18, 40, Thompson, automatico m1918 and more. shotguns like the model 10, 12 gauge, Ithaca 37 and more.pistols like the howdah pistol, c96 Mauser, po8 and more. light machine guns, such as Lewis gun, mg42, charchat, browning m1917 and more. Grenades like gas, stick, and impact. Rifles both and semi-automatic like the martini henry, Lebel Model 1886 and more. There were also many melee weapons like the trench club, knife, saber and more To top it all off, a few special weapons like the Wex flamethrower, bazookas and more. They should also have defenses like AA turrets, new artillery and more. (please ignore how many 'and more' i add because I have basic knowledge of the world war weapons.) I am not sure though about adding weapon modifications, as there weren't really much back in the world war. However, I not sure if this would be immersive, but some hand-picked weapons should have a tactical rail that modernizes the weapon to have a few capabilities. Sights, silencer, laser pointer, flashlight, etc. Now if this all sounds like BF1 or COD WW2, I'm just simply getting some concept from them, as they are helpful for the weapons. Also, the reload animations and sounds would make that part really well. And I am aware that making single weapons take a lot of time to make, as you start off with the model, the texture, effects, animations, balancing etc. The pros to this are that most of the World War weapons are really tough and can deal a heavy load of damage on infantry. the con is that weapons have a slow reload for some light machine guns and most bolt action rifles and semi auto, which can change the tide of battle.

Armor and Gear
Next is what armor and gear should be used. well, it seems that they wear more rugged type clothes like buttoned up shirts with a jacket and so on. They have the iconic hat and the militia-styled coat. I believe that the colors should be a bit more presentable for the Minuteman. They should have a navy style outfit for the main overall, a duster for the leaders and the general outfit should have upgrades on it like iconic armor pieces and lining. Now for the armor, because World War used metal plating armor and fallout has a style of metal armor, I don't see why the Minuteman should adopt this type of armor. It has a great resistance to ballistic weapons and would help against raiders and a few gunners, as their signature weapons are ballistic weapons and explosives. Of course, every faction has to have their weakness. Energy weapons can really cripple the army, as metal doesn't resist laser and plasma material. If the Minuteman are going to use metal armor, it needs a bit of a redesign. the light metal armor should focus on the arms rather than near the hands. Sturdy looks fine, but take out the spikes because the minute shouldn't look aggressive, as they are a more passive type of faction. The heavy one should adopt a more metal knight feel and not be so spiky and rough. the material should be light for infantry and heavy for those who use heavier weapons. Next, the sole survivor and selected troopers should get access to a power armor designed kind of like the Juggernaut from BF1 but more knight looking. It is basically a powerhouse and the best armor for the Minuteman and be resistant to more bullets and explosives. Also, gas mask should be given, if having to fight in a radiation storm. now the colors for the armor should be a combination of light and dark gray. Just to rephrase, the armor makes the Minuteman very mobile with light troopers and very resistant with the heavy troops. The con, of course, is a weakness to more futuristic weapons.

Settlements
Ahh the settlement system, basically a sim city build where you make your settlement look pretty. This topic lies into quest a bit. Honestly, does it look like the Minuteman have time to build pretty things when war never changes and conflict continues is absurd The settlement should have a variety of their missions and should be well defended, without placing turrets? The Minuteman don't know how to work some components of technology. The change to the system should be less clear this and clear that of God knows what and more other things. Collecting components from a dangerous area for a certain settlement, Eg: collect these components from Hardware town for robots in Sunshine Tidings Co-op. repair water pump and find the source of irradiated water for Warwick Homestead. There was a certain quest for a settlement. Get the locket for Abernathy farm. Get grandad's sword from Saugus Ironworks. a few others but I cant be bothered to type them all in. I couldn't remember much, but most were complete a Minuteman quest. Boring. And you shouldn't be the one still doing Preston Garvey's work for him when you got the castle. You should have options for a squad to complete that quest, but I'll cover that later. There should also be a way where the castle can be fixed, like the hole in the wall, new defenses in the walls, accommodations and overhauling the underground tunnels.Minuteman should also run supplies with Brahmin and you can join in and escort them to whatever settlement. You would encounter many enemies trying to steal supplies. I don't know what else to say for this part so suggest stuff if you can.

