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[WIP] Bunker Hill: Fortress Sim


Platplay

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I'm working on a mod to add a player run stronghold to NV. The Stronghold is acquired through quest and is improved with many missions. It will give gradual benefits to the player in the form of caps and useful items that the workforce/slaves gather or forge for the player. Their will be a lot of control over how the fortress works and what it progress's towards. This would be a long term project for the player to invest in and not a simple overnight becoming ruler of a super powered fortress. Below are some of the features i plan to implement.

 

Features:

*Enslavement: You enslaved citizens of the wasteland to become your labour force.

*Standing Militia: You can hire you choice of mercenary's to keep your slaves in line and guard the fortress. Or let your notoriety/fame grow and accept the free service of those who come to respect you.

*Training: Have your militia train and perform drills, your slaves be taught skills, improve overall effectiveness. Real time training, they actually perform the tasks given, no instant improvements.

*Prostitution: Force some of your slaves into a life of debauchery to service you and your militia to keep them happy and loyal. Sell the highly skilled ones to the strip for great caps, groom the best to add your personal harem.

*Loyalty and tyranny system: keep your militia loyal so they don't dissert or try to overthrow you, keep your slaves oppressed so they don't rise up. Rule with an iron unforgiving fist, or a sly steamy allure.

*Scavenging and industry: Send out slaves to scour the wastes for goods, those that survive the dangers may return with resources to be used to craft items by your other slaves for you and your militia. Some slaves may try to escape... but you will know and can go recollect them, or detonate their explosive collar from afar.

*Specialists: Acquire specialist NPC's like Doctors and merchants, to keep your slaves alive and healthy. A healthy slave is a productive one.

*Fortress upgrades: the fortress is barren to start, but as you explore the wastes you will find objects and materials that will give your fort more functionality. From running water to a robotics assembly line.

*Exotic Zoo: Why dose the thorn get all the fun with caging those deadly beasts, you too will be able to start your own zoo, keep the cages locked though. Death claws and slaves don't mix well.

 

Well that's all I have so far, it's a very large project but with effort and the help of the helpful nodding community i plan to make it a reality. Let me know what you think of it, outside input can only help.

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This sounds like a freaking great idea. I simply love it. My question is: How will you do all this? I mean. Thats a lot of scripting, questmaking. You have months of work ahead of you. :) And i hope you finish this project. I'll be sure to download it. :)
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Building the forts defiantly the easy part lol. I have ideas for the scripting to make it smooth and quick but till i finish the most of the fort i wont be testing scripts. need the proper locations/facilities to test the npc's after all. I'll post some screens later once i polish thing a bit more.

 

BTW: The fortress is in the open world, no world space or interior cell (though barracks, storage, etc) are in their own buildings.

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Building the forts defiantly the easy part lol. I have ideas for the scripting to make it smooth and quick but till i finish the most of the fort i wont be testing scripts. need the proper locations/facilities to test the npc's after all. I'll post some screens later once i polish thing a bit more.

 

BTW: The fortress is in the open world, no world space or interior cell (though barracks, storage, etc) are in their own buildings.

 

Platplay, I'm not sure how much easier it would be, but wouldn't it be simpler and less complex to have it be like Camp McCarren?

 

I would love to suggest idea's, such as having a terminal where you can send orders to attack other outposts (NCR, Legion, Mr. House Robots, Great Khan, etc).

 

You would probably have to reinforce the outposts of those factions respectively, and probably just have a small tent camp outside of those locations where your character can go and talk to someone, telling me they are ready for the attack.

 

Just an idea, I'm not sure how it would work out, after a certain number of kills you take over the bases? Or simply getting a reward and spawning back at the Fort.

 

Oh well, I'll keep on posting idea's, tell me if you like them or not. ^^

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Building the forts defiantly the easy part lol. I have ideas for the scripting to make it smooth and quick but till i finish the most of the fort i wont be testing scripts. need the proper locations/facilities to test the npc's after all. I'll post some screens later once i polish thing a bit more.

