Jump to content

A Requiem for the Capital Wasteland - Areas of Foucs and Merger Wanted


Deleted2547005User

Recommended Posts

That's cool, foreshadowing...that we all already know about XD. Anyway, since you're having the Wanderer go to Chicago anyway, you should have him run into ED-E. Don't have them talk, but just have the robot run by following the little kid from the audio log he plays or something lol. Maybe make that a Wacky Wasteland thing, if you can.
Link to comment
Share on other sites

  • Replies 107
  • Created
  • Last Reply

Top Posters In This Topic

That all sounds very epic, interesting, and a lot of fun. Though you should probably add or keep a version or option to play it like it is now, in case people don't want to have to be limited to one wasteland or the other at first. A few notes:

 

First, you should likely make the Legionaries attacking the Bad Company base factionless somehow, or make them Fiends/gang members instead. Just because some people might want to join the Legion when they play through the NV story line. I know you get the Mark of Caesar and that forgives your crimes against them, but still it just feels like you're forcing people to take NCR/House/Independent Vegas, and a mod like this shouldn't take sides. Just a suggestion though.

 

Second, the modified F.E.V. was designed to kill Super Mutants too, in fact it was mostly created to kill them and Ghouls, and anyone else exposed to enough radiation to cause random mutations. And the Super Mutants have to drink water too, so yeah. Doesn't make much sense for them to have gotten STRONGER, since in the main game you invade their home, wipe out a ton of their numbers, killing their behemoths, at least some, etc. I know it's for conflict, but just pointing it out there for lore's sake.

 

Overall the whole Journey to the West story line seems great, I love it. Just make sure you get plenty of chances to restock your equipment, stop for repairs, sleep, eat, drink, etc. For the hardcore players, and for those who don't add items via console commands. Also you should throw in a few basic companions. As a suggestion, after my little Saiyuki reference, why not name them after the characters from that story? One in each area, and they offer to help early on regardless of any factions you join. Just throwing out a random idea.

 

Also you should add the option to be able to revisit some of those areas on the journey, you know the ones that are larger and allow for more freedom. Plus I'd throw in references to the Old World Flag that's beat on so heavily and referenced in NV a lot, especially Lonesome road. You know, kind of like WHY the Lone Wanderer/Courier built this town around this symbol, how it affected their journey, this 'symbol'.

 

Also, since you're doing so much with the Brotherhood, you should include something the consequences of what happened to Lyons for straying from the original mission and helping locals. And what happened to the Outcasts, not like they just up and disappeared into thin air. Unless of course the player wipes them out during gameplay cause they're douches *shrugs*.

 

So yeah, some points to think on. Hope they help.

 

There will be a standard, non-limited travel mod integrated into the Prototype file, this idea will be an addon that will replace and disable the standard one for those who prefer a challenge.

 

I do plan on making the Legion attackers factionless. I prefer to play both sides of the fence then put a .50 cal round in Caeser face with Boone. I kept Legion friendly players in mind.

 

In Broken Steel, when the player has poisoned the water supply it is transported everywhere. Raiders will eventually capture some of that water and drink, along with most of the settlements. Their numbers will diminish by a large portion. The Super Mutant would also get access to that water, but their numbers are mainly located in the interior of D.C., those with the tainted water are less likely to survive the trip to them. You do make a very good point, and I may have to revise it somehow, but I wanted the Capital Wasteland to be a dangerous, desperate place when the player returns. I could have the E.U. take up the Enclaves place, but that would be cliche to me. If you (or any one) have any ideas to help fill that in, I'd be glad for the input.

 

I hadn't thought of companions. Unlike the official DLCs, this mod would allow the player to take any of their followers they wished, but they can't fire them or force them to wait in - let's say Chicago and move to KC. But newer, original companions is something I should consider. Thank you.

