knr56 Posted September 18, 2011 Share Posted September 18, 2011 (edited) Weapon ideas:shotgun pistol/revolverbeam cannon- a heavy shoulder firing laser beam with sustained bursts (i.e. hold it down to keep the beam firing) and accurate instant-travel just like the rifles. Can overheat (?), slow reload/recharge, very heavyarc welder/blow torch- deals insane damage at close range, short bursts, very limited range hand-nuke; a powerful grenade with radiation, shock wave, emp and incendiary side effects (just like a REAL nuke should have)acid bomb; corrosive chemicals in a grenade satchel, DOT and lingering AoE (if possible) death patch :nuke: Phosphorous Grenade?Thermobaric device? Depleted Uranium bolts w/ steel crossbow (?)javelin launcher- throws a giant metal spear to impale foes, silent and powerfulscrap axe/spear/knife for tribals/"woodsmen" and traders/civilians who can't afford/access better weaponsIf we're throwing weapon ideas around I have a few.A harpoon gun would fit the naval theme very well and could be a simple weapon that shot retextured spears that could be picked up.Also, for some quests, you could have a faction trying to repair an aircraft carrier or submarine (if that is still in new vegas?), and you would have to go into the ocean, inside a sunken ship or something to retrive a part. This mod should have a lot more underwater content than FO3 or NV had. Edited September 18, 2011 by knr56 Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted September 18, 2011 Share Posted September 18, 2011 If we're throwing weapon ideas around I have a few.A harpoon gun would fit the naval theme very well and could be a simple weapon that shot retextured spears that could be picked up.Also, for some quests, you could have a faction trying to repair an aircraft carrier or submarine (if that is still in new vegas?), and you would have to go into the ocean, inside a sunken ship or something to retrive a part. This mod should have a lot more underwater content than FO3 or NV had.Aircraft Carriers and Submarines aren't vanilla resources unfortunately; they'll have to be custom. :wallbash: There will be at least one aircraft carrier afloat- the French have it- and several battleships/gunships with railgun batteries... yet another reason why Oahu is last on the list.AN underwater mission would be cool though. 20,000 Leagues UtS anyone?I was actually thinking of a "post-quest" addon VR machine that could have war simulations i.e. fleet invasions, etc. One of the ideas was for the player to participate in an earlier "prequel" British invasion of French Kauai in a loose 100-years-war type situation. The British would beach a gunship on Niihau after it received heavy damage, but other ships could have sunk on the way to/from Oahu. Harpoon gun would be cool as well. Sort of what I had in mind with the Javelin thing, only I was picturing a steam/magnetic launch system; most of these weapons were/are used by the tribals/Big Islanders, specifically a university full of researchers/reactors to develop esoteric weaponry, but not too many dedicated weapons from Pre-War tech. Basically a bunch of gaarage geeks assembling bombs, grenades and guns to keep themselves alive, along with more wastelandish salvaged/reconditioned civilian gear, i.e. a blowtorch.So a harpoon gun would definitely fit in. :biggrin: Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted September 26, 2011 Share Posted September 26, 2011 Progress has been slow and sporadic, but I'm still working on it.The sidewalk pieces fit quite nicely over the boardwalk. :) http://img88.imageshack.us/img88/3851/dockend.jpg Still a WIP. I spent a lot of time painting/shaping the terrain around the dock area, and quite a bit of effort adding a catwalk to tweaking ( :wallbash: ) the front gate.http://img99.imageshack.us/img99/3531/faultytower.jpg The Pitt asphalt texture blends well with the damaged tower. Not sure if I added/changed anything here, but just in case, the finished http://img339.imageshack.us/img339/2025/workbt.jpgpatch area. I'm going to rework the Oahu territorial breakup; Russia/NUSSR is going to be removed, France is getting moved, and independent Italian city states, Scottish highlanders, and Polish/Hungarian/Norwegian/etc settlements of varying shapes and sizes will be incorporated to the borderlands... Link to comment Share on other sites More sharing options...
