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Of UFO’s, Nazis and secret antarctic bases


devinpatterson

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Of course, german names for weapon etc would be better. I have german names for some of this projects, but not for all. Too bad, I can spek only russian and english.

 

About Thor... Well, this notes are rather old. I know about Thor weapon mod, as well as I know author of initial design (it was tesla cannon for giant nazi mech). It's hard to think of better name for lighning-based weapon. Except for name "Project "Mjölnir".

 

I think, Nazi could have access on more advanced tech then just old-school blackpowder. For example, they could use undercovered agents all over the world to get what they want and german post-WW2 arctic research station "Neumayer" as mailbox. Lasers and plasma weapon (as well as energy ammo) looks pretty common in pre-GreatWar period.

 

About population... It's a question of chosen scale. Caravans of two men and one brahmin are not very realistic too. Epic battles for Anchorage turned into tiny operations of less then 100 men.

 

I doubt Nazi fortress is big and populated. There are problems with building materials in Antarctica - they could count only on supplies from Reich, wich were cut off in 1945. You can grow crops using some sort of modified greenhouses, you can hunt - but you can't get bricks or wood in Antarctica. Also, their must be some problems with populace - some are too old, some are turned into "zombies", some died of radiation and cryogenic melfunctions. Also, population of antarctic base must be rather limeted - they must save resources.

 

The reason "why didn't they conquered the world right after war" is rather simple. They had no fleet - so the only oppertunity of escaping their ice prison in Antarctica is to repair ancient alien mothership. Also, don't forget about nuclear winter. It's pointless to conquer cold and extreemly radioactive world - you can't grow food, and to get human slaves you must seek them VERY hard. So, after the start of WW3 they gone into stasys - to save their population and forces untill the end of nuclear winter. And to give their future slaves an oppertunity to prepair the world for Nazi's return - restart farming and beer making, for example :)

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Interesting designs for hybrid weaponry:

 

http://fc09.deviantart.net/fs70/i/2011/149/8/b/1306727511_blastech_end_of_cycle_sale_3_by_rclarkjnr-d3hkhuv.png

42FG based on Nazi's FG.42 automatic rifle

 

ClarkArms 4T7 VARIANT SALE

based on AK, wich is rather similar in terms of design to StG.44

 

http://fc03.deviantart.net/fs70/i/2011/144/0/1/blastech_end_of_cycle_sale_by_rclarkjnr-d3h3pr5.jpg

MP.40 (4 TMP), Luger P.08 (LGR9) and Walther P.38 (38P)

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Maybe a hitler clone, who makes himself appear normal to his minions in attempt to keep morale and support but in fact is deformed. Actually...I recall the hulked-out super mutants mod by c.i.b that's been reuploaded here - get a body like that, a human hitler-ish face,and then give it gray skin with some ghoul-esque features and skin deformation. It would be like an impressive final boss, to say the least.

 

I'm not really all that excited about the hitler thing, but if people want it I'll certainly include it. After all when you get right down to it, hte mods are for the players not the authors. Sure authors have fun with them too (hopefully), but it's for the palyers entertainment primarily.

 

In general I believe ghouls or supermutant versions of nazis would be at odds with the aryan ideology except for use as a slave race. It's arguable that attempting to achieve some genetic improvement could result in unintended consequences for a few test subjects. But I doubt it would make sense for a great number of the SS to be anything other than human. Doesn't mean they wouldn't use mutants/ghouls, just that they woudn't BE THEM willingly. Perhaps there are many former tribals that are failed test subjects (whether we use the ghoul, supermutant or failed fev test subject models) and are used as grunts. This would certainly fit in with the SS medical experiments.

 

That being said, the nukes could have ghoulified some of the germans/SS against their will, so we have a plausible explanation for their change.

 

For the hitler thing, I believe Rivens famous people has a hitler preset face. If we make him a new race it would also allow a re-texture to simulate a ghoul or a supermutant. That would allow leathery dried skin, rotting flesh or other ghoulish features aw well as green skin for a supermutant look. But I don't know if the face preset would be an option with the deformed super mutants meshes, I tend to think it wouldn't. So for that reason if hitler is included I'd probably lean toward a re-textured new race or a human/clone. I don't belive we will be able to have missing noses or ears with this system, but the re-texture should allow a wide variety of appearance changes. This could also be the template for all the ghoulification/supermutant infection, but once again, I don't think it makes a great deal of sense from a story standpoint to do a lot of the nazi's that way.

