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Wouldn't it be awesome if...


ItachisTruth

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You know, since the protagonists in FO and FO2 are related, I like to think that the Courier is the Lone Wanderer. It's completely possible seeing as the game takes place only four years after, the majority of the people that played New Vegas were fans of FO3, meaning its the same person behind the keyboard, so theres a higher chance that the Courier's decisions reflect the LW. But I guess thats purely on a role-playing perspective, as that would entail someone mimicking the LW in the character creator, and you couldve had a black female LW, then an Asian male courier.

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  • 2 months later...

I guess this is the closest place on the forums to posting an awesome idea somewhat relevant to FNV, so here goes nothing...

 

Here's my idea for an awesome main quest for a future Fallout: you are part of the Enclave.

 

You start out on the Poseidon Energy oil rig (helps justify owning a Pip-boy), showing your development in a perfect little xenophobic utopia in a manner not unlike Fallout 3's intro. Once you're grown up, the game starts in 2241. You hear gunfire, explosions, screaming. You see a trail of dead Enclave soldiers, so you could maybe start off with power armor (you're probably expected to join the military, so you've been trained) and a laser rifle found on a fallen comrade's corpse. Figuring that President Richardson is in danger, you run up to his office, only to see his head blown off by a mysterious figure in bloody armor, aka the FO2 protagonist. They spot you, try to gun you down, and you barely escape with your life. You may feel like a badass in the power armor with the laser gun, but you realize that there's a way bigger badass out there. As you're hauling ass, you hear sirens. The reactor's going into full meltdown! You rush through the mazelike hallways, taking a minor detour to grab your middle-aged father. At one point, you see a massive corpse, cut in half, in a giant suit of power armor (Frank Horrigan, the final boss from FO2). You could snatch something off his corpse (some classified documents, a vial of his blood and FEV, a somewhat-too-large power helmet, etc.), and continue on with the evacuation As you dive into the 165-year-old lifeboat, your father drops dead. When you look up, the FO2 protagonist is running by, reloading their gun. You yank a couple civilans and soldiers running by inside, pull the lever, drop down, and escape onto the open ocean. (Insert full HD nuclear explosion here). You plot a course for Navarro, California, the only Enclave outpost you know of. However, rogue waves (a result of the explosion's shockwaves) send your lifeboat to crash somewhere near Oregon. As you wander South, you hear of plenty of amazing things: giant mutated grizzlies (even bigger than the FO3 ones), Portland being taken over by Communist zombie holdouts, an independent California that's running quite well, etc. Eventually during the trek, all but one other survivor dies in assorted horrible ways (dragged away screaming by Super Mutants, devoured by fire ants, acute radiation poisoning, etc.)

 

When you reach Navarro, you meet Col. Augustus Autumn, Sr. and his pregnant wife, and talk to the newly-elected "President Eden" (who suspiciously refuses to converse face-to-face). There, Eden voices his intentions to head East, to the Pre-War capitol of our great nation. In a http://tvtropes.org/pmwiki/pmwiki.php/Main/ButThouMust moment, you refuse, saying you want to track down your father's killer. You stay behind, are appointed acting commander of the Navarro Outpost, and help defend Navarro from raiders, geckos, mutants, and the like. The game jumps ahead 12 years, to when you first meet the NCR; it's not pretty. A force of Rangers tries to take Navarro, and they seem to be working with the Brotherhood of Steel, enticed by Enclave tech. Your men fight bravely, but it's a losing battle. In a moment of sadness, you have to wire charges throughout the base, and fly away on the last vertibird, watching the set of buildings you spent the last decade defending, maintaining, and loving burn to keep them out of the hands of the enemy. sitting across from you in the Vertibird is a woman, holding a crying boy who seems no older than seven or eight. She keeps telling him, "It's okay, Arcade... everything's gonna be alright...we're safe now..."

 

After several of the Vertibirds are shot down by NCR fire, you decide to land just south of Lake Tahoe. While waiting out the winter in an abandoned ski lodge, (good time to implement hunting Yao Guai or nuclear deer, and awesome winterized camo gear) your men develop a long-term plan. You and a few select men will head southwest to find the person who blew up the Oil Rig, while you tell the rest of the soldiers and civilians to disperse, retire, and "forget about everything, and live whatever the American dream is in this hellhole." (As a reference to FO3, you could hear a certain "Pvt. Brandice" talking about heading east.) As you watch the other Vertibirds take off into the wild brownish-gray yonder, the screen fades to black...

