Wunderbot Posted August 22, 2016 Share Posted August 22, 2016 For now it's just a discussion, but I might actually use this as inspiration for a mod once my current project is finished. What stories did you come across in Fallout 4 that didn't really lead somewhere or that you just hoped to find more about? Some that come to mind: what happened to the previous Confessor in Far Harbour?Some more detailled info on the war between the Gunners and Minutemen.More details on what happened to the Brotherhood in the past ten years. Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted August 22, 2016 Share Posted August 22, 2016 Id say everything needs more work but Pickman disappointed me yet is quite interesting. Link to comment Share on other sites More sharing options...
ahnjd Posted August 22, 2016 Share Posted August 22, 2016 For now it's just a discussion, but I might actually use this as inspiration for a mod once my current project is finished. What stories did you come across in Fallout 4 that didn't really lead somewhere or that you just hoped to find more about? Some that come to mind: what happened to the previous Confessor in Far Harbour?Some more detailled info on the war between the Gunners and Minutemen.More details on what happened to the Brotherhood in the past ten years. Ha, funny you made this post because I just wrote an idea in the thread below (Irony of Post War America) Not so much of a story idea, but it can affect the Commonwealth to make It more dynamic and add an artificial Kama System. I found it some what disappointing that your actions up until the end really didn't affect the game (I guess that is the story aspect) It's just a copy/paste from that post. Where in Fallout 4 you no longer have a Karma system might as well wait for modders to make a mod to simulate the problems of society you will create. The drug idea I had kicking around is make a certain type of drug (psycho, jet, etc) and you supply the wasteland. The negative of doing this is the more you make of that type of drug, the less they will be worth if you sell too much at one time. In order to have the price go back up, you need to either sell out of the area or wait couple of days until people need their fix again. In addition, flooding a certain area with a certain type of drugs, say you mass produce Psychos and send most of your shipment to Diamond City, the NPCs will start exhibiting the symptoms of psycho and become aggressive where the Diamond City security will "have to arrest them" in the same way they arrested that one bloke who pulled a gun (insert some kind of spoiler) However, by creating a specific type of drug, you can earn enough points (affinity or some other type of measurement) to start branding a drug where you can sell for a higher value. These drugs you can still flood the market and will eventually but because they are branded, the time to wait till the price resets will be lowered. By doing this, you can turn your settlements into meph (I guess in this case Jet) factories having a caravan system of drug mules that will also earn caps. Coverting your settlement into a Jet Lab will increase the unhappiness of that settlement (due to long hours, fumes or whatever your role play needs can justify it.) Also if you sell drugs to your settlements, expect the same results to happen with the Diamond City example. This in turn will cause other drug barons to try and take you out of business by sending their gang to attack you personally or attack a settlement that is producing drugs. You in turn can "capture" (in the same way how you capture and extracted information from an actual Drug Mission in Game) to find where the gang hideout is and put them out of business. When taking over a gang hideout you can blow everyone's brains out and loot, find a drug formula they branded and make your brand, or find the head chemist and have him become a unique NPC boosting your drugs. On the flip side you can try to be someone to tries to cleanse the Wasteland of drugs like a sudo Followers of the Apocalypse. You have your towns make drugs that cures addictions and try to assist people who do have addictions. (This also will bring fresh new faces into the settlement) This will give you artificial Karma points, but will make your settlements happy. The people who are not happy will be the Drug Barrons and they will send out people to try shutting you down. Same process, stop them, blow up base, etc. Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted August 22, 2016 Share Posted August 22, 2016 For now it's just a discussion, but I might actually use this as inspiration for a mod once my current project is finished. What stories did you come across in Fallout 4 that didn't really lead somewhere or that you just hoped to find more about? Some that come to mind: what happened to the previous Confessor in Far Harbour?Some more detailled info on the war between the Gunners and Minutemen.More details on what happened to the Brotherhood in the past ten years. Ha, funny you made this post because I just wrote an idea in the thread below (Irony of Post War America) Not so much of a story idea, but it can affect the Commonwealth to make It more dynamic and add an artificial Kama System. I found it some what disappointing that your actions up until the end really didn't affect the game (I guess that is the story aspect) It's just a copy/paste from that post. Where in Fallout 4 you no longer have a Karma system might as well wait for modders to make a mod to simulate the problems of society you will create. The drug idea I had kicking around is make a certain type of drug (psycho, jet, etc) and you supply the wasteland. The