 

 

This would be great for the final part, whether you fight him onboard zeta or on a moon base. He could throw super-powered Stick grenades and be real awesome at melee. An earlier boss for the Antarctica Chapter could be Eva Braun - managing to stay young and hot while using a unique Nazi 'Light Power Armour' that makes her seem more like a Valkryie. She would use a unique Neo-Nazi Assault rifle similar to the one I outlined earlier. I'm not sure how hard it'd be to script a 'jetpack' attack for her - where she could start flying around the place or jumping to higher ground. Kill her, Hitler's right hand escapes, then lead in to the Zeta/Space chapter.

 

Yeah not too excited on Eva, don't think she was ever a combatant. At least hitler was a vetern from WWI, but I do understand wanting to throw historical lore into the storyline. One of the best light power armor's in my opinion is the ghost armors on nv nexus. It looks really good, especially for a female. But I don't really recommend a advanced power armor in general. There would be some question about where it came from. While I believe the german techs could retrofit some alien tech to power armor, I dont believe they would have had enough time to create their own original tech line. Rather I had in mind nazi black ops type uniforms with the most powerful inertia shields for the female nazi. This would give us nazi fems like return to castle woflenstein. Slinky black body suits, sniper rifles etc. Protection would still be formidable at 55DT.

 

That doesn't mean we won't have nazi power armor, but they will be scavenged/adapted forms of the standard (probably tesla, cuz it' does look cool) power armor, re-textured something along the lines of black with red swastika for nazi, black with iron cross for army. Power armor with Inertia suppression fields will result in a ridiculous DT of around 77-82, ie someone could shoot you with a brush gun and you cold shrug it off, taking very little if any damage. I could also change the spell effect/new shader with red plasma to give it a unique appearance and simulate that it is powered by alien tech

 

I had an idea for how to work in the sequel chapters - at the start of Chapter 2 & 3, a screen pops up where you must outline the choices you had made so far. This helps players who don't have the first chapter, for some reason. An easier solution of course would be to simply keep every chapter on the same mod page and make Chapter 1 mandatory for 2, which would then be mandatory for three. After all, one chapter might lead directly to the other as a result of the courier being captured or hauled over to the other area, or having to race against time or whatnot. Anyway these would all be seperate files on the one page so that users with small download caps aren't disadvantaged, and can choose to install the subsequently released chapters if they're pleased.

 

it's an interesting idea re: the msg's popping up for previous mods, but troublesome. My scripting skills are still very basic and I have trouble referencing variables from a save game in a script. So I believe we should follow the standard formula, of 3 or 4 mods on the same page.

 

In re: to zeta chp 2 or 3. If the player is taken as prisoner in zeta I'd like sally to rescue him/her. It's a callback I think people will appreciate and I want to be able to use her, paulson etc as integral parts of the plot if my basic scripting skills are up to the task. If the scripting is too much then paulson and the samurai will be combative followers while Elliot will be med support.

 

But this may be academic, in the interest of reducing complexity we may have to make a simpler storyline, that dispenses with the subplots of being taken prisoner and allying with the nazi's. Essentially the end of each mod would have a recon theta scout and when the next mod in the order is loaded a activator is enabled leading to the worldspace for the antarctic or interior for zeta. So specifically after rescuing our e.t. from the wrecked crater a theta scout will be left (former property of the nazi's) and when activated without the 2nd mod loaded will say something along the lines of "please enable/load part 2". If part 2 is loaded the activator will function as a typical t-port door and you will find yourself (and e.t.) in front of a theta scout in the snow at the antarctic. A similar scenario will be at the end of the antarctic where your theta scout or another scout in the antarctic base will activate a t-port door and you appear in the zeta's hanger next to your scout ship. Switch them around depending on whether zeta is 2nd or 3rd.

 

It's not as rich a storyline, we loose the prisoner sub-plot and the allying with the nazi's sub-plot, but it makes the mods transition very easy and is less work in general. And since the mods may be releases weeks or even months apart we have to deal with the fact that these can't be linear adventures. The player will be doing other mods in between our part 1, part 2 and part 3. If they are captured you have to ask yourself what does the player do with that character in the weeks or months between mod releases.

 

I can script a nazi officer escaping with the e.t. mate (both essentials with travel packages). And have the nazi scout ships all gone (along with the e.t. mate) when the player exits the mojave saucer. This would require the player and e.t. to find transportation to the antarctic. Luckily hte e.t. knows of a near by military base in the nevada desert that the aliens monitored because it had their tech. ie area 51. Battling through area 51 (mostly underground since the top would have been nuked, it is after all foremostly a military installation) will eventually result in acquisition of a scout ship e.t. could fly to the antarctic base.