 

Six months later...

 

You and four other soldiers who have made it this far walk away from a small town, in the middle of burning to the ground (reminiscent of what befell Nipton), with a tattered NCR flag visible through the smoke. You eventually manage to find a Pre-War truck in decent condition, so you go to the old Chryslus plant, pull a Mr. Fusion V8 engine right off the assembly line, and jury-rig it to power the truck. By torturing some of the NCR veterans living in the aforementioned town, you deduce that the "Chosen One" is living in the tribal-village-turned-agricultural-powerhouse of Arroyo. Your men are forced to ditch the truck when the reactor almost melts one of your men's face off, so you walk the remaining few dozen miles to Arroyo. You hide your power armor, and put on rough clothes that your average wasteland nomad would wear, you pass through customs without a hitch. Once in the city, you hear that the city's elderly leader has just passed away from old age, and that her child, the Chosen One, will be attending the funeral ceremony! This is your chance to strike. As you plan to bomb the funerary procession, one of your men is caught by the city's security force with 50 pounds of plastic explosives (and is summarily executed), the city is put on lockdown. It's far too risky to attempt anything now. Adding insult to injury, the Chosen One ended up canceling attending to funeral for something about the Brotherhood of Steel! You and your 3 compatriots leave Arroyo, dejected. Heading South, you eventually reach Shady Sands and hear that the Brotherhood of Steel is discussing brokering a peace treaty, considering how some of their forces allied a while ago to take Navarro. Hearing this fills you with anger. You plan to sabotage the summit where the details of the treaty will be ironed out. It gets even better when you hear that the Chosen One will be the key speaker there, for "being a mutual keystone for the success of these two great factions." Your goals are to kill as many men on both sides as possible (since BoS Paladins and NCR Rangers will both be patrolling the building), and cause as much chaos as possible (more chaos = easier escape) Suddenly, a twisted idea fills your mind; the sample of Horrigan's blood, the FEV, and the documents related to it you found on the oil rig can be greatly beneficial. There are several options:

 

1.) Modify the FEV to be poisonous to anybody with long-term radiation exposure. (Medicine 45, Science 55 or INT 7 required) (Covers up Enclave involvement, makes death look like bad case of pnemounia)

2.) Distill a sample of FEV from Horrigan's blood, develop a fast-acting version of it that near-instantaneously causes the victim to transform into a mindless super mutant! (Medicine 70, Science 40 or INT 8 required) (Very badass, could possibly give you perk that allows you to inflict 15% more damage on super mutants)

 

For either option, there's two methods of application:

1.) Create a poison dart round to be shot from a modified rifle at the Chosen One during a speech (Guns 60, Repair 30, Sneak 45 required) (More precise, less chaos during escape)

2.) Construct a poison gas bomb to release it throughout the room through the ventilation (Explosives 70, Science 50 required) (Less effect, more chaos during escape)

 

If you are unable to meet the prerequisites for the missions above, the options are simply:

1.) Snipe the Chosen One (all gun prices with vendors in NCR territory increace 15% from gun control laws)

2.) Bomb the meeting (any NCR and BoS troops will become hostile if they see you holding any explosives)

 

When you make your decision, it's time to implement it...

 

The summit is beingheld inside the New California Republic Congressional Chamber in Shady Sands. The moment that the assorted dignitaries' vertibirds touch down, the plan is a go:

 

1.) Sabotage the Vertibirds by inserting a virus into their altitude maintanance programs, causing them to crash (science 50 or INT 7), wiring the onboard reactors to meltdown (science 40, explosives 40 or INT 7), or just pulling out random wires (Last option will cause less chaos).

2a.) Seal the ventilation systems if gas bomb option, or disable explosives detectors in meeting hall if regular bomb option(45 repair) (if not able, fewer victims, less chaos during escape)

2b.) Protect your sniper's post in building rafters in either sniping option (45 lockpick, 25 survival) (If not able, several paladins and/or rangers will burst in almost immediately)

3.) Smuggle in the gear. Unlock the ventilation grate (25 lockpick), send a briefcase with the goods in, and retrieve it in the basement. Alternatively, you can convince a guard that they're classified documents and put them near where you need them to be (Speech 50 or CHR :cool:. If unable, you will have to shoot the ventilation grate off, causing more guards to attack you during the escape.

