darkus37 Posted August 2, 2013 Share Posted August 2, 2013 Well, other than in the case of the total expulsion of the NCR, they could remain in control of their part of Hoover Dam - everything else can be taken over by the Independent Mojave Militia as a buffer between their section and Legion territory, allowing Hoover City to be in both endings. I think the militia should be built up in the NCR ending as well, to plug up the holes the NCR has - sort of like a relationship between different law enforcement agencies. Some quests should of course be limited to NCR or IMM in their respective endings, sort of like how you can save or let the monorail be destroyed depending on who you support during the NCR/Legion questline. Link to comment Share on other sites More sharing options...
kingwilfre16 Posted August 2, 2013 Share Posted August 2, 2013 Maybe NCR is exploring the lake and finds new areas, and send the player to investigate them..? Hey, if you want a challenge, Devin, see if you put together an NCR Patrol Boat :wink: dry wells, and im trying to return it to a pre nuke status(key word trying cause I cant copy worldspaces) Link to comment Share on other sites More sharing options...
devinpatterson Posted August 3, 2013 Author Share Posted August 3, 2013 Any takers on the megaton like shack house it could be converted into any number of things? It might fit in with that bazar vibe you guys are working on? If not its fine. I would say run that by Lucia. I have a broad overview of the strategy with hoover town. She has a much better idea of both the big picture and the details/specifics of the assets. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 3, 2013 Author Share Posted August 3, 2013 That's what I was saying; the NCR version has more troops and key quest-related NCR NPCs, and the Independent version doesn't- it has a few NCR troops as part of a trade treaty, but none of the same key NPCs, a whole different batch of key quest related NPCs. I would suggest continuing to have the NCR brass (key NPC's) at the dam (with teh indpeendent + NV treaty). The Mojave is still "the line" and defines the battlefield between NCR and Legion. NV may hold on it's own thanks to the bots, but the Mojave as a whole is the bulwark against the Legion, and the military maneuvering isn't over, it's just begun a new phase. eg. remember that drug dealing trooper with a minor role in the NCR version who becomes one of Olivers trusted men in the Independent/House version? That kinda thing :wink: Crap I don't, run that one by me again. I was saying that if we're going to have this settlement at Hoover Dam, and put the effort into it, then we should get as much use out of it as possible. I agree. I want it-that's why I'm working hard to include it. I just want to do it in a way that makes sense lore-wise for each mod, and in the case of the independent, still allows the player a choice (or at the minimum, the illusion of choice). I'd go with this option. But I do agree, on second thoughts, that the lower power plant areas shouldn't be "teeming with civilians" (not that i really intended that), and that they should be limited to the immediate office section inside the Dam. What if we were to limit settlement/civilians to the exterior of the dam. How much of your vision for it, would be impacted? The reason I ask is it has a few advantages. 1. it doesn't seem like such a big security breach. I mean honestly a nuke set off on the dam is probably going to devastate it, but it doesn't seem/sound as bad as something going off inside the dam. So it is an easier sale to the independent player. 2. We could potentially get the House mod on board too. House would never compromise the safty of the dam (in that version he is making 5 caps per a gal & 5 caps per a Kw, according to the order of withdrawal), it's his figurative goldmine/oil-strike. But if there are refugees, trade etc making a bustling business environment House would have two choices, either stop it or benefit from it. I think he would choose the latter (I mean I hope he wouldn't have securitrons turn away refugees from the legion, that would be cold even for House) if there was no danger to teh dam. He could put the refugees to work on NV or other projects and tax the caravans and other trade coming through. 3. It makes good sense in regard to how the military operates, not to have civilians in a military installation unless there is an emergency. There would be exceptions, but most of the time they will set up camps for civilians. This would give us the same hoover town for the NCR mod, the House mod, and the option for it in the Independent mod. It also makes it a lot easier to sale it in the independent mod. I have to try to always give a choice for the indpendent, I never want it to feel like the player is being railroaded (that's not a concern for House and NCR), but I can put a fair amount of pressure on the player to let the settlement exist. 