MojaveMike Posted October 25, 2011 Share Posted October 25, 2011 Are you still working on this? Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 26, 2011 Share Posted October 26, 2011 Sporadically, yes... I tend to work fanatically with one project, move to another one, then come back after mulling it over/putting it off ("backburner") for a spell. As always, I've been reworking a lot of the plot/storyline + I've recently started terrain overhauls in the "boat launch" area, which is no longer a boatlaunch, and a few "utility" structures IE a comm-tower and power block... basically I'm moving out to the surrounding area and increasing the size of the settlement.I've decided to move the main facility back a bit, for story reasons (big tropical storm comes in towards the end, and several others before that... hence the seawall) and for logistical/efficiency reasons- a small, crammed facility at the tip of the island is rather frivolous when there's large expanses of jungle in the center. So I'm adding a Nellis-type fortified/fenced-off base (and possibly a few makeshift refugee camps outside it...) to make more of the massive island worldspace. Also I'm thinking that the western portion would be a relatively barren desert- it was all fertile farmland until a year ago, when the dead crops/farmers let the soil wither away... another somber unintended consquences/playing God/futility theme for the macabre "paradise." I'll put pics up later today. There are a few more things I need to add/edit first. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 26, 2011 Share Posted October 26, 2011 In the first week of work, I spent hours manually placing hand-sized sandbags around an intricate ring of fortiications; I began the next day by deleting all of this to rearrange the guns in a more orderly fashion. Upon discovering sidewalk pieces, I promptly deleted hours of hand-placed Pitt-Concrete slabs to manually lay a grid of sidewalk chuncks. On a whim I also coated the dock- top and bottom, to avert the speculative potential of a stray camera allowing a player to see through the sidewalk- with brickwork.I briefly considered lowering and enlarging the whole dockyard- everything- to allocate additional space for the presumed installation...but-http://img59.imageshack.us/img59/9197/justtq.jpgeven for me-http://img72.imageshack.us/img72/3797/cause.jpghttp://img526.imageshack.us/img526/1543/ican.jpgthis was too much to bear.So I decided to relocate the sprawling base to immediately north of the dock area, east and west.http://img846.imageshack.us/img846/9431/landscapingwork.jpghttp://img818.imageshack.us/img818/1307/rearend.jpg Guarded by a seawall and the massive guns of the southern tip.http://img406.imageshack.us/img406/7894/terrainwork.jpghttp://img9.imageshack.us/img9/6470/seawallwip.jpgMore to come... Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted October 30, 2011 Share Posted October 30, 2011 More terrain work, and a BFG.Landscaping:http://img830.imageshack.us/img830/3488/waterfrontpainting.jpg BFG:http://img207.imageshack.us/img207/907/gunnerys.jpg I finished the seawall/armored artillery battery.http://img267.imageshack.us/img267/9210/onemoretime.jpg http://img687.imageshack.us/img687/2464/moredamage.jpg Though it took me a while to settle on what would occupy that area, I'm happy with the result.http://img832.imageshack.us/img832/2575/fromthedocks.jpg Link to comment Share on other sites More sharing options...
greenknightfury Posted November 21, 2011 Share Posted November 21, 2011 Hah! Yet another awesome looking DLC level mod that TrooperScooperMKII is working on! Love what I've seen of the premise and setting, love to see it when you are done. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted December 24, 2011 Share Posted December 24, 2011 (edited) Sorry for the absence...I've been REALLY unfocused lately, not just on Fallout...So I've got a few ideas/updates, but I'm getting frustrated with the GECk's terrain editor/cell feature. namely, moving around on a macro-scale is getting very annoying.So, I have a question: is there anyone willing to do a crapload of height map editing or landscaping for the southern/western part of the map? Actually, is anyone willing to work on that area at all? I have vague notions of what should be there but the size/layout is, well, unimportant. I can mark off the rough idea in the GECK file with pillars/etc.What I see is a multi-ring fortress of sorts, which the mutants will assault quite literally the moment the player enters it, right at the beginning. Most of the living quarters/infrastructure on all of the islands will be underground; the surface is restricted to artillery, beaches/landmarks, airfields, croplands, etc. The last part is by far the majority of the islands. So the Ka Lae settlement is going to be one big vault beneath a heavily fortified airfield with a few crops/solar plants thrown in for goo measure... The big lump right above/north of the current area needs to be leveled, and there's going to be an airfield/hangar off to the right. The