razzy1319 Posted July 25, 2011 Share Posted July 25, 2011 Anyone gathering the story line / quest line and ideas for this mod yet? Id like to help but I'm significantly under trained to do so. So, maybe I can help out in lore and quest design by collecting and organizing the ideas for this mod! Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted July 26, 2011 Share Posted July 26, 2011 Well, the saucer could be sort of like Sierra Madre- seen off in the distance from a low lying, haze filled ruin. Of course, when/if the PC gets up there, it would have very few views- one "room" could have a gaping hole overlooking the canyon trailing off to th distance...Why not have the canyon be left by the ship as it skids along the ground? It could have rammed/bounced off a higher plateau type thing and gotten wedged into the ground after coming in at an angle. You could have little pieces of space ship embedded all along the trail, and one or two bigger fragments towards the end. Maybe the repulsion system on those segments failed, and the still hovering parts ripped off of the now-full-weight pieces and overcompensated, hurling the rest of the ship into the air. THe whole thing would be at an angle, with the detached pieces slamming into the ground and probably shattering/splintering, and the rest fracture into a shotgun like cluster and come to rest higher up. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 27, 2011 Author Share Posted July 27, 2011 Anyone gathering the story line / quest line and ideas for this mod yet? Id like to help but I'm significantly under trained to do so. So, maybe I can help out in lore and quest design by collecting and organizing the ideas for this mod! Not yet, mostly because the story line is still evolving, but I'll put up a thumbnail sketch and we'll see what everyone thinks. Once the plot line is a little more finalized something like what your suggesting razzy1319 might be do-able Link to comment Share on other sites More sharing options...
devinpatterson Posted July 27, 2011 Author Share Posted July 27, 2011 (edited) Loosly this is how I imagine the basic plotline; 1. CRASHED SHIP some hook to get pc to crash site. Has some basic encounters leading to crash site. Has running battle with nazi's already in wreckage, the pc fights valiantly but can only save one alien (he is the only alien with a functioning inertia field), the rest are captured and whisked away. This encounter should alsohighlight the nazi's extreme lethality (With their inertia fields and power armor their DT should be very high). A chancefor the player to get to know his enemy and instill a sense of the threat the nazi's pose to the world at large . Alien companion informs player that the alien captives have knowledge of a working mothership (zeta) and if the nazi's get it they will unstopable. He is unsure how long pc has before captives crack under torture, so you have to get there (zeta) first. Alien companion knows there are scout ufo's at area 51, but 51 was too well guarded/fortified for the alien refugees to penetrate. 2.AREA 51 Add dialog option when speaking to the alien "we need to get to that base". Which will throw up a note along the lines of "you race to area 51, at breakneck speed, careless of any and all obstacles intent only on your destination) and t-ported just outside a nuked military base (with semi-functional underground complex). For area 51's surface, if possible, we should try and use what is known about the actual area 51, or what would be left after a nuke. For the subsurface we have a lot more freedom. We can throw automation's like bots, turrets etc. The base should have a mainframe AI. There should be ghoul American soldiers (but mentally damaged, we want them to be enemies not allies, with a possible exception or two). You know military theme. Even if the actual adventuring area is small I'd like to create the illusion of a expansive complex, via lots of inaccessible areas, notes and background info that suggest a huge complex etc. It should be a very difficult level for combat with the player at a constant tactical disadvantage (ie lots of barricades for enemy cover, overlapping fire zones, area affect weapons like grenades in confining areas) since the base is designed to repel invaders. But this will be balanced by opportunities to avoid combat (lot of hacking opportunities, a chance to ally with the mainframe, stealth opportunities etc.). On the lowest level will be the alien artifacts, ships, tech etc. We should draw heavy on internet conspiracy here. Men in black & majestic 12 offices, any preserved alien specimens, etc etc I think in some ways area 51 will be the easiest section to make. Most of the level uses vanilla assets and making a military complex seems like it could be fun. Note: The hangers should probably be silo type or some other way to get the scout ship to the surface. Our alien companion should probably hang back from combat when his health drops below half. it's imperative he stays alive to fly to zeta, so he'll be marked as essential but i don't want him being knocked unconscious every 3 seconds, kinda strains believably. Although he should have a big advantage due to his inertia shield. companion stays with ship. There may also be some specialty weapons found in area 51 for disrupting alien inertia fields (tip of the hat to old world blues sonic emitter). This will be necessary to battle a large number of nazi's in the later mods. The specialy weapons should probably stay with the alien companion, since they won't be all that effective on any other opponents. 