Post by Warrender on Jan 12, 2016 15:35:23 GMT
Fallout Nations
Ok peeps, I bring to you an idea for a Nation games which needs help to develop. I've got a core idea of how the game will work and events that will happen but need some assistance adding more elements so players have plenty they can do and not be just a management game.
The game will be a blend of Fallout Shelter app and Fallout 4. That is to say that players will control their own vault and control all aspects of whether to trade with outsiders and send out explorers to the wasteland all the way to what to do with Timmy who was caught writing graffiti.
Their will be an over arc-ing storyline (this needs a bit of help to develop) and players can choose to pick sides or keep out of it. In this way it follows similar to Fallout 4 where there will be factions above ground with an agenda. Some players might want to help them achieve their goal, prevent them or simply stay out of it.
Development of Vaults is going to be very limited, so while you can build more rooms to your vault to store your scavenged items or to provide more food is planning to trade, you won't be able to start building missile silo's or researching into atomic weapons, etc. What you can do however is use explorers to discover area's of interest and then use those to your advantage, maybe even a silo to launch a few missiles at someone.
The map or area will be a fictional place based in either the US or the UK depending on mood. If I need to break away from the cannon of the US versions of Fallout then I'll go with UK.
I might also add a perk system that players can choose when making a vault to make each vault a little more quirky and individual as the standard trait system may not work as well. For example you can pick a "Cryo" perk that grants your vault a high morale as your dwellers never had to live the last 200 years in the vault and simply woke up. "Mechanic mind" perk will give a vault the ability to never get major fails in vault systems due to them being well maintained. You can even get bad ones if you want a vault where Vault-Tec used your vault to experiement on like "Pyscho Vault" perk where drugs where pumped continually into the vault resulting in an extremely low morale to represent dwellers snapping easily to minor things but making explorers extremely resilient in the wasteland in combat because they throw themselves at the enemy.
A typical turn will go like this.
The player will get a list of events that have occured following their submitting their orders.
Example
The explorer is still exploring and in good health after taking out numerous enemies but is getting low on ammo and has hardly found anything of value. He is pondering his next move of return home, keep exploring or move into zone D4 and explore there.
The unknown graffiti artist is still spraying a symbol in places around the vault. The meeting you called this turn has occured and the culprit was not identified but a patrol has been organised to hopefully find them.
The person stealing supplies has been found and the stokepile mostly untouched has been returned to stores, you must now decide what to do with the thief.
A power conduit has blown causing powerouts in hydroponics. It requires major work and personelle to repair in time before crops begin to die.
Construction of a small outpost outside the vault has now been completed and ready to relay relevant information daily on what is happening nearby.
Raiders seized control of the outpost shortly after completion. Three soldiers are being held captive at gunpoint and are demanding supplies from the vault for their release, their demands are not unreasonable.
The player may decide to send in these orders for their turn.
(1) Explorer is to come home (their low ammo may have been a concern for you)
(2) Execute the thief! (your peaceful so this will likely cause a lot of unrest but will set an almighty example)
(3) Get the conduit repaired at all costs (this pulls people away from other duties and will cause morale issues but might work out as the better option in the long run if another emergency occurs as you wouldn't be able to then cope)
(4) Give in to the raiders and hope they keep their word. (They might keep their word, they might demand more or even kill their captives, it's a risk either way. There is always the option to send in the troops, so to speak)
(5) Send an explorer into the wasteland to zone B3 (This order will cancel if the raiders remain at the outpost, if they have been resolved then it is assumed the explorer venture out after they have gone.
(6) Construct a new room.
A few key points to dicuss for the game
Explorers
A player can use an order slot to send out explorers to find items of value or places of interest. These orders use a slot and a slot per turn to change their orders. So if on Turn 1 you send an explorer out you will get a report about their status. If you do not wish to alter their mission then turn 2 you do not need to say anything and you will still get an update. On turn 2 however you might get the report and want them to change zones or come home, to do this you must use an order slot to make this change, otherwise they will keep to their current orders to explore. If the report said they were low on ammo and you decide to keep going they could end up dead or they might survive the turn through sheer luck.