Animations
Now, this topic falls under weapons and quest mostly. Animations are going to be hard o make and take time unless there is someone who knows what they are doing. I believe that animations are going to work well with this mod. It would be cool to see the way soldiers reload both 1st person and 3rd. Some awesome scenes should have new animations in missions to make them feel more intense. New kill animations for gore loving fans with the club, knife, saber and more. weapon butt hitting as well. Not much to say but weapon animations and quests looking cool.

Vehicles
Vehicles are very rare in Fallout. Only the Vertibird that the brotherhood of steel use is the only vehicle. The Minuteman, however, should have Amphibious Boats. Yes, you hear me, land and water boats. Different styles of boats that can deliver supplies and troops into battle or settlements. Some boats should have different weapons like a 360 turning Light machine gun and an AA turret at the back. Each boat should have that, except the combat boat. The combat boat should have an M.A.S style boat with a heavy machine gun at the side, two LMG at each corner and an AA turret at the back. The supply boats should be mobile and large. trooper boats should hold at least 8 troopers to drive into battle and be mobile and fast. Combat boats should have tougher resistance to everything except poison and energy weapons and fast. The pro is that they can harass enemies quick and fast. Troops can be transported for backup fire inquest and supply boats can transport supplies to settlements. The con is that the supply boat is slow and has a lower chance of delivering goods unless escorted and trooper boats can be blown up with a simple rocket launcher. Each vehicle should be customizable with color paint job, stronger turrets, more space and more

New Land/ Locations
Now, this ties in with the quests that will be explained lastly. The first plot of land is a museum with a vault underground in the glowing sea. This ties in with a quest, where you, Preston and a squad of Minuteman venture into the glowing sea to find the supply of schematics of World War weapons, armor and gear. the Museum should be occupied by ghouls, insects like radroaches, bloodbugs, radscorpions and a few deathclaws.You first enter through the roof window, as the museum is barely visible and buried, due to the effects of the bomb. I don't want to explain it fully because it's hard to develop new land and locations but I'll simplify it. The museum with a factory should have the upper part if remnants of the world war. The factory should be dark and dim with no light visibility, leading to you using a flashlight or pip boy light. The factory should have a vault at the end which is opened and shows an unfinished vault with mostly dirt and clutter everywhere, with enemies occupying it. then, a safe room is discovered and you see a strange hole. You go off and collect ad many schematics as possible and something happens. that's covered in the quest section. New interior cells for Concord, Lexington, Quincy, and Salem. Why? for the concept quest. Not much to say again, but tell me if there should be more.

Quests/ranking system
Now here is where most of my hard concept thinking comes into. The quest overhaul. Let's talk about how it should start. It should start right after ou has competed for old guns. The quest where the artillery is given to you and nothing else really happens before the Institute raid. Now this ranking system should be similar to the Brotherhood of Steel. You do things to impress them and you climb the ranks. You don't just become general because Preston said so. Ronnie tells you, your gonna have to do a lot of work around here if you want to even become a general. You have then been given the rank of Protector, which is the rank you get after completing the old guns quests. You then require ruined cities and you become an Brigader, which can give you access to better armor and weapons, as well as the ability to command 2 squads to do settlement missions for you. you can give the squads armor and weapons. The higher the weapons and armor quality, the better chance of success. Finally, whether you restore peace to the commonwealth or kill every threat, Ronnie admits you are a real work of the Minuteman and grants you the rank of general, where you can all weapon and armor unlocks, commanding all 5 squads and you basically do what you want. The main ending has three impacts. you can spare the 3 factions or kill the 3 factions or spare and kill certain factions. The overall goal of the Minuteman is to restore the peace of the commonwealth and eliminating leaders of the gunners, raiders, triggerman and or the factions. Hopefully, this quest has many voice actors, voices that sound like the vanilla characters, new dialogue options and more.

