Jump to content

NCR new vegas


devinpatterson

Recommended Posts

Found an interesting piece of cut content, "Offer to permit annexation" wherein Robert House accepts annexation in 1 year but retains ownership of the Lucky 38 and sole proprietorship (but not sovereignty) of the strip.

 

Not sure what we can do with it, but I'd love to implement it. I think that would be an interesting way of preserving a lot of the character of NV.

 

So without looking at the wiki, I'm guessing the new battle lines will be drawn up on the Colorado river...ie cottonwood cove. I'll do some research, but if that holds true, Semper45 you may want to start building up that area to a sizable NCR presence.

 

One of our first missions for the NCR (and since this is the NCR thread, I probably won't continue to pre-qualify this as NCR missions, It'll just be assumed) post battle is to eliminate as many retreating/routed legion as possible on their way back to cottonwood cove (the NCR can't spare the men, and the legion are moving too fast to mobilize troopers in any case). But after the rout is over fortifications should begin.

Link to comment
Share on other sites

  • Replies 124
  • Created
  • Last Reply

Top Posters In This Topic

  • 2 weeks later...

Ok so here's a list of everything that I would like too see, keep in mind that it's a lot of stuff and some of it will be less likely too happen than other. Also I skimmed the thread but I'm too busy to go through the entire thing.

 

If the Boomers leave Nelis the NCR moves in and uses it as an air force base. If Volare! was completed then the NCR takes control of the bomber. If not then the player could go through a quest similar to Volare! and try too retrieve the bomber for the NCR. If the boomers are still alive the player could see some Gun Runner caravans in or going to and from Nelis.

 

If the player turned in the Van Graffs and Alice McLafferty then the player could see some gun runner caravans traveling to Mojave Outpost and the gun runner. Also other caravans could become larger due too the roads being safer.

 

Wolfhorn Ranch is made into a base to monitor traffic and patrol from Nipton to Novac (the NCR could move the turrets from searchlight to wolfhorn.)

 

Nipton is re-populated and cleaned up

 

Novac becomes a part of the NCR (a few guards here and there)

 

Sloan gets a small military outpost and troops patrol the I-15 from McCarren to Sloan, Sloan to Primm, Primm to Majove outpost. (This would depend on the powder gangers, super mutants, death claws, and fiends are dealt with.)

 

The NCR sets up a small navy at Calville Bay and Cottonwood Cove (after the legion has been cleared out) and works with the ranger stations to monitor the river/lake and capture anyone trying to cross illegally.

 

The Fort becomes a checkpoint for refugees and escaped slaves where they're either granted or denied entry into NCR territory

 

camp Guardian is repopulated with rangers from the nearby ranger station and troopers extra troopers. The Lakelurk threat would be dealt with.

 

Hidden Valley becomes a new NCR military base used for research. (You could even mention that they think they have found the entrance too Lost Hills)

 

Several mines are reopened and functioning. The OSI could run them at first but are later sold, the then owners could be still monitored by the OSI to ensure productivity, worker safety, and to make sure no one is stealing the resources.

 

The Securitron army is controlled by the NCR. I know you've mentioned that they're too powerful and no good will come of them but the NCR already has robots in use and the NCR now the most powerful army in the wasteland so its not that much different with the robots.

 

The Strip wouldn't need that much defenses. The NCR wouldn't set up martial law, but I could see the Securitrons being replaced with human police

 

Depending on the ending, the Kings hideout could become police station. The Silver Rush could open up as a casino again.

 

Since the gambling is illegal inside NCR cities I could see them allowing the casinos in NV to remain open but are heavily taxed. This could also aid the NCR in annexing New Reno (If they were going to). The casinos that currently have prostitutes could switch to strippers but with the correct speech check people can sleep with them.

 

If the Fiends are dealt with then Camp McCarren focuses more on training recruits and R&D.

 

Camp Golf becomes are resort.

 

Novac becomes a part of the NCR and troopers patrol the town.

 

Ranger Station Charlie becomes a small motel and restaurant for travelers since Camp Wolfhorn doesn't allow travelers to sleep there.

 

Red Rock Canyon is either empty or raiders become the new inhabitants. (This would depend on the ending chosen)

 

Vault 3 and the surrounding area become a new suburb for NV. Many people who work in the area live here.

 

Samson rock Crushing plant becomes operational and works with limestone from Sloan.

 

Westside, and North Vegas Square joins the NCR and troopers/police patrol the area. Many Militia enlisting into the army/police force.

 

Parts from the crashed vertibird are recycled and the robots guarding them are used in the military (Just put like 2 trucks, some soldiers, engineers, and deactivated robots near the crash sight). It could even be a side quest where you could inform an NCR engineer and they say they will send some people out there to see if it could be salvaged.

 

The Divide becomes populated again and could possibly ally themselves with the NCR.

 

NCRCF becomes operational again and is much more heavily guarded and the inmates are watched more carefully. They could even been seen working on the railways again. It would also be safer to run since Hidden Valley would be a known NCR military base so the convicts would be more wary of over throwing the guards.