3. ZETA add activator to scout ship in area 51. When activated throws up a note about space travel and you start in hanger/dock of zeta. The nazi's have already beat the pc to zeta and a running gun battle plays out through the levels. The pc has the option to disable the nazi saucer (upon dispatching the crew guarding it ) and his/her own scout ship making this a do or die thing for the nazi's. After killing the nazi's the scout ship in the hanger is a activator. It will throw up a note about the return journey and place the pc, alien & scoutship somewhere safe and hidden in the mojave. The alien should probably stay with the ship but it's optional. 4. ANTARCTIC MOTHERSHIP. Enable the scoutship to be a activator once again. Throws up note about journey to antarctic. Land outside base, overland travel in arctic infiltrate/storm surface base. Enter saucer below Ice. End nazi occupation (or is it?). This mod will show the nazi's true madness and the technological results of it. Aryan clones, human alien hybrids, any atrocities on the local population etc. It will also show case ghoulified officers from WWII, any nazi historical figures, hybrid weapon tech, power armor with alien technology etc. That's a thumbnail sketch of how I see it, but there are other ways of doing it. For example of an alternate plot line crashing area 51 could get you a military air ship like a vertibird that takes you to the antarctic mothership and you would have to clear the mothership (or at least up to and including the hanger) then use a nazi saucer to get to zeta. Area 51 could even be bypassed completely by securing a enclave vertibird, but that wouldn't be much fun. This thumbnail sketch also leaves a lot of unanswered questions. ie does the player get the chance to destroy/disable zeta? If not, at the end, do the surviving aliens try to fly zeta back to their homeworld? Are there additional nazi scouting parties still in teh world after the antarctic motherships is cleansed/destoryed etc. etc. The reason each mod is split up with activators is because it makes it easy for the mod to end, allow the player to do whatever he/she wants and then pick up the storyline when we've made the next mod in the series. Also some of the mods may be combined. The crash site and area 51 could be one mod for instance, since the crash site could be a quick mod, or a long mod (depending on how much travel is involved to the crash site and how many special encounters we make along the way). BTW sorry for the double spacing, cut and paste from notepad and that's what happened :( Edited July 27, 2011 by devinpatterson Link to comment Share on other sites More sharing options...
razzy1319 Posted July 27, 2011 Share Posted July 27, 2011 Thanks devin! I'll work on this and the lore youve discussed in the thread! Link to comment Share on other sites More sharing options...
devinpatterson Posted July 28, 2011 Author Share Posted July 28, 2011 BTW check out this pic, nice overview of area 51 (although our version will have a huge crater on it or near it) http://www.tellmewhereonearth.com/Web%20Pages/Aliens/Alien%20photos/Area_51_satellige_image_July_03.jpg Link to comment Share on other sites More sharing options...
Mrtrv Posted July 28, 2011 Share Posted July 28, 2011 (edited) Firstly, a Nazi+UFO mod would be killer if well designed, definitely.Maybe with the usual freedom of choice some quests have, like "do the right thing", "join the enemy", "destroy & bury everything" or whatever. I hate the linear plot of "Dead Money" for example, but I dig "Old World Blues" and its ending. I read some of the posts, but I didn't (I guess!) noticed any reference to the typical "irony" popping out during the whole Fallout saga (i.e. the Wild Wasteland trait in New Vegas).Does anyone mentioned the whole nazixploitation movie genre? There could be plenty of inspiration in it, also to insert some funny encounters or companions.Honestly I'd pay to find a companion, some kind of Raul Tejada's "nazi alter ego", like a nazi betrayer imprisoned and used for experiments, ghoulified in some way and then trapped for 200+ years.Here is "Dead Snow", a movie about a horde of nazi livingdeads: ***http://www.youtube.com/watch?v=ap4TiNIKQJ8 To re-live the usual "50s mood" of Fallout (vintage-looking cars and buildings etc), a useful source of inspiration could be old nazixploitation like "Ilsa shewolf of the SS": ***http://www.youtube.com/watch?v=9YS10vQ_ax8 Those movies are surely irreverent and have a great touch of black humour.The worst thing that could happen to a mod with so high potentialities is to lose the usual Fallout aura and become too "serious" and futuristic. I don't know how to explain this properly, but one can easily imagine what I mean.It would be cool to see not another "Castle Wolfenstein" remake, but a 100% Fallout adventure/unofficial DLC (I'm asking for too much? :) ) in the true spirit of the saga.Nice references about UFO & experiments can be found of course in the early X-Files seasons, esp in terms of effects such as the "time jump" ("Pilot" and others UFO-related episodes). And talking about weapons and outfits, WWII stuff would be super cool, but if ruined. What this means: armor built of pieces of nazi uniforms, leather straps etc.Yeah, some dudes could have taken care of their stuff, and iron-crossed power armor are rad, but I'd like to get some "vintage" looking equip. The possibilities for a mod like that are unlimited, really! Good luck to the guys who will bring on the project. Edited July 28, 2011 by Mrtrv Link to comment Share on other sites More sharing options...
