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An independent New Vegas mod.


devinpatterson

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Ah but we're using this in both the Independent and NCR Endings; so in the Independent, the room is just an office for NCR to watch over the trade routes, and in the NCR version, the player can be assigned to that office -promoted by Cassandra- but the player will still have other locations to have a real home.

Sounds good, that's what I understood our original plan to be as well.

 

The basic ideas is that, aside from the basic office (featuring in both mods), the player will be able to buy a house (or business, a building anyway) either topside or at the bottom of the Dam, and in addition there's the Van Buren Lab- so two main Player Houses at Hoover Dam, plus the NCR Office.

I don't see why not, I mean if we're talking other civilians having shops and homes the player should be able to acquire one, whether through caps or quest.

 

 

I guess I've kinda taken it on myself to draw up an *idea* of how Hoover Dam should be-

That's OK it's going in a good direction, should put megaton to shame, and even give NV a run for it's money. However we should re-examine a very important point. I felt there was a conflict with having Hoover town in the independent mod, but kind of glossed over it because 1. it seemed like a great environment and I didn't want to take that away from the Ind. players, and 2. if it was above the dam (like the bazaar) or around the dam it wasn't as big a security risk as *in* the dam.

 

I'm worried that the pitch for having hoover city down in the lower sections, near the turbines and other high value targets would just be too much for the independent mod. I mean most likely even a player very friendly to the NCR isn't going to feel secure letting townfolk in what were previously, high security areas. It would just be all to easy for a sabotager to wreck havoc. In the NCR mod the Republic can do whatever they want with teh dam, but in the Independent mod, the treaty has them providing a stewardship of the dam, but it's not theirs to develop.

 

On the other hand, I like the direction your going with the town and I'd hate to deprive the Independent players from that experience. So do we include Hoover town with the Independent mod and pretty much just gloss over the inconsistencies with lore, for the sake of expanded content?

 

My thoughts are that we should limit Hoover town to the NCR mod and balance the lost of content for the independent players by expanding NV. We can even use a lot of the same characters we're creating in Hoover town (recycling is always good).

 

If it's possible to do that to extend the areas of the Dam, then sounds good..

There's probably no real advantage to cloning hoover unless you want to be able to return to the previous state and I don't see that being any use for our endings. Plus it's some additional work as you have to plug in the characters to the new cell.

 

I'd want to leave the Visitor Center as an NCR post in both versions though. The idea is that the main areas inside of the Dam; the Offices and the Power Plant areas are becoming part of the inhabited town area -divided up with junk walls to make little houses and shops and so on-, a bit like this;

Turning into quite a little settlement, I think the players will love it.

 

Actually it's probably easier to extend the Dam just by adding doorways leading into new cells.

Much easier and trouble free.

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I'll go back into the visitor office room and add a chair back in that should be hard. If you all want me to remove the vending machine I can I just thought it added a practical touch showing where the couriers been I can understand how it doesn't fit. As for the table I can understand you're point of upsetting the flow place. For that we have two options 1) keep it. It allows for a planning area if you will for small meetings. 2) I can simply get rid of it and the enclave war table on top of it. I can also work on making the office space a tad less NCR feeling if its the room for a character that isn't as tied to the NCR.

 

As for the former store room turned room I'm still working on that so its a work in progess. due to it having more room I can turn it into more of a room/meeting/command center. Again the problem with any of that is I can't define my spaces as well. The only way to get defined rooms is for me to work up a brand new room like I did in my last mod that place had 3 defined rooms but that takes away from the intergration so that probably doens't work.

 

edit that wasnt supposed to get posted yet. Ok so since the office room near Moore is for honaray NCR military people its going to have a more military feel. The courier could also be considered a paramilitary in a way.

one man army man, one man army

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That's OK it's going in a good direction, should put megaton to shame, and even give NV a run for it's money. However we should re-examine a very important point. I felt there was a conflict with having Hoover town in the independent mod, but kind of glossed over it because 1. it seemed like a great environment and I didn't want to take that away from the Ind. players, and 2. if it was above the dam (like the bazaar) or around the dam it wasn't as big a security risk as *in* the dam.

I'm worried that the pitch for having hoover city down in the lower sections, near the turbines and other high value targets would just be too much for the independent mod. I mean most likely even a player very friendly to the NCR isn't going to feel secure letting townfolk in what were previously, high security areas. It would just be all to easy for a sabotager to wreck havoc. In the NCR mod the Republic can do whatever they want with teh dam, but in the Independent mod, the treaty has them providing a stewardship of the dam, but it's not theirs to develop.

On the other hand, I like the direction your going with the town and I'd hate to deprive the Independent players from that experience. So do we include Hoover town with the Independent mod and pretty much just gloss over the inconsistencies with lore, for the sake of expanded content?