1. You get a quest where you have to make some repairs to the castle. You start off by Sturges arriving at the castle and asking you to set up workbenches at locations that are snappable, so the Minuteman can start reconstructing the castle to its former glory. It takes about a week in game t make the castle repairs. the places that can get repaired are the two broken walls, the general's room, which is now the meeting room. the quarters for Minuteman living their, kitchen and armory. The reason for the general room to be a meeting room is because I want ellianora's castle player home to be a part of the overhaul. You would get the quarter after becoming a brigadier. the armor becomes more armed when you get the weapons from the museum. the kitchen has more food and seating areas and the quarters have bunk beds with footlockers and a pool table. The meeting room has a wide desk with old maps highlighting the Commonwealth map but old style. when you progress through the quests, the map changes with places marked. The outer looks very clean and the walls are repaired

2. You finished the repairs and you are reported immediately after a week ingame had passed and you are positioned in the room where you take a seat and Ronnie, Preston, Sturges and 4 other veteran generals, who don't have names yet, as I don't know what they should be named. They are having a meeting and explaining that supplies are low, casualties are severe and settlements are constantly getting crippled by Raider, gunners, and triggerman. Action needs to be taken. hey suggest many things but each of them has problems. Then, Sturges suggested a very risky maneuver, which involved the glowing sea. He explains about a museum that had been buried under the sea and it was once a museum with a factory that contains weapons and armor schematics. After some arguments and effects of the mission itself, you get tasked to do many roleplaying factors to get you, Preston and 3 Minuteman on how you can get into the glowing sea, as high levels of radiation is an issue and so on. Here are some options. if all main factions are present, you can try getting stuff from them.

The railroad has coats, rail weapons and rad x and radaway with high radiation resistance that can be loaned from Desdemona to the Minuteman with a price of 3000 caps. You can persuade with an orange speech to half the price, or a red speech to give it for free. or simply pay or deny the offer. this option has a better armor rating to damage, but weak against radiation.

The Brotherhood has power armor suits with laser weapons and radaway that can be loaned from Elder Maxson, but he gets very suspicious to what you are intending to do in the glowing sea. You could say you are retrieving schematics to help the Minuteman out or simply try a hard speech and say just exploring. If you succeed with the speech, you get suits of T 45 power armor with the gear for you and the 4 Minutemen to loan. If you say the truth, he would get surprised and he requires you to do him a favor. You can give him a share of schematics and his scribes will decipher it, but you will lose a few weapons to be given to him. They will then be transformed into energy type weapons and can be bought from Proctor tegan. You can get the elder to pay you with a red speech and if succeeded, you get 1000 caps as a reward. This is the best option for survival, as everyone is protected and you have tough firepower.

The Insitute has advanced radiation suits with radaway and Institute weapons. you can get them for a price of 1000 caps and again use the orange for a half price and a free option in red. The advantage is you have a no worry about radiation, but you are easily killed unless you give armor to the minuteman.

The final option if no factions are present or you don't want their gear, You are issued to go to a hospital to get 5 radiation suits, rad x, radaway and stimpacks. Yo then go to a military base to grab armor and weapons. Each can be tracked down and you choose what.

Once you choose your decision and give the items, you then venture into the glowing sea with your squad and find the museum with an underground vault. You go in and go to the lower levels. as you walk through the ww1 and ww2 sections, you get flashbacks of iconic wars like the battle of Somme, the battle of Lone Pine, D-day and other wars. The enemies are varied with creatures from the glowing sea. You then venture into the unfinished vault and open it. it is unfinished and you find another vault door with a different opening animation and you find boxes of weapon schematics. you go to open a crate until an alpha deathclaw appears and attempts to tear one of the men up. if you don't have the power armor or armor option and stuck with the institute one, two will die and get shredded and one gets his leg chopped off. if you have the railroad or normal option, you get the squad injured. Only you and Preston fight the death claw and you quickly GTFO out of the museum with a few schematics. you get a vertibird pickup with the brotherhood option and dropped off at the castle. The railroad will have an escort with medical supplies to treat wounds. the institute will teleport you to the medical facility in the Institute and repair the one Minuteman who survived with prosthetics. he becomes a synthetic human. Anyway, you drop off the schematics you collected and the Minuteman go through all of them. It takes about 3 days till the sorted all the gear out and the quest is done.