devinpatterson Posted July 29, 2011 Author Share Posted July 29, 2011 Firstly, a Nazi+UFO mod would be killer if well designed, definitely.Maybe with the usual freedom of choice some quests have, like "do the right thing", "join the enemy", "destroy & bury everything" or whatever. I hate the linear plot of "Dead Money" for example, but I dig "Old World Blues" and its ending. We do have some discussions earlier in re: to joining teh nazi's, being a prisoner of the nazi's etc, but havn't talked too much of it lately. I read some of the posts, but I didn't (I guess!) noticed any reference to the typical "irony" popping out during the whole Fallout saga (i.e. the Wild Wasteland trait in New Vegas).Does anyone mentioned the whole nazixploitation movie genre? There could be plenty of inspiration in it, also to insert some funny encounters or companions. Good point. Not just for the Nazi's but also for the alien conspiracy angle. The could be contemporary references to the xfiles, or references to over the top crazy tinfoil hat theories etc. Honestly I'd pay to find a companion, some kind of Raul Tejada's "nazi alter ego", like a nazi betrayer imprisoned and used for experiments, ghoulified in some way and then trapped for 200+ years.Here is "Dead Snow", a movie about a horde of nazi livingdeads: ***http://www.youtube.com/watch?v=ap4TiNIKQJ8 Yes I'v seen dead snow, a good suggestion in re: to source material To re-live the usual "50s mood" of Fallout (vintage-looking cars and buildings etc), a useful source of inspiration could be old nazixploitation like "Ilsa shewolf of the SS": ***http://www.youtube.com/watch?v=9YS10vQ_ax8 OK I'll check it out, see if there's anything we can use from the flick Those movies are surely irreverent and have a great touch of black humour.The worst thing that could happen to a mod with so high potentialities is to lose the usual Fallout aura and become too "serious" and futuristic. Yeah I'll try to keep that in mind, although it will probably be more serious than most mods, simply by the nature of the plot line. And talking about weapons and outfits, WWII stuff would be super cool, but if ruined. What this means: armor built of pieces of nazi uniforms, leather straps etc.Yeah, some dudes could have taken care of their stuff, and iron-crossed power armor are rad, but I'd like to get some "vintage" looking equip. Well according to the plot line we have worked up they were pretty well stocked and then in cyro for a long time, so most of their equipment is in good condition. The possibilities for a mod like that are unlimited, really! Good luck to the guys who will bring on the project. If you believe it has potential why not take a active role in it's development? If you don't have any modding skills you can still contribute by doing the writing and taking notes on the areas you mentioned above. It would also allow you some input to guide the mod. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 29, 2011 Author Share Posted July 29, 2011 (edited) Oh I want to add in a sinister undercurrent in re: to the aliens. I'v seen speculation on the wiki or some forum that it was the aliens that caused the missiles to begin their launch sequence starting the great war. Possibly because humans were on the verge of space travel. I'd like to play that angle up. I don't want to make it obvious or unequivocal, just lead the player into believing it MAY have been what happened. Perhaps the last recorded military logs in the complex (just before the war) noting a scramble of aircraft due to nearby UFO activity, power surges, corrupted data, circuits going haywire, etc. I would also like the Gov to be aware of the aliens (at a ultra/top secret security level) since at least the 1960's, probably since the 1947 at roswell. This ties in well with internet conspiracy lore and I believe follows fallout lore as well ( the Clarabella 7 space capsule was abducted in the 60's and I seem to remember somewhere on hte wiki a statement that the abduction audio was broadcast, but I can't find it now). This allows us to have a fairly extensive back story for the majestic 12 and men in black stuff. Part of that research will involve counter measures for alien technology, located in the lowest level (which among other things will be the the photonic emiter weapon for temporarily disabling alien inertia fields). We'll try to follow the old world blues formula for the sonic emitter as close as possible. ie 1. retrieve photonic emitter 2. retrieve programming for inertia field disruption frequency. I'm unsure how long it should last,probably just a 3 or 4 seconds but there could be different programming packages. One that disables only weaker interntia fields. Or code that disrupts the inertia fields for 30 seconds. Allowing us to upgrade the weapon as the player begins facing more and more high level opponents with shields. Also a nice side effect of this is it will really reduce a players sniping damage, reducing the cheap shots, since they wont be able to bring down the shields from afar. Edited July 29, 2011 by devinpatterson Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted July 30, 2011 Share Posted July 30, 2011 Sounds good. I can imagine plenty of alien-human machavellian scheming going on all around. There could be several "factions" perceived within the alien hierarchy, with both the aliens and the humans trying to undercut their rivals and play the other side (human OR alien) against each other. IE one faction wanted to side with a human government as benefactors, in exchange for slaves/resources from Earth. They could have approached the US with a secret offer to undercut the Chinese with sabotage and/or provide access to tech just above the cutting edge of human levels, advanced enough to give an edge in the Sino-American Cold War but not enough that it couldn't be explained as originating from Earth in a secret project. Another alien faction could be doing the same with Chinese, perhaps because they want something from China or to milk the rivalry for all it's worth and keep the humans from uniting/cease being dependent on their support. It would be ambiguous enough that the aliens could have (deliberately or inadvertently) pushed things too far,that they wanted the war to happen, or that they simply were too caught up in their own politics to consider how much their meddling could affect Earth. Link to comment Share on other sites More sharing options...
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