 

Some sections of the sewer system are populated (this could be inspired by the Metro series).

 

Vault 19 is ocuppied by NCR engineers, a few OSI scientists, and guards in order to extract the sulfur. After a while Bonnie Springs could be cleared out and repopulated.

 

The mole rat ranch north east of the NV medical Clinic could be occupied by a farmer

 

Bitter Springs sees less and less refugees due too the fort and eventually is abandoned.

 

caravans could be seen traveling to Jacobstown (depending on the ending) and the ranger station could be abandoned (if the Khans have left that is).

 

Get the Southern Nevada Wind Farm (north east of novac) working an providing power for Novac

 

Have the motel across from Camp McCarren open for business

 

EDIT: Also if Kimball dies then I think the vice president should take his place (Can't remember his name, he never shows up in-game, and is very rarely mentioned other then he's the one who convinces Kimball to move rangers from Baja to the Mojave). I would also like to see him try to deal with a lot of the corruption within the NCR government.

 

The state of NV should also have an election for its senators. I was thinking 3-4 max, 1 would be for primm, goodsprings, Bonnie Springs, and sloan, 1 for Novac, Nelson (if turned into a town), and Nipton, and 1-2 for the Strip, Freeside, North Vegas, Westside, and Vault 3. Some of the people running could be conservative, liberal, or independent. Some could be more corrupt than others and if the player supports a corrupt senator then the player could gain money, while a non-corrupt senator could cause the player to lose money (since they would be backing them financially as well) depending on who the courier supports will depend on who gets the job. Depending on their level of corruption and determination the level of corruption in the NCR government could go up or down and the player could see/hear slight changes throughout the mojave (e.g. the minimum wage could be increased and that would result in merchants carrying more cash on them, or the government helps pay for medical so the cost of stimpacks and doctors bags go down while receiving aid right from a doctor is free).

 

Since a lot of actions you do around the the mojave are broadcasted through the radio I think it could also be interesting to have an NCR radio set up and have Mr. NV just play music.

Edited by sgtKraigO
Link to comment
Share on other sites

In regards to the offer to permit annexation I would like to see it featured in the Independent NCR war version of Viva New Vegas. I can see this being an option when every thing has turned pear shaped for the player.

 

OK put an entry into the Ind thread with Houses acceptance of annexation, and some preliminary thoughts on it. But I think it could be very useful in the here in the NCR thread as well. Mostly because I see House as a very interesting NPC and it would be great to preserve him in the story line. I understand the NCR may be courting their own disaster by allowing him to keep breathing, but it could make for some great intrigue and subterfuge quests with the courier working as a NCR agent to ferret out and prevent any of Houses's devious schemes.

 

This is all a bit of conjecture though, since the cut content may not even be available to the NCR storyline, it might be only a House faction option. But it seems reasonable to me that it could go something like the BOS. Courier meets House adn starts with the line {Telling about the NCR wanting to destroy the BoS House} and a truce is stuck. Bit trickier since it's only an option for peeps that have this mod loaded before "For the Republic 2".

Link to comment
Share on other sites

Little slammed for time, so I'm just starting with this point (but you'v made several other interesting ones in the post that I will definitely get too later).

 

 

The Strip wouldn't need that much defenses. The NCR wouldn't set up martial law, but I could see the Securitrons being replaced with human police

I think the securitron presence on teh strip may hinge on the players actions with Yesman. If the player has started the Wild Card quest and plugged Yesman into the lucky38 mainframe, the securitrons on the strip can stay just as they are. Yesman becomes the NCR's liaison and interface.

 

If the player hasn't (recruited Yesman) than I guess we need to decide if the courier can influence the outcome. Here's some thoughts or a pitch for how I see it being done (just IMHO);

 

*The player could reprogram the lucky38 mainframe him/herself (100%) science having the same result as above.

*If that's not available the player may be tasked with a quest to deactivate (if s/he has the robotics perk) as many of the Securitrons as possible, to be shipped out for use by NCR scientists in the core. They will have no luck and eventually the securitrons will be mothballed.

*If s/he doesn't have the robotics perk, the player (possibly along with some ranger allies) will be tasked with disabling the lucky 38 mainframe (to prevent coordination and communication between the securitrons) and then eliminating the securitrons themselves.

Link to comment
Share on other sites

Little slammed for time, so I'm just starting with this point (but you'v made several other interesting ones in the post that I will definitely get too later).

 

 

The Strip wouldn't need that much defenses. The NCR wouldn't set up martial law, but I could see the Securitrons being replaced with human police

I think the securitron presence on teh strip may hinge on the players actions with Yesman. If the player has started the Wild Card quest and plugged Yesman into the lucky38 mainframe, the securitrons on the strip can stay just as they are. Yesman becomes the NCR's liaison and interface.

 

If the player hasn't (recruited Yesman) than I guess we need to decide if the courier can influence the outcome. Here's some thoughts or a pitch for how I see it being done (just IMHO);

 

*The player could reprogram the lucky38 mainframe him/herself (100%) science having the same result as above.