negative of doing this is the more you make of that type of drug, the less they will be worth if you sell too much at one time. In order to have the price go back up, you need to either sell out of the area or wait couple of days until people need their fix again. In addition, flooding a certain area with a certain type of drugs, say you mass produce Psychos and send most of your shipment to Diamond City, the NPCs will start exhibiting the symptoms of psycho and become aggressive where the Diamond City security will "have to arrest them" in the same way they arrested that one bloke who pulled a gun (insert some kind of spoiler) However, by creating a specific type of drug, you can earn enough points (affinity or some other type of measurement) to start branding a drug where you can sell for a higher value. These drugs you can still flood the market and will eventually but because they are branded, the time to wait till the price resets will be lowered. By doing this, you can turn your settlements into meph (I guess in this case Jet) factories having a caravan system of drug mules that will also earn caps. Coverting your settlement into a Jet Lab will increase the unhappiness of that settlement (due to long hours, fumes or whatever your role play needs can justify it.) Also if you sell drugs to your settlements, expect the same results to happen with the Diamond City example. This in turn will cause other drug barons to try and take you out of business by sending their gang to attack you personally or attack a settlement that is producing drugs. You in turn can "capture" (in the same way how you capture and extracted information from an actual Drug Mission in Game) to find where the gang hideout is and put them out of business. When taking over a gang hideout you can blow everyone's brains out and loot, find a drug formula they branded and make your brand, or find the head chemist and have him become a unique NPC boosting your drugs. On the flip side you can try to be someone to tries to cleanse the Wasteland of drugs like a sudo Followers of the Apocalypse. You have your towns make drugs that cures addictions and try to assist people who do have addictions. (This also will bring fresh new faces into the settlement) This will give you artificial Karma points, but will make your settlements happy. The people who are not happy will be the Drug Barrons and they will send out people to try shutting you down. Same process, stop them, blow up base, etc.And i thank you both. Good discussion of lore is always fun Link to comment Share on other sites More sharing options...
RS13 Posted August 23, 2016 Share Posted August 23, 2016 I was really sad that Strong didn't have a quest. I always wanted to find the "milk of human kindness" and have it be something insane (like this: http://www.nexusmods.com/fallout4/mods/9780/?). I wanted to do more once I became the director of the Institute. This is more of a gripe than a "I wish they had fleshed this out," but I really felt like I should at least get the option to try and make peace with the railroad as institute director. I mean they do more than make synths, so why couldn't I try to shut synth production down, or keep on only synths that chose it or something like that. I would have liked more of the Cabot House questline. And in general, I would have liked more quests that took you from city to city. I found when I finished the game, the bottom right quadrant of the map was completely unexplored and I didn't have any reason to go there except curiosity. It would have been nice to have some reason to go there so that if I got bored of wandering around I could turn my attention to a particular task in the area. Link to comment Share on other sites More sharing options...
RS13 Posted August 23, 2016 Share Posted August 23, 2016 Id say everything needs more work but Pickman disappointed me yet is quite interesting.Also, I second Pickman. Would love to see him show up in a quest mod of some sort. Link to comment Share on other sites More sharing options...
mkborgelt13 Posted August 23, 2016 Share Posted August 23, 2016 I second Strong and third Pickman. I wanted to find out who the gunners were working for... but not even Deacon knows. I also want to know more about Super Mutants in the Commonwealth. There is a letter between the mutant leader at West Everett Estates and Fist about allocating supplies, they seem to know their way around. Strong needs to find milk, drink milk! More "glue" between the different factions. Like the ex-raider woman living south of diamond city, she was a raider but gave up that life. Jake Finch wanted to be a raider. Stuff to humanize the enemy factions and make them feel more... real. Link to comment Share on other sites More sharing options...
TheGadget1945 Posted August 23, 2016 Share Posted August 23, 2016 I thought the Gunners as a story line were totally wasted. They seem far better organised than the Minutemen or the Railroad yet they are only ever incidental enemies. What about a story where they have some kind of secret at Gunners Plaza and maybe you can have a really full on battle to take the place or in some way get the Gunners on your side ? Like, when you fall out with the BOS the Gunners can help you defeat them ? Link to comment Share on other sites More sharing options...
Boombro Posted August 23, 2016 Share Posted August 23, 2016 Stuff about the struggles of the common wastelander. Link to comment Share on other sites More sharing options...
TummaSuklaa Posted August 23, 2016 Share Posted August 23, 2016 What happened to the children and staff of Vault 75. Link to comment Share on other sites More sharing options...
Recommended Posts