 

Hmm, the Old World Flag isn't a symbol I had considered to be prominent in the Lone Wanderers travels, but would reinforce the ideals in the Old World Flag as the player travels the dead union. This is something I need to try to implement into the travel mod. One aspect of the travel mod was to make the player's travel linear, to a certain goal, allowing for some freedom from time to time. That said, after reaching the Mojave, the player can return to all of the previous areas, however some will no longer connect to one another. Meaning you can't retake the trip.

 

One of the consequences of the BoS helping locals is their strained resources and numbers. Whatever the player did or didn't do, the BoS will have a hard time, it just differs on the player's actions. My goal here is to show the futility of helping others in mass numbers with limited technology, especially when they try to do things for free, yet have to pay for support and transport. Bad Company understands this and decided, or decides depending on the players actions, to take the Purifier from the BoS. They see the BoS as a defunct tribe unable to accomplish their goal, and believe they can do a better job of it. One of the points the player can use to bridge a truce is to point out that the BoS has survived (playing to Bad Company's survival instinct) much to cross the country, and have sacrificed much to accomplished their goals. This will convince Bad Company to help the BoS rather than eliminate them. The Outcasts and the other factions not mentioned will have a voice/place in the mod, it just needs to be fleshed out some more.

 

I hope this addressed some of your points, and await more of your input. I gladly accept it.

Link to comment
Share on other sites

That's cool, foreshadowing...that we all already know about XD. Anyway, since you're having the Wanderer go to Chicago anyway, you should have him run into ED-E. Don't have them talk, but just have the robot run by following the little kid from the audio log he plays or something lol. Maybe make that a Wacky Wasteland thing, if you can.

 

You know, I've been tinkering with the idea about having EDE as a companion you can get at the Adams Air Force Base - where he was from. He can follow you in your adventure and become lost in Chicago - a quest to find him again. But he would have to get lost somewhere along the line since the player will be taken to Navarro from Denver, and that is EDE's destination.

Link to comment
Share on other sites

maby as a replacement for the enclave the talon mercenary's with less competition from the enclave and the regulators diminishing numbers talon company grew into a much larger faction that took control of everything west of megaton

maby even creating new talon controlled towns inhabited by wasters who fear of leaving to get kill by many of the dangers in the wasteland also they've began to recruit wasters (who use black talon company merc grunt armor with the talon insignia) and raiders who they contract to kill any opposing wastelander brotherhood member regulator Reilly's ranger or just about anyone who inst talon an affiliate or within one of their towns borders ( im thinking just regular raider armor with maby mix match pieces of talon combat armor with the insignia on chest back or helmit) in exchange for high quality weapons and to kill and loot anyone but talon company members.

 

 

so that's my 2 cents on a enclave replacement ima draw a design for the new raiders armors talon wastelanders and a talon super mutant just for the hell of it ill post it when im done

Link to comment
Share on other sites

Yes, that does address a good number of my points, so let me offer a few new ones:

 

I can understand why you'd want the D.C. ruins to have become more tense, especially now that the majority of the Super Mutant threat had been dealt with, and in Broken Steel, if you had chosen to give the location of the Super Mutant base, it's likely the Brotherhood would have mounted some sort of offense to try and deal with them once and for all. I'm not saying don't have the Mutants, just maybe make them less of a focus. I'd make it more about control over the water, and the emerging societies and nations that would be building up in this new world the player's actions have created. Obviously awakening the Purifier would have a world of consequences beyond simply giving people fresh water. The Hub proved that control over water, equals control over society in the Wastelands. Basically the factions should be warring over who will become the ruling party of the Capital Wastes, if that doesn't relate too much to New Vegas' story too much at least. And you should have an option to have almost everybody working together, making Rivet City/Megaton the Capital of this new nation you're building. Lyons and the Bad Company merge to become the standing military force, Rivet city is where the leaders hang out, etc. Just an idea though.