Day to day running
Throughout your time as Overseer many issue can crop up from the petty sqabbling of dwellers to criminal activity and it is your job to handle it in the manner you see fit and how you handle it will reflect positively or negatively on your vault. You might think that killing off a graffitti artist will prevent someone else doing it again but have you thought it through fully? That person is someones son or brother or mother etc, it might be the final stepping stone of a full blown riot breaking out. Perhaps you could choose a punishment instead like making them the cleaner for a month, but seeing that hasn't made a difference the last 12 times you tried it perhaps something more sterner is in order like exile? The choice is ultimately yours.
The vault you live in is a finely tuned organ to provide a balanced and stable life for your dwellers. 200 people live in your vault, they all want families, or want a place to sleep and food in their bellies. So what happens if you allow people to procreate to much? What do you do? Set policy for birth rates? Ban sexual activity? Segregate men from women and control the ability for procreation, or do you go the opposite way and allow it to happen, gathering resources to contruct new rooms and more power rooms to power them, hydroponics to feed them? Or perhaps you suffered heavy losses in a raider attack and need to order procreation to keep your vault numbers up? Again, these things come to the overseer
You control where you resources go and where they don't go. Just because you can build a fleet of new rooms doesn't mean you have to. Perhaps you fear a cave-in or an attack that leaves a room unuseable? No ones laughing now as you simply open your stores room and rebuild the room with ease.
The day to day management of people is not something you have to worry about though, ensure you have enough food and rooms and your dwellers will see to themselves. Sometimes they might complain that food is boring or that they want something fun to do, it's up to you if you want to address this concern by building a basket ball court or ignoring it to concentrate on your bobblehead collection. Either way, the people will look after themselves and only come to you when there's a problem to deal with.
Building new rooms
Yes, if you have the resources you can build new rooms and give them purpose. This will likely only occur because of increases in population for whatever reason. Such as too many babies coming along and morale suffering from cramper conditions or maybe you want a room for refugees? Either way, you let them in, now you have to feed them. That means yes you can expand but you will likely need to build more hydroponics and power rooms to keep them running. Unless that's the plan, to use excess power above ground or food to feed wasteland settlements that are friendly to you. I can tell you what it won't be for, and that's research labs or places to make weapons of mass destruction!!! Storing any you find yes, making them, naff off!
Places of Interest
When you start exploring the wasteland it is assumed that for some reason no one below ground thought to keep a detailed map and therefore no one knows where anything is other than where streets and zones are. As you explore you'll uncover places of interest and can choose to explore them for scrap depending on what it is, or even send personnel to secure it for yourself. Perhaps you uncovered a stash of materials perfect to build new rooms and want to protect it whilst you clear it out. Or perhaps you found a robot manufacturing plant and want to keep control of it so you can produce robots. Either way, a player can control these area's and bring it under your banner. That is until someone else gets wind of it and decides to take it off you. Other things you may find are settlements or raider camps, each of which may be hostile or friendly to you depending on numerous factors
Privacy
Still working on this idea. Although players will all know who is in control of which vault number at the moment I am deciding that the location of which will be private so only the controlling player will know what zone they are in. So for players to attack, trade or anything else another players vault they must first find it. This can be done by an explorer actually locating it, by recieving news from other NPC's whom has seen another players vault or by the player themselves allowing themselves to be found. Once you find a vault you can make contact. I'm undecided as to whether this will be done via radio or by making players use explorers (and therefore a order slot) to relay information to another vault. The latter I'm unkeen of as you then need to wait an entire turn to receive the response making diplomacy impossible. Therefore I'm leaning towards radio as players can then discuss things in the OOC or in private. If I make it a network to begin with then everyone can talk to everyone and no need to give anything away. You can use it to organise trading materials perhaps. But be careful, if others are listening in they might decide to ambush you.