1. I can use the refugees, 2. I can use income from the trade/caravans, and I can probably think up other angles. That doesn't guarantee the independent player will choose to allow hoover dam, but I'd say it makes it very, very probable they will. And if they are that hellbent against it, then they just miss out on some great content, and have only themselves to blame. Armed NCR Troops at the entrances become securitrons in the House/Independent, you know, it'd be easier to implement i guess. Well the independent is the wild card. If they boot the NCR, then yep disable all NCR and it's just securitrons. If they go with teh NV treaty, then it's the same number of NCR + securitrons (remember the player is giving up 5 caps/per gal & 5 caps per Kw to keep NCR support. It's the strongest military combination of any of the mods, but it's also the biggest hit to teh wallet). Regarding the settlement at Hoover Dam, at first I was a bit skeptical about the idea considering that the Legion is still on the other side of the dam (even if the player kills Lanius and takes his camp) Legion? What Legion? When they're defeated at Hoover Dam, and the best of the men are dead, what more can they do? There's some bugged dialogue from Cassandra where *after the battle* she explains that the Legion have totally scattered. Yeah we should assume that as soon as Legate is defeated (or retreats) there will be a mass withdraw from the fort/camp to cottonwood. It will take some time, and one of the missions I had in mind for all three mods is harassing the retreating Legion to that location. However in the House version I have the feeling that Mr House wouldn't be too keen on the idea of building a settlement on Hoover Dam and prefer to keep an automated workforce there. Those were my thoughts exactly. We've agreed that Mr House wouldn't want a community at Hoover Dam at all, since it takes away a lot of the tourists and trade from New Vegas itself. Gosh, Mr House was my Ending Of Choice, I feel like I shouldn't be a part of this anymore lol Don't fret, I think we can swing it and have hoover town/settlement in your mod too Lucia. If trade is reestablished through that route adn there is not danger to the dam, House will take advantage of the situation and you can bet he'll be adding more caps to his already substantial fortune. Ok so, "Hoover Dam + the town" only appears in the Independent and NCR versions, i think that's what we're all agreement on, right? It's no big deal if people do want to include it in the House version because, as far as the work I've done with NPCs goes, the House version hasn't even been started yet, and obviously I'd been in favor of including it, to some extent. The Independent will always have the choice, since it's the one mod where the courier is not answering to the powers that be, but if your OK with an exterior settlement I'm pretty sure I can write it where the huge majority of independent players will choose to have it (whether out of compassion for the refugees or greed for the caps). Same with House. We can have "fade to black" sequences to give the impression that the player has taken a train ride, if that's something necessary for quests. Sure we can jazz it up, no problem. Actually it crossed my mind that there could be a little harbor at the bottom of Hoover Dam to fast travel the player, and a boat, to the abandoned Cottonwood Cove Sounds good. It would be kind of nice to have several different locations for fast travel (via different means, boat, train, plane at the airport, mounts etc), because they would be great for lore/atmosphere. Although in the end I suspect most players will go back to just using normal fast travel out of convenience. But that doens't mean we shouldn't try. or new cell areas like -forgot the name of it- the nuked Legion camp. Maybe NCR is exploring the lake and finds new areas, and send the player to investigate them..? Let me check the Legion and NCR ones, there may not be all that much worth restoring there. Hey, if you want a challenge, Devin, see if you put together an NCR Patrol Boat :wink: Sure, I'll see if I can take a shot at that this weekend. You mean a model only right, not a functioning drive around vehicle like XRE? Then sure I bet I can cobble something together from the existing models. Link to comment Share on other sites More sharing options...
devinpatterson Posted August 3, 2013 Author Share Posted August 3, 2013 Well, other than in the case of the total expulsion of the NCR, they could remain in control of their part of Hoover Dam They don't actually have seperate parts, it will be something like the strip, where they will work together side by side with securitrons. - everything else can be taken over by the Independent Mojave Militia as a buffer between their section and Legion territory, allowing Hoover City to be in both endings. Sure I believe we can have militia and what not (depending on your defiition, paramilitary) in the independent endings. It's a good choice for the indpendent courier and can support disadvantages the securitrons have. I think the militia should be built up in the NCR ending as well, to plug up the holes the NCR has - sort of like a relationship between different law enforcement agencies. The interesting thing about the NCR that would preclude the need of a militia is that they will begin actively recruiting once NV is officially annexed. It's part of the reason a lot of the Moajave residents moved out here. Once NV becomes a state of the republic all citizens will be levied with taxes and there are is compulsory military service. I imagine it's like Israel and they will actively conscript able bodied men and woman. I don't know the details about the length of service etc. But they don't have to recruit mlitia to support their military they can directly increase it via citizens of the newest state of Republic, New Vegas. They can also have milita too though consisting of retired servicemen, those unable to serve etc. But they have a much more direct route to increasing their military forces. Link to comment Share on other sites More sharing options...
kingwilfre16 Posted August 3, 2013 Share Posted August 3, 2013 (edited) Unrelated. http://www.doctoroctoroc.com/8-bit-dr-horrible.php Edited August 4, 2013 by kingwilfre16 Link to comment Share on other sites More sharing options...