facility will be walled off again with the McCarran Walls, and I'm picturing a mutant siege assault as an early mission. Also I had a random image of "trenches" and "killign grounds" on the outskirts- barbed wire followed by a depression (i.e. a "step" ground, or one sided trench facing out) with thick walls and artillery/machine guns on top raining fire down on the enemy. Gun-era Castles/forts actually had these, killing grounds, clearing out any potential cover so that any advancing army would face mass cannon/gunfire. That wall would be a slipshod mix of scrap and crude concrete- it didn't exist before the war- and I REALLY want a portcullis of rusted iron rebars or somesuch to slam down on an intruding mutant threat.http://www.forthefainthearted.com/wp-content/uploads/2008/10/taunton-portcullis.jpgThose spikes are there for a reason.... After that would be a series of "domestic" ruins, i.e. the Pre-War towns that are since abandoned, then the airstrip's fence-killing field-wall of doom combo. Conceptually, the western half of the isle (more or less) is going to be a denuded farmland, raided/razed by the mutants. The land is now a tangled heap of overgrown, untended crops, and barren, desolate cities/town/villages, under the gaze of mutant artillery up on the main two peaks.Aside from the story aspect, it also cuts down the work considerably; rows of crops and a few ruined settlements.the center part of the island is going to be inaccesible due to height restrictions/jungle/ocean; aside from freeeing up space (I assume) it would also prevent story-FUABARS. As for Oahu:Faction-wise, I think that the Germans and Rusians are going to be reduced in size; russia is going to be a "minority" along with East Europe (Japan/China get a similar settlement/section) and there will be two "city States" (Venice/Florence) and the Ottoman Empire to replace this. germany is going to be a smallish but well fortified city state alliance in the southeast and the Turks are just north of that.... Hapsburgs and Holy Leagues abound.Spain/Portugal will be together, the United Provinces (low countries, i.e. the Dutch) will be a Germany-sized collective in the northwest (allied with France) and the Enclave will be reduced to the State Archives/library, which IIRC is just a few blocks from the Capitol/Palace. The fortified crater was just too big for them, and having them in a civic structure (albeit well defended with pre-war security and post-war fortifications) it's still quite vulnerable and isolated, and as it's a repository for delicate and important documents, it isn't something that a king would want to bomb. This would corroborate with the Enclave's "neutrality" and irrelevance; too small to do anything, too vulnerable to attack, at the mercy of the english and unable to resist anyone else, their proximity & relative bias to the English King would make any foreign conquest of that region... ticklish.The ottomans+Catholic thing would add a nifty religious dimension to the mud-slugging and plenty of historic references wrt the hapsburgs and Crusades. Also it would complement a bunch of "side quests" with churches, the pope, etc. such as with the player buying a synagogue/mosque/temple for someone in Venice (Venice/Amsterdam will be relatively "open" as they were in the Middle Ages/Renaissance, but discrimination is everywhere) as the landowner is charging rather high rent. An english noble will be living in a cathedral/church, with the player possibly taking offense to a "house of God" being used as an aristocrat's living quarters.Also, Scandinavian/Danish mercs will have a small aircraft carrier a la gears 3 + a few other small ships; raiding will be a possible career path for the player.The economy won't use caps at all- there might be a "recycling plant" for melting them down- as it wouldn't fit with Oahu (there's going to be a Stock Exchange type building in New Florence, & the relative prominence of each faction changes the value of the currency, which the player, naturally can exploit) or the big Isle, which will be a mix of barter/goodwill/mini missions to earn donations and/or community handouts of sorts. IE the doctors will treat your injuries for free if you're bleeding all over the floor and haven't done too much damage, but you'll need to repay them with odd jobs or the like.this would further highlight the player's desperation/difficulties with the quests; that temple you bought for the poor Hindus might have been financed by raiding money or mercenary pay, and you'll need that blood money for other things, like, say, bribing a few guards or politicians. EDIT: because I somehow mixed up east and west... Edited December 24, 2011 by TrooperScooperMKII Link to comment Share on other sites More sharing options...
Hotcake Posted December 24, 2011 Share Posted December 24, 2011 This looks like a great idea! I can't wait to play it, actually.A question though, will the currency system be similar to Dead Money's? Link to comment Share on other sites More sharing options...
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