 

The companions would add a new level of depth to the mod, and also have someone 'left behind' to spread the tale of this Wanderer, who either helped or hurt the wastes he passed through on his way west. As far as ED-E goes, sure make him able to be gained in the mobile crawler on your way through the base, optional maybe a quest marker to point you to him? Who knows. Anyway, just have him get lost in Chicago or something along the way and he's then picked up by the little kid from the audio logs. Soon after he attempts to travel to Navarro alone and bam, the NV trailer events. It seems the Courier is also already showing signs of partial amnesia from the head wounds suffered at the beginning of NV since he completely forgot about the Divide, the town he helped build there, and the ED-E robot he brought with him to the Divide that made everything go kaboom. So we can just always say he forgot certain events along the way. Sorry I'm just referring to the masculine as a default, please ignore if you play a female Courier.

 

As far as the flag goes, I just figured there should be some link to the Wanderer's journey and the flag which makes him set up shop in the Divide and start the "Nation taking its first breath". Anyway, I agree that the initial trip should be linear, I just mean you should be able to revisit in case there's any cool loot, or easter eggs hidden in these wastes on your trip. Plus it's just nice being able to return if you'd like. A small note, you should change the events in the Pitt a little bit, depending on whether the character has completed the Pitt DLC or not. Also, should include something about Legion through the journey. Denver is supposed to be in their territory, of course I guess that all depends on the timeline, but even if they're mentioned in passing by traders and things who don't think they're much of a threat. "Just another gang of raiding tribals you ask me, they'll wear themselves out and be done before long."

 

Anyway, more random ideas and notes from me. Feel free to take or leave any of it. Also I'm fairly good at coming up with plot, if you ever want to get my MSN and bounce ideas off me.

 

Edit: A quick idea to help play-ability at the higher levels. Add a settings function, maybe merge-able with MCM, that will allow you to turn up or down the spawn rate of things like the Overlords, Albinos, and Reavers from Broken Steel. I get it that they are there to add a bit of a challenge, but really they're just damage absorbing tanks that do a ton of damage. The Overlords and Reavers more than the Albinos really though. They aren't so bad in ones to threes, but I downloaded this mod and went to the Capital Wasteland around 40, obviously you were never meant to be that high of a level in the Capital. So the spawn rate is a little ridiculous. Like I said, not hard, but when you're raiding the GNR building and everyone except 3 of the Mutants between Chase and the building are fricken Overlords with gatling lasers and tri-beams, it's just plain annoying. Not sure if you can do this, but it's a suggestion.

Edited by Bacae
Link to comment
Share on other sites

I recently had an idea. If you're starting in the Mojave (if you decide to use the vertibird idea), you could make it so the Courier has to find the Crashed Vertibird near Searchlight and repair it, may it be scouring the wastes, or asking the Boomers for replacement/substitution parts, since they seem to have a pretty good knowledge of pre-war tech. So it isn't like an instant travel button. You actually have to work for the opportunity to go to the Capital Wateland.
Link to comment
Share on other sites

I recently had an idea. If you're starting in the Mojave (if you decide to use the vertibird idea), you could make it so the Courier has to find the Crashed Vertibird near Searchlight and repair it, may it be scouring the wastes, or asking the Boomers for replacement/substitution parts, since they seem to have a pretty good knowledge of pre-war tech. So it isn't like an instant travel button. You actually have to work for the opportunity to go to the Capital Wateland.

 

Canonically, FNV takes place after FO3. This needs to be taken into account with a story based part of the mod. For a LITE version, without the story, I could imagine it.