My thoughts are that we should limit Hoover town to the NCR mod and balance the lost of content for the independent players by expanding NV. We can even use a lot of the same characters we're creating in Hoover town (recycling is always good).

 

1.saboteur

2.outsides the town insides the military

3.I deleted the stuff to make it show the quote box

Edited by kingwilfre16
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Yes, that's the discussion we are having, with regard to the town, in said "main rooms". They can't be "mainly military access" if the town is *in* the rooms.

 

It's not such a big deal. Areas that are deemed "military access" can be sealed off with prison cage walls, and locked doors watched over by NCR Troops, with only Engineers beyond them. If keeping the citizens out of there is a problem when the doors are unlocked, then it's possible to keep the doors locked, and talk to an NCR guard through the bars;

 

"Hi, can I go through here?"

"Sure you can!"

*fade to black + player is transported through the door + sound effect of door closing*

 

"Wow, I'm on the other side!"

 

 

However we should re-examine a very important point. I felt there was a conflict with having Hoover town in the independent mod, but kind of glossed over it because 1. it seemed like a great environment and I didn't want to take that away from the Ind. players, and 2. if it was above the dam (like the bazaar) or around the dam it wasn't as big a security risk as *in* the dam.

 

 

I can't see any inconsistencies with having Hoover Dam in both NCR and Independent versions, the only difference in the NCR version would be much less NCR troops around -a more minimal NCR approach; the Hoover Dam citizens would still seem to be tasked with light maintenance duties, and going about their business no different to if troops were hanging around beside them.

 

In both versions the same citizen dialogue could even be used; one citizen is complaining about the NCR Troops, and in one version there are many of them, and in the other version there are only a handful.

 

It's not a glaring inconsistency, that's my point.. unless I'm overlooking something? I may be..? :o

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Hi guys, I haven't been able to read through all of this thread, so I'm not entirely up to speed with what you are all planning, but...

 

I was thinking it would be cool, if it were possible, to add in working trains. There are the tracks. There are the train cars. Is it possible?

 

 

Some ideas:

 

Fast Travel via trains - would include a track expansion.

 

Trains built off the XRE car and Vertibird mods - could be fun to have to escort shipments into NV from outling areas. (of course this seems a little impossible or extremely work intensive.)

 

Just food for thought.

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It would be really nice but theres only a few of us working on this so I doubt we could do this. Oh I'd also like to put out there that I'm working on a megaton style player home on the side. Not sure if it would fit in anywhere but if it does let me know.

Edited by gunslinger6792
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It's not such a big deal. Areas that are deemed "military access" can be sealed off with prison cage walls, and locked doors watched over by NCR Troops, with only Engineers beyond them. If keeping the citizens out of there is a problem when the doors are unlocked, then it's possible to keep the doors locked, and talk to an NCR guard through the bars;

I think that's a good idea regardless of the version. Simply trying to keep the maximum amount of security possible for any non-NCR military inside the dam.

 

I can't see any inconsistencies with having Hoover Dam in both NCR and Independent versions, the only difference in the NCR version would be much less NCR troops around -a more minimal NCR approach; the Hoover Dam citizens would still seem to be tasked with light maintenance duties, and going about their business no different to if troops were hanging around beside them.

 

In both versions the same citizen dialogue could even be used; one citizen is complaining about the NCR Troops, and in one version there are many of them, and in the other version there are only a handful.

 

It's not a glaring inconsistency, that's my point.. unless I'm overlooking something? I may be..? :o

Well it would be two factors that might seem strange lore-wise.

 

1. is that the NCR have what is essentially a stewardship of the dam. It would be like if I hired a private security force to watch my place & they began to build a couple of shacks on my property. Now if *they* owned the property, it would be all fine and dandy, (as is the case with the NCR mod), but if it's your property your going to have to be a very accommodating type to be OK with that.

 

2. Is the security. It's still essentially reducing a layer of protection from the dam by allowing civilians inside. In the NCR mod that is totally the Republics call. It might be a little ify to allow peeps into the highest value target in the Mojave, but I could see being able to stretch it. Play it as if the NCR wants to protect it's people, they have a lot more troops there now and need more infrastructure and support, thus more civilians etc. And you could simply spin it as being a lot safer for it's citizens inside the dam than outside.

 

But from the independents point of view your reducing security adn that's something a player should have a say regarding. Some Couriers may be A-OK with it, thinking well I'v got extra bots there, there's more troopers and heck maybe I can get a share of the taxes since it's my damn dam.

 

But other players are going to say that is a really bad idea, you might as well just open up some tours for legion spies and stock up on body bags.

 

So it's essentially taking a very important choice of of the Courier's hands and as 1. the owner of the dam and 2. re: security of the dam s/he should have a choice in the matter.

 

So that's why I'm asking for input.

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