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New Vegas Tactics


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This isn't really a request, more just "Outlining an idea to discuss with others" for a mod I've been thinking about for awhile. Five Aces was actually built as a very rudimentary proof-of-concept for this idea

so anyway;


-NEW VEGAS TACTICS-

- What is it? -

The core premise of the mod is to completely cut out the existing content of the game, and replace it with Mission-based gameplay, much like it's namesake Fallout: Tactics. (The rather neglected Community Wasteland Project was a primary inspiration for this.)
From a "Homebase" location, the player can manage resources, setup a team of companions to bring along for the next mission, and of course, select a Mission to embark on.
These missions would take place in areas encompassing the entire New Vegas gameworld, particularly areas that otherwise don't get to see much action due to the design of the vanilla game. (The Strip, Freeside, Mccarran, Vaults, etc.)
A major goal of this mod would be for itself to be highly modifiable and open to new content; as such, Missions would be built completely modular, meaning that if the Core Mod has a mission in Primm, an expansion mod could also add a mission using Primm with minimal headaches.


- GAMEPLAY -


- Missions -

Each mission is a self-contained quest set entirely within a particular location. The player is directly inserted in to the mission area after choosing to embark from the Homebase.
While simple "Kill em' all" missions would have their place, there would be an emphasis on more nuanced objectives, such as securing hostages, stealing a Mcguffin, demolishing a target, and so on.

 

The difficulty of these missions would be balanced around a Party of 3; though going "lone wolf" would be possible.

 

A new gameplay mechanic which I call "Hotspots." In which the player and/or their party members can perform certain mission-specific actions that would ordinarily be beyond normal gameplay. More on this in the - Tactics - section.

 

- Recruiting -

As the player progresses, they gain companions with diverse skill sets to bring along on Missions.
These recruits can be gained in a variety of ways, such as completing missions and optional objectives. Some unique recruits may even be unlocked via more devious methods... It's ike Pokemon with guns!
While not robots, these recruits aren't necessarily brimming with personality and tragic backstories like traditional Companions. They primarily exist to fulfill a functional role.

Besides, if you've ever played Xcom or Darkest Dungeon, you'll know emergent gameplay has a way of getting players attached to their recruits in ways no purposefully written character can replicate.

 

 

- Tactics -

 

To encourage strategy, a Loadout system is in play. The player and their companions can be equipped with a Primary weapon, a Secondary weapon, two Support Weapons, and a "Gear" item.

Primary weapons are generally, but not exclusively, Long arms, things that would holster on the character's back. Secondary would include one-handed weapons, Support weapons are things like grenades and mines or light melee weapons like knives.

 

The Gear item defines the wielder's "Class" (not to be confused with the actual Class system the game has), providing the unit with distinct benefits for themselves and/or the party.

A unit with the 'First Aid Kit' Gear boosts the entire party's effectiveness with Healing items, and the Wielder can heal Crippled party member's through interaction. The effectiveness of the benefits provided by Gear depends on the Wielder's own stats.

 

Hotspots are unique interactables where the player can order a companion to perform mission-specific actions that wouldn't ordinarily work with base AI, thanks to AI packages hand-made by the mission-designer.

For example, a Sniper Hotspot. Assigning a Companion to it will give them an AI package instructing them to take position at the Hotspot's location and snipe enemies from much greater distances than the game's normal combat AI would detect. (Think Arkansas from Fallout 3).

There are tons of possibilities for Hotspots, combined with the smaller scale of missions, to add a layer of strategy and interactivity that you just don't get in the vanilla game.

 

- The Homebase -

As previously mentioned, the Homebase serves as the hub for experiencing content in NVT. There's a lot of potential for Feature Creep here, so I'm keeping it simple for now.
The Homebase is a closed off location where the player is free to "hang out" and interact with Friendly NPCs. If missions are primarily Tactical Action scenarios, the Homebase is primarily a Role-Playing and Management environment.

Using "The Commander's Terminal" the player can select a mission to embark on, see details and intel about missions, examine their recruits in more detail (stats, perks, etc.) manage their and party member's loadouts as well as swap party members.

 

New and better equipment can be "purchased" using funds and resources earned from Missions.

- STORY -

 

- Premise -

 

Plot is not really important for this stage of "development" but my idea for the narrative aspect of the mod would be to go a bit Meta with it.

 

It's sort of a Twilight Zone situation where characters are on some level aware that the world of NVT is not how things are "supposed" to be, but are unable to comprehend what exactly is wrong.

Two men in Legion and NCR attire have a casual conversation about their predicament, completely unaware they were "originally" mortal enemies, or even what their outfits represent.

 

A cult calling themselves "The Children of Eden" has sprung up around this uncertainty, believing that the world as they now know it was born from the ashes of another after their God destroyed it. (Take a guess what their God is.)

 

The Player adopts the role of The Chief, the leader of a group eking out an existence in the upended Mojave.

 

 

 

 

That's the basics. I have a lot more to say about this, but I'm interested in hearing thoughts from others on what's been said so far.

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