Link to comment
Share on other sites

The game will start off in the Washington D.C.. The player will follow the quests as they normally would leading to the end and Broken Steel. After the finale of Broken Steel, no matter how it plays out the player will receive a message: You've done everything you can in the Capital Wasteland. Maybe it's time for you to move on? Basically wander. A new map marker will appear and a quest will start "Turn The Page." The marker leads to an underground/underwater cave complex. Here the player will find a route to an old powered down, but functional metro station that they must bring back up by restoring the power. When they do, a massive Ants nest will emerge and flood the station. The player must retreat to a metro train and activate it after they have cleared the line. It is a one way trip, the player cannot return to the Capital Wasteland until he reaches New Vegas. The metro train will take the player to The Pitt. They'll emerge in an isolated area of the city and they must find the next route west, through an abandoned vault, Vault 76. The vault's entrance is located in a park, and inside is a hell hole of raiders and psychopaths. However, through all of that the player will emerge through a back exit of the vault just outside of Pittsburgh near a train station. They can fix up the train will parts and take it to the next destination: Chicago.

 

Chicago is mostly rubble with groups of Raiders and Scavengers making a home in the fallen skyscrapers. The player's objective is to find a way out of the city, either with the help of the Raiders, Scavengers, The Enclave, or through simply hard exploration. If they choose to use one of the different factions, they will have to appease the faction through several quests that will introduce them to the other factions and landscape. In the end the way out of the city will be the same, I - 80. From here, the gameplay will be similar to Lonesome road, as the route will be linear in it's direction, leaving little opportunity to explore the area off the main route. The route leads to the I-80, I-35 interchange, then the path will lead to the next city: Kansas City.

 

Unlike Chicago, Kansas City is void of real humanity, only feral humans and a multitude of very dangerous creatures inhabit the flooded city. The Missouri river has breached its banks over the last two hundred years and flooded most of the plains south of Iowa. The gameplay here is fast paced, the player will fight his/her way through the dangerous city via buildings and bridged rooftops. The prize on the other side is a boat that will lead to the edge of the river and to I-70. Unlike before, I-70 is an open worldspace, allowing the player to explore to their hearts content.

 

The Kansas Wasteland is embroiled in a war between two different people and the poor settlements in the area have been swept up in it. The Midwest Brotherhood is fighting the Bushnell Colony, a small nation of survivalists from Nebraska. The player can broker a truce between the two factions, help the settlements to push both factions out of the area, help the brotherhood to defeat the Colony, or help the Colony exterminate the BoS. Or the player can ignore it all and follow I-70 to the next waypoint- a large barricade that will allow access to Denver.

 

If you've ever player Dog City Denver (not very good, but had a lot of potential and was really a stepping stone to a much larger mod called Boulder Dome) the layout is similar to that, sky bridges and ruined streets full of dogs, keeping to the Fallout Lore of Denver. There will be gobs of interior areas for the player to rummage in and goodies to take. Several prospector groups control bits and pieces of the city, and one of them has a group of NCR soldiers with a Vertibird to take the findings of the prospectors groups back to California. This is the way out of Denver.

 

The NCR pilots will take the player to a location near Navarro. Here the quest that started it all will end and a new one will begin, simply starting a new life. The player will find work as a courier and eventually make a name for himself/herself, and help build the survivalist colony in the Divide. After the player has made a name for themselves and help build the colony in the Divide, they can receive the fateful package to bring to the Divide. This part needs to be fleshed out more to fill in the timeline for Lonesome Road, so this bit may end up with more thorough and stricter quests and time line.

 

However the previous part ends up being, the player will travel the Long 15 to Primm and receive the Platinum Chip, then head off to Goodsprings to trip the start of New Vegas. The player can explore a limited area in the Mojave in this time, hearing distant gunfire from NCRCF and the invisible boundaries will remind the player to continue to the destination.

 

Once the player reaches the graveyard, they'll be clonked on the head and the opening to New Vegas will begin. When awake, they will have the chance to rebuild their character and continue with the New Vegas story. Once outside though, a new radio station will spring to life, a distress call made by Bad Company. Bad Company is a mercenary group from the Bushnell Colony contracted by the Colony to gather information on the resources and factions in the Mojave. They are under attack by Legion forces and require help to fight off the horde. They will be located north of Nipton, in a previously inaccessible area. After the pitch battle of waves of Legionaries, the player will be approached by the commander of the local Bad Company forces. He'll thank the player and ask for further help. The player can help Bad Company gather the information they require about the major players in the Mojave, and after gaining some reputation, they'll allow the player to have access to their transport, where the they can return to the Capital Wasteland again.