4.) Final preparation. Prep the bomb (Explosives 25), assemble the rifle (Guns 25). If unable to do either properly, bomb will kill fewer people (less chaos), and rifle will jam 1st shot, forcing you to shoot Chosen One as they're running away.

 

As the final preparations are made, you and your men sit back, popcorn ready. The Chosen One will get up to do their speech (convenient shadow will block face, bad acoustics make voice hard to identify) As you take the shot/press the button, you will fail. If trying to snipe, the poison dart will miss (if blood-FEV) or be partially blocked by something in their breast pocket (if poisonous FEV). If trying to gas bomb, the Chosen One will rip off their suit and be somehow wearing a HAZMAT suit underneath, and run out. If a regular bomb, the Lone Wanderer will be luckier than Hitler, and survive mostly unscathed. As you and your men run out, you can pull a Bavarian Fire Drill if you're wearing Pre-War businesswear, glasses, and have Speech 45 or CHR 6 and tell a guard that you and your men are dignitaries who need to get out immediately. (Nets extra XP) If not, you and your men will have to shoot your way out, with the number of guards you fight depending on how much chaos you caused (less chaos = more enemies). If you cause too little chaos,1 or 2 of your comrades will be gunned down during the escape. When you manage to escape, you cannot enter Shady Sands for 4 ingame days, due to the city being on lockdown (perfect time to do sidequests!). Afterwards, you hear that the Chosen One somehow got set on fire during the chaos, and is in the hospital (convient full-face bandages), and you try and go kill him. As you shoot your way in, several Brotherhood paladins weel their gurney out the back. As you helplessly watch them escape in a stolen Brotherhood vertibird, you notice the Chosen One giving you a gauze-wrapped finger.

 

Realizing that they were taken to a Brotherhood bunker, you must try and recruit several fellow Enclave veterans, and maybe some veteran NCR rangers with a grudge against the BoS (the mission could be called "Shall Auld Acquaintance be Forgot" or something), and you all pile into your last Vertibird for a final assault (mission could be called "Take it Before Them!" or the like), and you fight your way through. As you finally reach the Chosen One's quarters, they quickly disarm you, and gives you a rousing speech on how the Enclave was evil, and how their tribe suffered for it. Afterwards, you can retort with a badass one liner, "Evil, huh? Maybe THIS'll change your perspective!" (Speech 40 or CHR 6), or simply, "Oh, yeah? Well... uh... DIE, f***er!" and enter a boss battle. At the end, you go up to them, kick off their power helmet (camera pans up to you) and you shoot them in the head with their own 10mm pistol. You walk out of the door of the bunker, right before it blows its top. Your friend(s) are finishing executing several survivors, before your (possibly final) compatriot, who stayed with you since the oil rig, walks up to you and asks, "Well, what happened? Did you blow that sunofabitch's head off?" and you're given the option of the straightforward, snide, or sadistic answers:

"I sure did."

"I'm not sure, could you go back inside and check?"

"I looked him in the eye before blasting his out, and I enjoyed every moment of it."

The camera pans up to the sunset, where we see the old US flag flying, with some mysterious holes and stains on it, as patriotic music plays, and slowly becomes slower and creeper like a record player breaking...

 

28 Years Later...

 

It shows an older you you, your character's hair grey if in 3rd person, sitting on the back porch of an old country house with a view of the California coastline's sunset. As you walk through, you see old, faded pictures on the wall: you and your father, you and your compatriots posing with an Enclave flag right after destroying the BoS base, an older you and who seems to be your wife if you're male, or your husband if you're female, and a little baby in your arms (your character's head will automatically be pasted into those pictures). In 3rd person, if you stare at those, you smile nostalgically. You hear your spouse calling from the living room, saying someone's here to meet you. You see it's your old friend, Willie Nash. He says he just received word from his cousin John out in the Mojave just sent him a message over his HAM radio: your kid's okay, sees 'em every once in a while, and they just accepted a job delivering some funky poker chip for that mysterious House fellow out in New Vegas...

 

 

TL;DR version: Main questline is that you're part of the Enclave, survive the Chosen One blowing up the oil rig at the end of FO2, start this long mission of revenge, plenty of grey morality, a vaguely GTAV-like planning for an assassination mission, you track them to a bunker, kill them, retire, move to California, possibly be the parent to Courier 6.

Edited by Dovahkiin234
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  • 3 weeks later...

I guess this is the closest place on the forums to posting an awesome idea somewhat relevant to FNV, so here goes nothing...