 

BTW: The fortress is in the open world, no world space or interior cell (though barracks, storage, etc) are in their own buildings.

 

Platplay, I'm not sure how much easier it would be, but wouldn't it be simpler and less complex to have it be like Camp McCarren?

 

I would love to suggest idea's, such as having a terminal where you can send orders to attack other outposts (NCR, Legion, Mr. House Robots, Great Khan, etc).

 

You would probably have to reinforce the outposts of those factions respectively, and probably just have a small tent camp outside of those locations where your character can go and talk to someone, telling me they are ready for the attack.

 

Just an idea, I'm not sure how it would work out, after a certain number of kills you take over the bases? Or simply getting a reward and spawning back at the Fort.

 

Oh well, I'll keep on posting idea's, tell me if you like them or not. ^^

 

The mods not a mercenary mod, so you don't raise an army and take over the wasteland. At least not at this stage in planning. Its more of a stronghold that you improve/develop and defend from anyone who things it would suit them more. Its already going to be very complex with the already mentioned features.

 

A few more i havnt stated are:

*NPC market merchants: You have your slaves make misc goods to be sold to traveling merchants and wanders that stumble across your camp. They have no benefit to the player other then to make the stronghold caps by selling goods.

*Your choice of mercs: When you hire mercs you can reach out to one of the many gangs (not NCR or the legion though) and hire themed mercs. The kans, followers of the apocalypse, fiends, etc. Or hire a generic none alligned group or two with their own unique themes.

*Regular attacks: The stronghold once it reaches a certain point of development will gain much attention from outsiders who will try and raid and capture it.

*Random events: equipment breaking, poisoned water source, sick slaves, and many other random events occur and require the players intervention to handle. Assign slaves to repair, have a hired doctor to heal the slaves, etc.

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Building the forts defiantly the easy part lol. I have ideas for the scripting to make it smooth and quick but till i finish the most of the fort i wont be testing scripts. need the proper locations/facilities to test the npc's after all. I'll post some screens later once i polish thing a bit more.

 

BTW: The fortress is in the open world, no world space or interior cell (though barracks, storage, etc) are in their own buildings.

 

Platplay, I'm not sure how much easier it would be, but wouldn't it be simpler and less complex to have it be like Camp McCarren?

 

I would love to suggest idea's, such as having a terminal where you can send orders to attack other outposts (NCR, Legion, Mr. House Robots, Great Khan, etc).

 

You would probably have to reinforce the outposts of those factions respectively, and probably just have a small tent camp outside of those locations where your character can go and talk to someone, telling me they are ready for the attack.

 

Just an idea, I'm not sure how it would work out, after a certain number of kills you take over the bases? Or simply getting a reward and spawning back at the Fort.

 

Oh well, I'll keep on posting idea's, tell me if you like them or not. ^^

 

The mods not a mercenary mod, so you don't raise an army and take over the wasteland. At least not at this stage in planning. Its more of a stronghold that you improve/develop and defend from anyone who things it would suit them more. Its already going to be very complex with the already mentioned features.

 

A few more i havnt stated are:

*NPC market merchants: You have your slaves make misc goods to be sold to traveling merchants and wanders that stumble across your camp. They have no benefit to the player other then to make the stronghold caps by selling goods.

*Your choice of mercs: When you hire mercs you can reach out to one of the many gangs (not NCR or the legion though) and hire themed mercs. The kans, followers of the apocalypse, fiends, etc. Or hire a generic none alligned group or two with their own unique themes.

*Regular attacks: The stronghold once it reaches a certain point of development will gain much attention from outsiders who will try and raid and capture it.

*Random events: equipment breaking, poisoned water source, sick slaves, and many other random events occur and require the players intervention to handle. Assign slaves to repair, have a hired doctor to heal the slaves, etc.

 

Hmm, yeah, the idea of having people attakc the base is more attractive.

 

Sounds more fun. =]

 

Well, Good luck with it! :D

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