 

Here is where the fun begins.

 

Upon return the player will notice many changes depending on what actions they had taken before leaving.

 

If the Purifier was tainted with the F.E.V. and the Citadel was destroyed:

 

All of the settlements in the D.C. area are hard hit, some, like Underworld, will be lifeless. Super Mutants run wild all over the Capital Wasteland and generally replace the old roaming raider bands. Those settlements that still exist will be heavily fortified and generally reluctant to welcome outsiders. Bad Company forces in the area are light to reduce casualties to Super Mutants.

 

If the Purifier was tainted with the F.E.V. and the Mobile Crawler was destroyed:

 

Shortly after the player left the D.C. area, the BoS discovered the cause of the water pollution and shut down the Purifier. After cleaning the system of the F.E.V. and draining the basin, they reactivated the Purifier. However, shortly after Bad Company came to D.C., they decide to take the Purifier from the BoS. They currently control the Purifier and use it as a staging ground to attack the Citadel. The water caravans actually welcome the change in leadership. Bad Company has the man power and equipment to properly defend the caravans, in turn pleasing the caravaners and Rivet City. The BoS lost many soldiers at the Purifier and the several attempts to retake it, leaving them unable to contain the Super Mutants in D.C.. They have spread into the surrounding landscape sporadically, forcing the settlements to better arm themselves and build more defenses.

 

If the Purifier was activated normally and the Citadel was destroyed:

 

Without their home, the BoS was forced to use the Purifier as their home leaving them unable to properly hold back the Super Mutants and supply the caravans with support. In that void, Bad Company secretly forms a pact with Rivet City to supply them and the water caravans with weapons and soldiers to defend them. The Arlington Library is now under the control of Bad Company and they use it as a staging round to take the Purifier. Without the BoS to hold back the Super Mutants, Bad Company patrols the waste with heavily armed and heavily power-armored soldiers to help the fortified settlements to breath easier.

 

If the Purifier was activated normally and the Mobile Crawler was destroyed:

 

Bad Company attacked the Purifier after their arrival and successfully take control of it. The water caravans are given a choice weather to continue with the support of the BoS and having to buy the water from Bad Company, or accept the new management change and work for them free of charge. Those that continued to work with the BoS failed to return half the time, and those who went with Bad Company had a much better survival rate. Eventually, they all decided to abandon the BoS for the security of Bad Company. As a result, the wasteland is more vibrant and full of humanity than before, drawing people from other areas around D.C. to move on in. With better weapons and mercenary assistance, Rivet City Security is able to contain the Super Mutants within the interior areas of the D.C..

 

If the Player killed Colonel Autumn and the Citadel was destroyed:

 

The Enclave regroup, rebuilding their outposts and continuing with their Purification attempts.

 

 

If the Player killed Colonel Autumn and the Mobile Crawler was destroyed:

 

All of the Enclave in the area has been destroyed, and their equipment can be seen worn and used by average people.

 

 

If the Player allowed Colonel Autumn to live and the Citadel was destroyed and the Purifier was tainted with F.E.V.:

 

Colonel Autumn kills himself, and his remains can be found at the main entrance to Raven Rock. The Enclave in the area will regroup and continue with their Purification attempts.

 

 

If the Player allowed Colonel Autumn to live and the Mobile Crawler was destroyed and the Purifier was tainted with F.E.V.:

 

Colonel Autumn is captured and executed, along with all of the Enclave in the Capital Wasteland.