 

Here's my idea for an awesome main quest for a future Fallout: you are part of the Enclave.

 

You start out on the Poseidon Energy oil rig (helps justify owning a Pip-boy), showing your development in a perfect little xenophobic utopia in a manner not unlike Fallout 3's intro. Once you're grown up, the game starts in 2241. You hear gunfire, explosions, screaming. You see a trail of dead Enclave soldiers, so you could maybe start off with power armor (you're probably expected to join the military, so you've been trained) and a laser rifle found on a fallen comrade's corpse. Figuring that President Richardson is in danger, you run up to his office, only to see his head blown off by a mysterious figure in bloody armor, aka the FO2 protagonist. They spot you, try to gun you down, and you barely escape with your life. You may feel like a badass in the power armor with the laser gun, but you realize that there's a way bigger badass out there. As you're hauling ass, you hear sirens. The reactor's going into full meltdown! You rush through the mazelike hallways, taking a minor detour to grab your middle-aged father. At one point, you see a massive corpse, cut in half, in a giant suit of power armor (Frank Horrigan, the final boss from FO2). You could snatch something off his corpse (some classified documents, a vial of his blood and FEV, a somewhat-too-large power helmet, etc.), and continue on with the evacuation As you dive into the 165-year-old lifeboat, your father drops dead. When you look up, the FO2 protagonist is running by, reloading their gun. You yank a couple civilans and soldiers running by inside, pull the lever, drop down, and escape onto the open ocean. (Insert full HD nuclear explosion here). You plot a course for Navarro, California, the only Enclave outpost you know of. However, rogue waves (a result of the explosion's shockwaves) send your lifeboat to crash somewhere near Oregon. As you wander South, you hear of plenty of amazing things: giant mutated grizzlies (even bigger than the FO3 ones), Portland being taken over by Communist zombie holdouts, an independent California that's running quite well, etc. Eventually during the trek, all but one other survivor dies in assorted horrible ways (dragged away screaming by Super Mutants, devoured by fire ants, acute radiation poisoning, etc.)

 

When you reach Navarro, you meet Col. Augustus Autumn, Sr. and his pregnant wife, and talk to the newly-elected "President Eden" (who suspiciously refuses to converse face-to-face). There, Eden voices his intentions to head East, to the Pre-War capitol of our great nation. In a http://tvtropes.org/pmwiki/pmwiki.php/Main/ButThouMust moment, you refuse, saying you want to track down your father's killer. You stay behind, are appointed acting commander of the Navarro Outpost, and help defend Navarro from raiders, geckos, mutants, and the like. The game jumps ahead 12 years, to when you first meet the NCR; it's not pretty. A force of Rangers tries to take Navarro, and they seem to be working with the Brotherhood of Steel, enticed by Enclave tech. Your men fight bravely, but it's a losing battle. In a moment of sadness, you have to wire charges throughout the base, and fly away on the last vertibird, watching the set of buildings you spent the last decade defending, maintaining, and loving burn to keep them out of the hands of the enemy. sitting across from you in the Vertibird is a woman, holding a crying boy who seems no older than seven or eight. She keeps telling him, "It's okay, Arcade... everything's gonna be alright...we're safe now..."

 

After several of the Vertibirds are shot down by NCR fire, you decide to land just south of Lake Tahoe. While waiting out the winter in an abandoned ski lodge, (good time to implement hunting Yao Guai or nuclear deer, and awesome winterized camo gear) your men develop a long-term plan. You and a few select men will head southwest to find the person who blew up the Oil Rig, while you tell the rest of the soldiers and civilians to disperse, retire, and "forget about everything, and live whatever the American dream is in this hellhole." (As a reference to FO3, you could hear a certain "Pvt. Brandice" talking about heading east.) As you watch the other Vertibirds take off into the wild brownish-gray yonder, the screen fades to black...

 

Six months later...