3. After 3 days, you see that the settlement is much different and a firing range and a shop is set up in the tunnels. You are then given the choice from Lord Tachanka. he had the same look as the rainbow six siege character, but with a very worn out color on his armor and gear and a rusted machine gun. of a starting gear you choose. You have the CQC (Close quarters combatant), Medic, Reinforcer, and Sharpshooter. Dialogue option for explaining the classes and a more option to go and choose the one. beware, once you click more, you can't go back so listen. CQC is your run and gun type of setup. you get light metal armor, a grease gun (aka 9mm submachinegun) and 4 impact grenades. They can clear out room quick, but have a low resistance to damage. Medics are the healers and can help give stimpacks to squads when down and rifle options. you start off with the iconic m1 Garand, a set of medium metal armor and 4 rifle frag grenades. They are great at the medium range but are weak at close quarters. The Reinforcer is the heaviest resistance of the classes. You get an M1918 bar, 4 stick grenades, and heavy metal armor. They can resist tons of damage and have lots of ammo to clear out exposed targets. They are however less resistant to energy type damage like the entire faction and are slow. finally, the sharpshooter is the weakest, but effect long range combatant of the classes. You get an m1903 Springfield, 4 gas grenades and medium armor. they can dominate from the backlines but are weak at medium-close range. Once you pick a class, you are then issued a signature pistol of choice. The m1911, P08, Webley–Fosbery Automatic Revolver (aka auto revolver from bf1) and the c96 Mauser. You can also get one of three melee weapons. The club, trench knife, and hatchet. Once you got the gear, report to the meeting room for further instructions. You can train for a while in the firing range, with ammo that respawns, depending on the weapon. You get better armor and weapons as you progress in the quests piece by piece.Everything gets unlocked when you choose the option to destroy every main faction. You then are then issued when you go to the meeting room to make boats with schematics given and that's where the vehicles come in. you make the vehicles and then reported to go back to the meeting room.

4. You are issued to capture and require one of 4 ruin cities, acquired by enemy factions, one being creatures. Concord has Raiders, Quincy has gunners, Lexington has various feral ghouls and raiders and Salem has triggerman with reprogrammed turrets to not target mirelurks. you embark battles with all 4 cities with each having a boss. I don't know what boss, but that's for you all to decide. Once you capture each ruined cities, you come back to the cities a week later to see a settlement has been built out of them. The missions really have options, but the main goal to clear out the ruined cities of the factions.
With Quincy, that the hardest, so you can send an artillery strike on the bridge, causing it to collapse and kill gunners on that bridge. you then clear out all cells and Quincy of the gunners. You then defend that city from the gunner's backup trying to retake it. after killing off all the waves, you get the city back.
Concord is a tricky one, as the Raiders set up traps in lots of the interior cells and occupy the high grounds, making then hard targets. You clear them all out and you got Concord.
With Lexington, you have to take out the ghouls and raiders to require the city and you have an option to blow the corvega plant up, but that has risk and reward. the risk is that the plant is destroyed and many buildings surround it is crippled and the reward is that you take out all raiders and ghouls, making it easier.
With Salem, mirelurks and turrets reconfigured somehow is probably the easiest you'll ever do. triggerman are weak against many machine guns and can be crippled to take back the city. Careful as some turrets are missile turrets that can really do a hard ti mon the Minuteman.

5. Now that all cities have been taken, you now have settlements for trading and quest to do. However, the source of the Raiders, gunners, and triggerman must be silenced. You can choose what you want to target and you go to Nuka World for the raiders only. You equip a squad of your choice that is customizable and attacks which faction you want.

The Raiders are sorted in Nuka World, so you must have the DLC for this if it will be a mod. You travel with the tram and you are spoken through the comms of the tram that you are a 'backstabbing, cold-blooded betraying mother f***er' and you tram gets shut down at the station, but the door to exit the station is unlockable through dynamite charges. you breach and you are met with the raiders who fire you down, but the squad and you get to cover. you go through the firefight and find the power source for the tram, so you can transport the Minuteman over to Nuka World. Once you get the tram working, if you previously put certain raider groups in certain theme parks, you get enemies from that faction in the theme parks. If not, the factions are spread out and you have to fight them off. The part ends when you kill all remaining raiders.