 

 

If the Player allowed Colonel Autumn to live and the Citadel was destroyed and the Purifier was activated normally:

 

Colonel Autumn convinces some of his former soldiers to help him do some good. After failing to contain the Super Mutants, Colonel Autumn is captured by the Enclave forces that didn't follow him and is executed for treason. His remains can be found in a ditch along the road to Jury Town.

 

 

If the Player allowed Colonel Autumn to live and the Mobile Crawler was destroyed and the Purifier was activated normally:

 

Colonel Autumn still lives. He convinces most of his forces to give up their purification efforts and do some good. Those that did not choose to follow him were destroyed. He orders his soldiers to help the settlements by keeping the Super Mutant contained in the interior of the D.C. and use their checkpoints to sort out the raider traffic in the area. After some time, most of his men choose to leave to have normal lives and enjoy the prosperity in the Capital Wasteland. He and his remaining men cannot continue their efforts, and soon seek out to join those who can - Bad Company. Colonel Autumn is still a Colonel. He can be found in Vault 98 as the man in charge of the Bad Company's Wasteland Patrols.

 

 

Back to the action.

 

Bad Company is in the D.C. area following a band of ruthless raiders that have run from them for the last three years. They have tracked 'The Coven' across the country from the panhandle of Nebraska to the D.C. in the Coven's desperate attempt to hide from Bad Company. The Coven had murdered the founder of the Bushnell Colony decades earlier, and several years ago slaughtered the town of Dix, leaving no one alive. After that, most of the Bad Company brass and half of it's company sized forces hunt them down. Unknown to Bad Company, the Coven has been receiving support from an overseas nation - the European Union. They have given the Coven safe haven in area south east of the D.C. in the mountains.

 

Upon return to the Capital Wasteland the player has many opportunities besides doing quests they had not done before. They can help Bad Company continue their hunt for The Coven, and destroy Elder Lyons and his BoS. They can contact the European Union and help them exact their Eugenicist goals on the Capital Wasteland and the rest of the U.S. (they have been 'cleansing' Europe and northern Africa). Or they can broker a truce (depending on the player's actions in the Kansas Wasteland) between Bad Company and the BoS. Ultimately in the end, the player will participate in the battle in Hormin's Crater in the Appalachian Mountains. Here the battle will progress depending on what the player did after returning.

 

If the Player helps the E.U.:

 

The player must disable Vault 98 by removing its G.E.C.K. that is hard wired into the Vault's functions. Doing so will cause the player to gain negative reputation with Bad Company and plunge the Vault into a black abyss. Afterward the player will be asked to exterminate The Coven as a double cross by the E.U.. Their plans was always to use the Coven and then exterminate them. At the Battle, the player will help defend the E.U. mountain complex from horde of Bad Company and Enclave forces.

 

 

If the Player helps the BoS.:

 

The player must either bring a truce between Elder Lyons and Bad Company or help the BoS retake the Purifier and kill Colonel Autumn if he is alive. There is no option to help the BoS if the player destroyed the Citadel. If the truce is hammered out, the BoS will join the Enclave and Bad Company in their fight at Hormin's Crater. If the BoS retakes the Purifier, they will enter the battle for Hormin's Crater through a series of sabotages on both factions. If successful, they will capture both the base and facility.

 

 

If the Player helps Bad Company.:

 

The player can bring a truce between Bad Company and Elder Lyons, or help Bad Company take the Citadel. If the player destroyed the Citadel, their only option is to help capture the Purifier with or without the help of Rivet City. In Hormin's Crater, the player will fight along side Bad Company and its allies in their insurmountable attempt to destroy the E.U. and Coven hiding in the Crater.

 

I like all of this idea, except the name "Bad Company" not so much it's name, It sounds like a mercenary company, except that you said that they're part of the Bushnell Colony. I'd rather hear the Colonists than the Bad Company (for names of the invasion-esque force) Also, the is a colony in Nebraska that doesn't control the Territory in between either of the two wastelands, and probably doesn't have infinite resources. To me, this doesn't make much sense why they'd be in both the Mojave and the Capital Wasteland, that's a lot of territory between either and Nebraska to cover, and supplies would be short. It just doesn't seem feasable to me. Otherwise, great idea and great job.