*If that's not available the player may be tasked with a quest to deactivate (if s/he has the robotics perk) as many of the Securitrons as possible, to be shipped out for use by NCR scientists in the core. They will have no luck and eventually the securitrons will be mothballed.

*If s/he doesn't have the robotics perk, the player (possibly along with some ranger allies) will be tasked with disabling the lucky 38 mainframe (to prevent coordination and communication between the securitrons) and then eliminating the securitrons themselves.

 

 

I could see a long and difficult quest that could (with the right amount of luck) result in the NCR obtaining the securitron army.

Here's an example: (Insert name) from the OSI is currently looking into the possibility, talk to them.

Go to the lucky 38 and look into it, with X speech you can get 2 scientists to come with you to make the next skill check easier.

Look into the securitron mainframe requiring 100 science (maybe 75-80 with the scientists).

Go to the vault at the fort. Repair a hidden computer with X repair skill and certain misc parts.

Connect the computer to the mainframe.

Hack into a test securitron and see if it can be reprogrammed a certain way, this would require 90 science.

With X amount of luck and X amount of intelligence it's a success.

The player then does it for every securitron in the vault.

Go to (insert name here) at the OSI and inform them of your success, they will tell you to try to get ones on the strip changed as well.

Go to the Lucky 38.

Attempt to broadcast the codes required for the switch, this would require even more intelligence and luck.

Inform (insert name) that it was a success.

Set up safe guards so that no one can reprogram this way ever again, requires 100 science, X amount of repair, and X amount of luck.

(insert name here) thanks you for your hard work, informs you that it will save a lot of NCR trooper lives in future conflict, you can also pass a speech/barter check to get paid for your work.

 

you must also say the right things in order to pull this off as well.

Link to comment
Share on other sites

I could see a long and difficult quest that could (with the right amount of luck) result in the NCR obtaining the securitron army.

I should make the distinction that my post above was in reference only to the securitrons on the strip. I do have some ideas in re: to the securitron army proper that I'll post later when I have a bit more time. But in the mean time I think there is a important point to make regarding your suggestions.

 

Look into the securitron mainframe requiring 100 science (maybe 75-80 with the scientists).

Go to the vault at the fort. Repair a hidden computer with X repair skill and certain misc parts.

.......

etc. etc.

 

The only way to access the Securitron vault is via the Platinum chip (that's pretty well established), which for the player shouldn't be a problem. In the other three factions the vault is already utilized (House, Ind) or destroyed (Legion, although I think there is the option to lie to Caesar about destroying it), but for the NCR ending it could potentially be left untouched. If that's the case then you can just follow the same outline as the "Wild Card: You and What Army?" quest. No need for all the actions you list above.

 

The only thing we need to decide (as I mentioned in my previous post), is if the courier can do what Yesman was capable of (compromising the lucky 38 mainframe), in his absence. I pitched the idea of the courier reprogramming the lucky 38 as an option, only if Yesman is unavailable. It's not an option I endorse, but I wanted to get feedback on it. Personally I don't see a problem with Yesman being recruited after the battle of Hoover dam. He'll cheerfully help anyone with as mundane a task as turning on a light to setting off nuclear Armageddon (at least initially, until he finds some "new code"). So I tend to lean toward only Yesman as the key to the lucky 38 mainframe. It still allows a NCR only player to utilize the army if they are simply smart enough to have spoken to Yesman through a few lines of dialog and put two and two together. If they can't put it together or something bizarre was done, like killing Yesman, then that's kind of on them :sad: If he's left alone in the secret location of Benny's suite, maybe the NCR will eventually locate him, somebody else will stumble across him and have a high tech securitron butler or he might be utilized by unscrupulous characters.

 

But long story short; I lean toward Yesman as the key (he's easy to acquire even after the battle at hoover), however I'd like to hear opinions re: the courier reprogramming the lucky 38 mainframe.

 

That's just touching on *how* it would be done (in my mind), not *if* it should be. I'll get back to you when I have some more free time and try to lay out the pros and the cons of a secruitron army proper under NCR control.

Link to comment
Share on other sites

If Yes Man was an option to turn the securitrons on the strip over to the NCR that would be interesting, but could you patch his dialog together? If not then I would rather have it left up to the player to turn them.

Link to comment
Share on other sites

If Yes Man was an option to turn the securitrons on the strip over to the NCR that would be interesting, but could you patch his dialog together? If not then I would rather have it left up to the player to turn them.

 

Oh yeah, it's par for the course to alter, add to and delete NPC dialog in some mods. We'll be doing quite a bit of it throughout all the Viva NV mods. I think we even have a voice actor for Yesman if I remember right.

Link to comment
Share on other sites

 

If Yes Man was an option to turn the securitrons on the strip over to the NCR that would be interesting, but could you patch his dialog together? If not then I would rather have it left up to the player to turn them.

 

Oh yeah, it's par for the course to alter, add to and delete NPC dialog in some mods. We'll be doing quite a bit of it throughout all the Viva NV mods. I think we even have a voice actor for Yesman if I remember right.

 

 

Ok, I still think there should be an option too do it yourself but with a high chance of failure.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...