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Things from Courier's Past


Skyviper086

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I've been thinking about some ideas and concepts that may never become a reality unless I have money and a dedicated team... that was paid.

 

Just posting this to share them.

 

I see lots of quest mods and people try to explain how a courier can to do this or do that. Well what was the Courier before the Courier was a courier? We don't know. In fallout 3 your story started from the womb. In New Vegas the story starts with you getting shot in the head.

 

I have a couple of ideas that can be initiated by someone who knew the courier several years ago.

 

One idea is NWO in short this quest mod is just a human form of the Yes Man ... or a Legion/Enclave alternate however you want to do it.

 

In a particular DLC you were accused of dropping off a package that destroyed a town. In all honesty you had no idea what the package was orders were orders. But the people that you were working for didn't hear back from the person that is now a courier. And they started looking for the Courier. The gun shot to the head and some doctors crappy brain surgery helped the Couier forget that little bit. The Courier natuarlly clings to their false identity and believes they are a courier. Nevertheless things get cleared up when you leave the Lucky 38 (everyone sees you). Contact is made with an old agent and you have the option to learn about the Couriers past.

 

A Vertibird in a remote location will take you to NWO HQ (Think Tenpenny Tower on Steroids ... or Vegas Strip on Steroids. This place is completely repaired and looks like a nuclear war never happened there) You meet the leader who congratulates you on a sucessful mission. This guy can come across as and Legion/Enclave hybrid.

 

If the player chooses not to kill the current NWO leader (something that should be done ... delicately) they will basically follow the House quest line, and assassinate Kimble so a puppet can be installed.

 

If they choose to kill/ overthrow the current NWO leader (requires high perception and intelligence to unlock this ability.) They can convence someone else to take over (this will basically end the quest as the NWO will take a new dirrection and open negotiations with the NCR) or with High speech, intelligence, and charisma the player can take over and basically follow the yes man quest line. The player's second in command will be the yes man...in more ways than one.

 

They can kill House and destroy the Securatrons and have their own made. (basically slap NWO or something on the securatrons that show up at the end of the game) They can forge alliances with the BoS, spare Kimble or replace him. That's preety much it for NWO. (oh and a cool player home to stay in too)

 

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The other history mod is straight forward.

 

The player can get a letter from their relative (after leaving 38) telling them about how the family caravan business is now theirs. You know player builds caravan company and Crimson Caravan tries to buy them out or destroy them. They can go from town to town buying and selling goods, make a profit or loss, and buy big house and improve it.

 

 

Anyway that's just me rambling away at some ideas.

 

Oh had this other thing about the courier being an android on the run from the institute... but that really can't work.

Edited by Skyviper086
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Really? Huh I never saw that movie. ... I know I know I'm a horrible person but really I've never seen that movie ... neither of them... wait there was a remake right? That's funny though. ... Then maybe you can call the first one Total Recall :)

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