Edited by vindr20
Link to comment
Share on other sites

maby as a replacement for the enclave the talon mercenary's with less competition from the enclave and the regulators diminishing numbers talon company grew into a much larger faction that took control of everything west of megaton

maby even creating new talon controlled towns inhabited by wasters who fear of leaving to get kill by many of the dangers in the wasteland also they've began to recruit wasters (who use black talon company merc grunt armor with the talon insignia) and raiders who they contract to kill any opposing wastelander brotherhood member regulator Reilly's ranger or just about anyone who inst talon an affiliate or within one of their towns borders ( im thinking just regular raider armor with maby mix match pieces of talon combat armor with the insignia on chest back or helmit) in exchange for high quality weapons and to kill and loot anyone but talon company members.

 

 

so that's my 2 cents on a enclave replacement ima draw a design for the new raiders armors talon wastelanders and a talon super mutant just for the hell of it ill post it when im done

 

Hmm, that is interesting, multiple hostile factions instead of one. If the player doesn't destroy Fort Bannister, then this will be the outcome for the western half of the Capital Wasteland. Thanks for the advice, I can't wait to see what you have come up with.

 

Yes, that does address a good number of my points, so let me offer a few new ones:

 

I can understand why you'd want the D.C. ruins to have become more tense, especially now that the majority of the Super Mutant threat had been dealt with, and in Broken Steel, if you had chosen to give the location of the Super Mutant base, it's likely the Brotherhood would have mounted some sort of offense to try and deal with them once and for all. I'm not saying don't have the Mutants, just maybe make them less of a focus. I'd make it more about control over the water, and the emerging societies and nations that would be building up in this new world the player's actions have created. Obviously awakening the Purifier would have a world of consequences beyond simply giving people fresh water. The Hub proved that control over water, equals control over society in the Wastelands. Basically the factions should be warring over who will become the ruling party of the Capital Wastes, if that doesn't relate too much to New Vegas' story too much at least. And you should have an option to have almost everybody working together, making Rivet City/Megaton the Capital of this new nation you're building. Lyons and the Bad Company merge to become the standing military force, Rivet city is where the leaders hang out, etc. Just an idea though.

 

The companions would add a new level of depth to the mod, and also have someone 'left behind' to spread the tale of this Wanderer, who either helped or hurt the wastes he passed through on his way west. As far as ED-E goes, sure make him able to be gained in the mobile crawler on your way through the base, optional maybe a quest marker to point you to him? Who knows. Anyway, just have him get lost in Chicago or something along the way and he's then picked up by the little kid from the audio logs. Soon after he attempts to travel to Navarro alone and bam, the NV trailer events. It seems the Courier is also already showing signs of partial amnesia from the head wounds suffered at the beginning of NV since he completely forgot about the Divide, the town he helped build there, and the ED-E robot he brought with him to the Divide that made everything go kaboom. So we can just always say he forgot certain events along the way. Sorry I'm just referring to the masculine as a default, please ignore if you play a female Courier.

 

As far as the flag goes, I just figured there should be some link to the Wanderer's journey and the flag which makes him set up shop in the Divide and start the "Nation taking its first breath". Anyway, I agree that the initial trip should be linear, I just mean you should be able to revisit in case there's any cool loot, or easter eggs hidden in these wastes on your trip. Plus it's just nice being able to return if you'd like. A small note, you should change the events in the Pitt a little bit, depending on whether the character has completed the Pitt DLC or not. Also, should include something about Legion through the journey. Denver is supposed to be in their territory, of course I guess that all depends on the timeline, but even if they're mentioned in passing by traders and things who don't think they're much of a threat. "Just another gang of raiding tribals you ask me, they'll wear themselves out and be done before long."