 

You and four other soldiers who have made it this far walk away from a small town, in the middle of burning to the ground (reminiscent of what befell Nipton), with a tattered NCR flag visible through the smoke. You eventually manage to find a Pre-War truck in decent condition, so you go to the old Chryslus plant, pull a Mr. Fusion V8 engine right off the assembly line, and jury-rig it to power the truck. By torturing some of the NCR veterans living in the aforementioned town, you deduce that the "Chosen One" is living in the tribal-village-turned-agricultural-powerhouse of Arroyo. Your men are forced to ditch the truck when the reactor almost melts one of your men's face off, so you walk the remaining few dozen miles to Arroyo. You hide your power armor, and put on rough clothes that your average wasteland nomad would wear, you pass through customs without a hitch. Once in the city, you hear that the city's elderly leader has just passed away from old age, and that her child, the Chosen One, will be attending the funeral ceremony! This is your chance to strike. As you plan to bomb the funerary procession, one of your men is caught by the city's security force with 50 pounds of plastic explosives (and is summarily executed), the city is put on lockdown. It's far too risky to attempt anything now. Adding insult to injury, the Chosen One ended up canceling attending to funeral for something about the Brotherhood of Steel! You and your 3 compatriots leave Arroyo, dejected. Heading South, you eventually reach Shady Sands and hear that the Brotherhood of Steel is discussing brokering a peace treaty, considering how some of their forces allied a while ago to take Navarro. Hearing this fills you with anger. You plan to sabotage the summit where the details of the treaty will be ironed out. It gets even better when you hear that the Chosen One will be the key speaker there, for "being a mutual keystone for the success of these two great factions." Your goals are to kill as many men on both sides as possible (since BoS Paladins and NCR Rangers will both be patrolling the building), and cause as much chaos as possible (more chaos = easier escape) Suddenly, a twisted idea fills your mind; the sample of Horrigan's blood, the FEV, and the documents related to it you found on the oil rig can be greatly beneficial. There are several options:

 

1.) Modify the FEV to be poisonous to anybody with long-term radiation exposure. (Medicine 45, Science 55 or INT 7 required) (Covers up Enclave involvement, makes death look like bad case of pnemounia)

2.) Distill a sample of FEV from Horrigan's blood, develop a fast-acting version of it that near-instantaneously causes the victim to transform into a mindless super mutant! (Medicine 70, Science 40 or INT 8 required) (Very badass, could possibly give you perk that allows you to inflict 15% more damage on super mutants)

 

For either option, there's two methods of application:

1.) Create a poison dart round to be shot from a modified rifle at the Chosen One during a speech (Guns 60, Repair 30, Sneak 45 required) (More precise, less chaos during escape)

2.) Construct a poison gas bomb to release it throughout the room through the ventilation (Explosives 70, Science 50 required) (Less effect, more chaos during escape)

 

If you are unable to meet the prerequisites for the missions above, the options are simply:

1.) Snipe the Chosen One (all gun prices with vendors in NCR territory increace 15% from gun control laws)

2.) Bomb the meeting (any NCR and BoS troops will become hostile if they see you holding any explosives)

 

When you make your decision, it's time to implement it...

 

The summit is beingheld inside the New California Republic Congressional Chamber in Shady Sands. The moment that the assorted dignitaries' vertibirds touch down, the plan is a go:

 

1.) Sabotage the Vertibirds by inserting a virus into their altitude maintanance programs, causing them to crash (science 50 or INT 7), wiring the onboard reactors to meltdown (science 40, explosives 40 or INT 7), or just pulling out random wires (Last option will cause less chaos).

2a.) Seal the ventilation systems if gas bomb option, or disable explosives detectors in meeting hall if regular bomb option(45 repair) (if not able, fewer victims, less chaos during escape)

2b.) Protect your sniper's post in building rafters in either sniping option (45 lockpick, 25 survival) (If not able, several paladins and/or rangers will burst in almost immediately)

3.) Smuggle in the gear. Unlock the ventilation grate (25 lockpick), send a briefcase with the goods in, and retrieve it in the basement. Alternatively, you can convince a guard that they're classified documents and put them near where you need them to be (Speech 50 or CHR :cool:. If unable, you will have to shoot the ventilation grate off, causing more guards to attack you during the escape.

4.) Final preparation. Prep the bomb (Explosives 25), assemble the rifle (Guns 25). If unable to do either properly, bomb will kill fewer people (less chaos), and rifle will jam 1st shot, forcing you to shoot Chosen One as they're running away.