 

Of course that would mean a larger mod for part 1.

 

The other alternative is the nazi officer leaves behind one scout ship (can't fly both at once). Although there should probably be some guards in the mix, I wouldn't leave a ufo unattended.

 

So with Antarctica as part 2, ET figures his mate is more important than stopping the Nazi's from getting a hold of Zeta - he doesn't care about what happens to the planet at this stage and knows his people will kick the Nazi's ass if they were to assault his homeworld (the Nazi's would only have one functional mothership afterall, compared to potentially dozens if not hundreds and/or THOUSANDS).

 

Well I don't think the aliens world will figure in at any point. Zeta has been here for 1600 years and there may not be another alien ship for centuries to come (if ever). I don't believe the nazi's would have any interest in conquering alien races (at least until well after earth was pacified & organized into an empire). It is interesting that somewhere on the vault wiki someone was postulating that aliens started the trigger for the bombs. As a way of regressing mankinds growing technical and scientific power.

Edited by devinpatterson
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Here's some ideas:

 

1. About Nazi and alien tech

I doubt nazi could create some hybrid or totally new weapon, based on alien's - it demands much more then having working alien weapon. It demands full scale theoretical base. The best they could do - reproduce excisting alien tech with little modifications (for example, alien rifle with wooden parts).

 

I understand the argument your making but would disagree that it is true in all cases. Let me offer an example an electrician works with electricity without a full scale theoretical base knowledge of the deeper intricacies of electromagnetic theory. A deep theoretical understanding may not be necessary if the hybrid weapons are using existing components. In addition players love new weapons and there is something appealing to hybrid alien nazi tech.

 

1945 - Adolf Hitler fakes his death (historical fact) and escapes to Antarctica (unknown)

 

Is that a typo? "Adolf Hitler fakes his death (historical fact)". Honest question, no offense intended, I try to keep an open mind in all things.

 

1970-s - Hitler and high ranking nazi uses experimental life prolongation system, turned them into ghouls.

Before the beguining of WW3 nazi, using their agents in outer world, gets differnt knowledge of modern tech (lasers, robots, plasma, power armor, rocket tech), as well as working models of tech.

When the great war started, nazi gone into stasys, using alien tech.

 

I don't really want them active from WWII to teh great war, essentially because that would have given them over a century (like 1945 to 2077) to research and develop. In your scenario after they emerged from stasis they would simply steamroll over any resistance left in the world, conquering it relatively easily. I believe the orginal time line I layed out makes more sense with the germans having a much more limited time frame to study and build their alien tech. Assume from the time they settled the secret base to the time the americans nuked it. In real life it was 58 for nuke testing in antarctic, in my timeline I made it significantly shorter something along the lines of a few years. Basically because I couldn't see the allies putting up with a nazi base for very long and since they couldn't capture it I figured they'd think it was best to nuke it to high heaven. Add to that 4 years active in the fallout world. They emerged AFTER mothership zeta shot down the other alien mothership in space, otherwise they would know about it.

 

Assume by then the rads had cleared and it was safe to emerge from stasis. That's a big fudge factor though since the rads don't last that long. We may need to find another explanation for why they were in stasis until just recently if we want the storyline to really hold together.

 

4. Some notes about nazi units and weapon

I think, the best variant of base unit would be normal clone-soldier with assault rifles (FO3 assault rifle with slight modifications may be used, it was based on MG.42), sniper rifles (Boon's rifle with slight modification) and machineguns (MG.42). Elite soldiers could be ritters (knights) in power armor with advanced weapon (alien, laser, plasma, tesla) and mutant grunts with MG.42 and flamethrowers (may be based on super mutants with added nazi clothing and armor elements).

 

Well, that's all I can recall for now.

 

Yep clone tech is fertile ground for the aryan ideal and will make for some good combat fodder and storylines. Perhaps the mere act of cloning by it's very nature causes instability. Remember Gary from FO3?

Edited by devinpatterson
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As I mentioned earlier, there are many reasons for Nazi to wait for .

1. Lack of personal. You can't conquer and control the world with 400 men.

2. Lack of transport. They needed something really big, not two rusty subs, to transport your army.

3. It takes much time to research, repair and adopt alien tech. And, first of all, they needed to study alien language - to read alien manuals. It takes time, much time. Weapon is the easiest part: "if it looks like a rifle, then it's may be rifle". But it takes much more time to repair ancient mothership. Do you remember - how much time it took to make Liberty Prime work? And here we have totally alien tech, lack of personal and resoucer, isolated base.