 

Anyway, more random ideas and notes from me. Feel free to take or leave any of it. Also I'm fairly good at coming up with plot, if you ever want to get my MSN and bounce ideas off me.

 

Edit: A quick idea to help play-ability at the higher levels. Add a settings function, maybe merge-able with MCM, that will allow you to turn up or down the spawn rate of things like the Overlords, Albinos, and Reavers from Broken Steel. I get it that they are there to add a bit of a challenge, but really they're just damage absorbing tanks that do a ton of damage. The Overlords and Reavers more than the Albinos really though. They aren't so bad in ones to threes, but I downloaded this mod and went to the Capital Wasteland around 40, obviously you were never meant to be that high of a level in the Capital. So the spawn rate is a little ridiculous. Like I said, not hard, but when you're raiding the GNR building and everyone except 3 of the Mutants between Chase and the building are fricken Overlords with gatling lasers and tri-beams, it's just plain annoying. Not sure if you can do this, but it's a suggestion.

 

The control of water is an aspect I had never thought of. I'd rather not have the whole D.C. fighting each other, but it does add the needed friction to the player's actions. I'll take some time to rethink and flesh out the factions in the D.C. after the player's return. By design though, Bad Company will remain a separate, independent faction, only extending their services to others with no desire to combine forces. A unification between all of the factions in the Capital Wasteland is a worthwhile endeavor. I'll think about adding an additional quest for that.

 

I play as a male character, although interestingly enough, I've never completed a fallout game from start to finish with a male character, only a female one.

 

I didn't think about the actions in the Pitt affecting the mod, but I will look it over again and modify it depending on what the player did.

 

The Legion will be mentioned in the mod. I'll give more detail if desired.

 

OverLords, Albinos, etc. are going to be rebalanced to fit properly in the New Vegas game.

 

I recently had an idea. If you're starting in the Mojave (if you decide to use the vertibird idea), you could make it so the Courier has to find the Crashed Vertibird near Searchlight and repair it, may it be scouring the wastes, or asking the Boomers for replacement/substitution parts, since they seem to have a pretty good knowledge of pre-war tech. So it isn't like an instant travel button. You actually have to work for the opportunity to go to the Capital Wateland.

 

Despite the chronological issues, we do have a basic mod to that effect that will be included in the first release of the Prototype.

 

I like all of this idea, except the name "Bad Company" not so much it's name, It sounds like a mercenary company, except that you said that they're part of the Bushnell Colony. I'd rather hear the Colonists than the Bad Company (for names of the invasion-esque force) Also, the is a colony in Nebraska that doesn't control the Territory in between either of the two wastelands, and probably doesn't have infinite resources. To me, this doesn't make much sense why they'd be in both the Mojave and the Capital Wasteland, that's a lot of territory between either and Nebraska to cover, and supplies would be short. It just doesn't seem feasable to me. Otherwise, great idea and great job.

 

The Bushnell Colony has no interest in the Capital Wasteland, only Bad Company does and only for their own goals, and the Colony's only interest is to investigate the Mojave based on stories told by traveling scavengers and merchants. The Colony controls the western half of Nebraska, from Kearney east to Cheyenne Wyoming, and Fort Morgen Colorado north to Scottsbluff Nebraska. There are many old missile silos and routine raids on Denver keep the Colony well armed.

 

The name Bad Company was to impress upon the player the attitude of the group. Although they are altruistic in nature, they generally don't care for most people who do not fit in their narrow spectrum of 'able' people. Die hard survivalists and mainly formed from former members of the Colonial army, they still hold the Colony's ideals to heart, which upheld the most basic principle in nature at its core - survival of the fittest. This leads to their somewhat twisted view - from others point of view - of the world.

 

A little back story for the Colony and Bad Company may help explain it better and may fill in the gaps a little better, but I'll only tell it if you or anyone else is interested. I fell I've talked everyone's ear off too much already today.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...