The Gunners are placed in the gunner's Plaza, where you have to clear out all the rooms of the gunners through heated combat. the troops are strong with t 51 power armor and troopers became resistant to both energy and ballistic damage thanks to the combat armor. The part ends with the leader of the gunners, either Wez or Zew, who is the new leader when Wez dies.

Finally, the triggerman is the last threat. You go to the metro station and Vault 114 to kill all triggerman and if the boss didn't get killed in the nick Valentine mission, he is the boss of the triggerman. You then kill off the triggerman through tight corridors. The final place to kill off an alliance of the triggerman and Raiders at the robot racing track. I apologize if I got the names wrong, as I haven't played much fallout 4. It's where you clear that area and you have done it. Peace has been restored to the Commonwealth. However, the factions now need to agree on a lot of things.

6.You go to the meeting room for the last time and you sit with leaders from 4 factions and hold a peace treaty by order of the Minuteman. there is a few arguments and conflict that isn't physical, but really ends well depending on your choice. You can simply kill the leaders and ridicule the factions. if that option is chosen, the institute is the last faction to kill. If you want peace, you have to have the high charisma to pass the speech or agree on certain terms.

the ending is where the Commonwealth had peace restored by the Minuteman. now either snapshot of pictures like the old Fallout games should be the ending or an animated type of ending like Fallout 4 had. Depending on your choices, The peaceful ending has every faction uniting in peace and everyone lives their own way. The Conflict ending is where every faction dies and the Minuteman are on top of the world. this is where work would need to be put in place.

Chaning Face and Body
One final note to put in, the minuteman should have an appearance upgrade and facial change for a variety of the faces of the Minuteman. They should have a different color of their skin, different races, even ghouls and mutants and men, and women. The humans should be varied, either shaved or bearded and the women should have mud or clean. Preston Garvey should change to this type of clothing, because it suits him better and boy, concept art looks great.
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Well guys, I spent a lot of time and effort into this dream. Honestly, It took me 4 hours to type this all up and im pretty proud of it. This is more than my Research project work. Now I hope you can give me feedback or opportunities to form a team to work on this, because I love to overhaul the Minuteman. Next time. I will request for the other 3 factions and they will have different stuff to the Minuteman. If you want to reply on a certain topic. Simply put the title of the topic I covered.

EG: weapons
I think that this and that should we work and this and that isn't right but i love it.

It would be great. Final Note, This is posted both on GUNnetwork and Nexus mod manager, so I can get ideas from both sides. I won't be viewing this topic for about a week, as i am in melbourne for holidays with family. If you do view this topic, get toher people to view it and reply and then tell those people to get people they know to view this topic and so on. This is going to be great if it becomes a reailty. If not, i would like components of the mod at least and please ANSWER THE POLL if you can. I hope for about 100 weapons from both world wars. Thanks. IDK Why its highlighted

Edited by xXWinstonIsNotHarambeXx
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if you added in Nuka World "gang totems" for possible allied factions you could put Minutemen, Railroad, BoS, and possibly even Institute into the various parks to make them useful after killing the raiders.

depending on choices made in the faction quests, certain factions would not be available to put in parks, or if they have already been put in a park, they will turn hostile and skirmish with neighbouring factions.

add in a way to change faction ownership after defeating all members of the faction within the park and you would have fixed everything concerning the Minutemen AND Nuka World.

 

 

edit to add that I really like your ideas and would love to see the Minutemen fulfill their potential.

they are the obvious faction to side with (IMO) and don't seem to have ulterior motives, just a decent goal of cooperation and mutual defense.

to me it seems as if Bethesda assumed that people would switch allegiances as they encountered new factions and would ultimately choose between BoS and Institute, so they never bothered finishing the MM story satisfactorily.

Edited by mighty zog
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