4. It's pointless to conquer the world during nuclear winter - it's cold and lifeless.

5. Also, before the war they must track on outer world's science. Study it. Copy it.

 

So, they have planty things to do before the start of great war, as well as reasons to wait after the war. :)

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While I appreciate you input I think you may not be thinking this through. Dealing with hypotheticals is always tricky but you may want to consider;

 

As I mentioned earlier, there are many reasons for Nazi to wait for .

1. Lack of personal. You can't conquer and control the world with 400 men.

 

But it isn't 400 men is it? You also have 130 years. The germans were big on promoting the aryan womans ideal of having as many children for the war effort as possible. 130 years is easily 3 generations, perhaps 4. Now we are no longer talking 100's but possibly 1000's (even assuming a modest conservative estimate of 3 or 4 kids per woman). And how many clones, 1000's? More? After the great war, they have 200 years until the present time. How many more children, clones, slave races and conscripts in two centuries?

 

2. Lack of transport. They needed something really big, not two rusty subs, to transport your army.

 

True, transport is a problem if your moving around large scale troops. Assuming you can't commandeer any large civilian or military navel craft there is a better way to do it. Move a small well armed force to start a base on the mainland, it wouldn't take uch. Use your superior technology & military force to gather conscripts. You don't have to move your army to the mainland, because your army is potentially already on the mainland. Ceaser did it and he didn't have any troops or advanced tech to start with. The nazis would have huge advantages in this area.

 

3. It takes much time to research, repair and adopt alien tech. And, first of all, they needed to study alien language - to read alien manuals. It takes time, much time. Weapon is the easiest part: "if it looks like a rifle, then it's may be rifle". But it takes much more time to repair ancient mothership. Do you remember - how much time it took to make Liberty Prime work? And here we have totally alien tech, lack of personal and resoucer, isolated base.

 

Ummm all told 130 years before the war, 200 years after, they have time....a lot of it. 330 years along with what would be some particularly adapt scientific minds. That is the amount of time from the end of the renaissance to the start of the 20th century. Apparently you can learn quite a bit in that time.

 

4. It's pointless to conquer the world during nuclear winter - it's cold and lifeless.

 

Apparently not, ask the enclave and every other force in fallout (NCR, Legion etc)

 

5. Also, before the war they must track on outer world's science. Study it. Copy it.

 

They are active before the great war and can gather information via several channels. Radio, tv, (civilian & military) and if they have anything like our internet these are good sources of info. Human agents (ufos are seen all the time) with great treasures/resources. Think about it, if you have an agent and few million in cash I bet it isn't too hard to buy up the equivalent of the library of congress on holotapes. And of course they have a 130 years to do it.

 

So, they have planty things to do before the start of great war, as well as reasons to wait after the war. :)

 

Do they?

 

In addition you have to explain whey they are not a massively powerful faction (if not the ruling faction), why they haven't recovered the crashed saucer from the space battle and looted every source of military and technological treasure left (that's location was know before the war).

 

Not to mention you loose the "ticking clock". In other words it's no longer a question of time, the nazis have been active for 100's of years and everything is ok, no rush to dispose of them.

 

The timeline we've laid down previously to this takes care of all of these problems. It has one glaring error, in that there should be some reason the cryo chambers opened less than 4 years ago (so they do not witness the saucers re-entry) as opposed to 40 years ago, but other than that it's pretty solid.

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Well, the female boss doesn't have to be Eva, but at least Hitler's lover (since he probably let Eva bite the pill in that bunker). Whether or not the real hitler truly is a boss (there are plenty of rumors that he escaped to Argentina) is up to you. That being said, I offer the idea of some kind of abonimation leading the nazis as a nice dose of irony. Remember, Hitler was brown haired, brown eyed and a quarter jewish. He wasn't exactly at his Master race standards himself.

 

In terms of their armour, that's just a bit of fantasy. Of course, perhaps they found some kind of exoskeletal tech on the ancient ship (A precusor to the alien Support and Guardian drones?) which they reverse-engineered into a human-fitting prototype. After awakening, they get to producing these new armours and fitting them on the SS.

 

Anyway, here's another good mod to perhaps pay attention to for Nazi Weapons. Perhaps get in touch with this author? I can see the large cannon working for a boss and the .50 cal machine gun as an SS weapon. Of course, neither weapon should be so god-moded when used in the mod, but you get the idea. Slap some iron crosses and swatchstikas on this and you're good.

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