 

As the final preparations are made, you and your men sit back, popcorn ready. The Chosen One will get up to do their speech (convenient shadow will block face, bad acoustics make voice hard to identify) As you take the shot/press the button, you will fail. If trying to snipe, the poison dart will miss (if blood-FEV) or be partially blocked by something in their breast pocket (if poisonous FEV). If trying to gas bomb, the Chosen One will rip off their suit and be somehow wearing a HAZMAT suit underneath, and run out. If a regular bomb, the Lone Wanderer will be luckier than Hitler, and survive mostly unscathed. As you and your men run out, you can pull a Bavarian Fire Drill if you're wearing Pre-War businesswear, glasses, and have Speech 45 or CHR 6 and tell a guard that you and your men are dignitaries who need to get out immediately. (Nets extra XP) If not, you and your men will have to shoot your way out, with the number of guards you fight depending on how much chaos you caused (less chaos = more enemies). If you cause too little chaos,1 or 2 of your comrades will be gunned down during the escape. When you manage to escape, you cannot enter Shady Sands for 4 ingame days, due to the city being on lockdown (perfect time to do sidequests!). Afterwards, you hear that the Chosen One somehow got set on fire during the chaos, and is in the hospital (convient full-face bandages), and you try and go kill him. As you shoot your way in, several Brotherhood paladins weel their gurney out the back. As you helplessly watch them escape in a stolen Brotherhood vertibird, you notice the Chosen One giving you a gauze-wrapped finger.

 

Realizing that they were taken to a Brotherhood bunker, you must try and recruit several fellow Enclave veterans, and maybe some veteran NCR rangers with a grudge against the BoS (the mission could be called "Shall Auld Acquaintance be Forgot" or something), and you all pile into your last Vertibird for a final assault (mission could be called "Take it Before Them!" or the like), and you fight your way through. As you finally reach the Chosen One's quarters, they quickly disarm you, and gives you a rousing speech on how the Enclave was evil, and how their tribe suffered for it. Afterwards, you can retort with a badass one liner, "Evil, huh? Maybe THIS'll change your perspective!" (Speech 40 or CHR 6), or simply, "Oh, yeah? Well... uh... DIE, f***er!" and enter a boss battle. At the end, you go up to them, kick off their power helmet (camera pans up to you) and you shoot them in the head with their own 10mm pistol. You walk out of the door of the bunker, right before it blows its top. Your friend(s) are finishing executing several survivors, before your (possibly final) compatriot, who stayed with you since the oil rig, walks up to you and asks, "Well, what happened? Did you blow that sunofabitch's head off?" and you're given the option of the straightforward, snide, or sadistic answers:

"I sure did."

"I'm not sure, could you go back inside and check?"

"I looked him in the eye before blasting his out, and I enjoyed every moment of it."

The camera pans up to the sunset, where we see the old US flag flying, with some mysterious holes and stains on it, as patriotic music plays, and slowly becomes slower and creeper like a record player breaking...

 

28 Years Later...

 

It shows an older you you, your character's hair grey if in 3rd person, sitting on the back porch of an old country house with a view of the California coastline's sunset. As you walk through, you see old, faded pictures on the wall: you and your father, you and your compatriots posing with an Enclave flag right after destroying the BoS base, an older you and who seems to be your wife if you're male, or your husband if you're female, and a little baby in your arms (your character's head will automatically be pasted into those pictures). In 3rd person, if you stare at those, you smile nostalgically. You hear your spouse calling from the living room, saying someone's here to meet you. You see it's your old friend, Willie Nash. He says he just received word from his cousin John out in the Mojave just sent him a message over his HAM radio: your kid's okay, sees 'em every once in a while, and they just accepted a job delivering some funky poker chip for that mysterious House fellow out in New Vegas...

 

 

TL;DR version: Main questline is that you're part of the Enclave, survive the Chosen One blowing up the oil rig at the end of FO2, start this long mission of revenge, plenty of grey morality, a vaguely GTAV-like planning for an assassination mission, you track them to a bunker, kill them, retire, move to California, possibly be the parent to Courier 6.

My god, That's a badass story

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  • 4 months later...
  • 2 weeks later...

First- I here they are working on a mod for that, it will use data from your FO3 save to recreate your character.

 

Second- I liked the way the brotherhood was in FO3, I just wish that the Outcast were the majority. I mean I wish the story was not that they found the pentagon and then they left. I wish that Elder Lyons and the 60-70 percent of the DC chapter were the outcasts from the first base they set up in, then the outcast (Lyons in this scenario) found Liberty prime. It would make more sense as even though they are the majority they would probably have left and been outcast willingly (as they know they are defying the codex, and do not want a civil conflict). Basically I want the Lyons chapter to be the outcasts. So then it would be Protector Lyons and Elder Casdin.

 

Third- Cool Story Brah, I just wish that it was a little more neutral with the ability to be evil, and not just plain evil. (as moral choice should be up to the player in an RPG, not to the story).

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