devinpatterson Posted August 3, 2013 Author Share Posted August 3, 2013 If you continue the treaty Kimball will try to spin the battle but with caps spent to fund Kimball's enemies he should be booted out of office for the Mojave campaign. A highly unpopular campaign which people are against since its nothing more than lost resources and lives http://fallout.wikia.com/wiki/Mojave_Campaign Woah, it's like you havn't been following the thread at all bro. The securitron army changed the balance of power completely. If you don't make/continue a treaty Kimball is booted out of office. And what the heck does "Kimball will try to spin the battle but with caps spent to fund Kimball's enemies" mean? At this point the great Khans and BOS do not figure into the equation, we're talking the Legion, the link you have contains history of hte NCR prior to the courier's arrival. if you don't then Kimball would still try to take over NV through annexation or militaristic action No, even if Kimball was in office after an order of withdrawal (and it's pretty much already agreed that's not going to happen), there will be no military action against the Securitrons unless *you* declare war in the independent version, none in the House ver and certainly none in the NCR version because NV would already be annexed. Link to comment Share on other sites More sharing options...
Devilman1975 Posted August 3, 2013 Share Posted August 3, 2013 Speaking of Kimball will it be possible to see the results of what would happen in all versions of the mod if Kimball was assassinated in the main game? Even though I decide to save the President (just so that he can live long enough to become a scapegoat) in most of my games it certainly is tempting to let the Legion sniper take the shot, assassinate him myself or just simply tell Yes Man that I don't care what happens to Kimball. The results of Kimball's death could result in a trade embargo against New Vegas while Kimball is made a martyr and possibly a war as Mr House had predicted. The same would hold true in the Independent version but I'm not sure how things would pan out in the NCR version of the mod. Kimball memorial at the dam maybe? On the other hand if Kimball survives his visit to Hoover Dam it would be good to hear about his gradual fall from office. This could be done through npcs on the Strip discussing Kimball's fate, a news report on the radio or clicking on some kind of NCR newspaper. Link to comment Share on other sites More sharing options...
Devilman1975 Posted August 3, 2013 Share Posted August 3, 2013 Since I've mentioned radio I thought that some new radio stations added into the mod would also be a welcome addition. As much as I loved Wayne Newton as Mr New Vegas it would be good to see a new radio station added for whichever faction the player follows. NCR Radio Vegas, Independent Vegas Radio and House Radio are the only names I can think of right now and I have to admit that they don't sound too great. It would be great to hear news reports about the player's actions in the mod. Finding music shouldn't be a problem as there is plenty of royalty free songs out there that are perfect for Fallout. Link to comment Share on other sites More sharing options...
LuciaofArroyo Posted August 3, 2013 Share Posted August 3, 2013 (edited) Let me check the Legion and NCR ones, there may not be all that much worth restoring there. Sure, I'll see if I can take a shot at that this weekend. You mean a model only right, not a functioning drive around vehicle like XRE? Then sure I bet I can cobble something together from the existing models. Just a model, we can travel with it using the fade-to-black sequence. I didn't mean to imply that we should restore those locations, rather that a good little plot point for missions would involve using the boat model to zap the player to brand new remote areas -caves, islands, little places or wherever- for the sake of missions. But these locations would be isolated like the Legion camp, only accessible from the boat. Actually this is probably the easiest way in the world to make linear (linear as in older videogames which aren't completely wide open for exploration) quest areas; the player is told they're going to an island, but the area cell consists of a cliff face, the boat, and an entrance to a cave- the water is blocked by invisible walls. If you know what I mean. This method would work for vertibirds too, now that I think about it. This could be used for exploring old world rural villages, or a science station, those of kind things. I figure for NCR this is a great way to give the impression that they're expanding their territory without having to construct vast new open areas. Sounds good. It would be kind of nice to have several different locations for fast travel (via different means, boat, train, plane at the airport, mounts etc), because they would be great for lore/atmosphere. Although in the end I suspect most players will go back to just using normal fast travel out of convenience. But that doens't mean we shouldn't try. Yeah it's a nice thing to include, really simple to do too. What if we were to limit settlement/civilians to the exterior of the dam. How much of your vision for it, would be impacted? It doesn't really make much of a difference to the exterior, except that without the ability to enlarge the interior of the buildings by giving the impression that they extend inside the Dam, then we're limited on building space again. It's not a big deal though, we can expand the buildings onto the top side of the Dam and put people where they need to be. So... what were you planning to do with the Office section of the Dam? It's used for NCR troops in the vanilla, but there's a ton of space that isn't being used for much of anything. Crap I don't, run that one by me again. Oh, just the idea the different versions of the same NPCs might sometimes deliberately appear in different versions of the Ending; one lowlife NCR soldier with a minor role who's pushing Jet in the NCR Ending ends up being one of Olivers elite troops with a bigger role in the Independent Ending, it reflect on the poor judgment of Oliver, that kind of thing. Different conversations and different roles for the same NPCs, if you get what I'm saying :wink: Any luck finding that TES program btw? Edited August 3, 2013 by LuciaofArroyo Link to comment Share on other sites More sharing options...
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