Winning the game
I haven't yet decided on how the game will be won or lost. Obviously it can't be won by conquest. So depending on the storyline I'm thinking it could be won by either backing the right horse when it comes to choosing options in the wasteland or by a hidden points system that the players can't see until the game is over and the results posted. I will be working on this.
List of perks
Efficient Rooms - Instead of X's being grouped in 3's they are grouped in 2's instead, meaning the impact of a room failing is reduced.
More to be listed....
The main bulk of the game is already on its way to being planned, but I do need help coming up with idea's on how to increase what players can do during the game to keep interest going. If a player decides to keep to themselves then I'm sure after a while they'll get bored of just doing internal management and I want to avoid that.
EDIT: I'm aware my post is full of spelling and grammer errors. Not sure what happened there. Let me know if something needs a better explanation and I'll work on editing out the errors soon.
Ok peeps, I bring to you an idea for a Nation games which needs help to develop. I've got a core idea of how the game will work and events that will happen but need some assistance adding more elements so players have plenty they can do and not be just a management game.
The game will be a blend of Fallout Shelter app and Fallout 4. That is to say that players will control their own vault and control all aspects of whether to trade with outsiders and send out explorers to the wasteland all the way to what to do with Timmy who was caught writing graffiti.
Their will be an over arc-ing storyline (this needs a bit of help to develop) and players can choose to pick sides or keep out of it. In this way it follows similar to Fallout 4 where there will be factions above ground with an agenda. Some players might want to help them achieve their goal, prevent them or simply stay out of it.
Development of Vaults is going to be very limited, so while you can build more rooms to your vault to store your scavenged items or to provide more food is planning to trade, you won't be able to start building missile silo's or researching into atomic weapons, etc. What you can do however is use explorers to discover area's of interest and then use those to your advantage, maybe even a silo to launch a few missiles at someone.
The map or area will be a fictional place based in either the US or the UK depending on mood. If I need to break away from the cannon of the US versions of Fallout then I'll go with UK.
I might also add a perk system that players can choose when making a vault to make each vault a little more quirky and individual as the standard trait system may not work as well. For example you can pick a "Cryo" perk that grants your vault a high morale as your dwellers never had to live the last 200 years in the vault and simply woke up. "Mechanic mind" perk will give a vault the ability to never get major fails in vault systems due to them being well maintained. You can even get bad ones if you want a vault where Vault-Tec used your vault to experiement on like "Pyscho Vault" perk where drugs where pumped continually into the vault resulting in an extremely low morale to represent dwellers snapping easily to minor things but making explorers extremely resilient in the wasteland in combat because they throw themselves at the enemy.
A typical turn will go like this.
The player will get a list of events that have occured following their submitting their orders.
Example
The explorer is still exploring and in good health after taking out numerous enemies but is getting low on ammo and has hardly found anything of value. He is pondering his next move of return home, keep exploring or move into zone D4 and explore there.
The unknown graffiti artist is still spraying a symbol in places around the vault. The meeting you called this turn has occured and the culprit was not identified but a patrol has been organised to hopefully find them.
The person stealing supplies has been found and the stokepile mostly untouched has been returned to stores, you must now decide what to do with the thief.
A power conduit has blown causing powerouts in hydroponics. It requires major work and personelle to repair in time before crops begin to die.
Construction of a small outpost outside the vault has now been completed and ready to relay relevant information daily on what is happening nearby.
Raiders seized control of the outpost shortly after completion. Three soldiers are being held captive at gunpoint and are demanding supplies from the vault for their release, their demands are not unreasonable.
The player may decide to send in these orders for their turn.
(1) Explorer is to come home (their low ammo may have been a concern for you)
(2) Execute the thief! (your peaceful so this will likely cause a lot of unrest but will set an almighty example)
(3) Get the conduit repaired at all costs (this pulls people away from other duties and will cause morale issues but might work out as the better option in the long run if another emergency occurs as you wouldn't be able to then cope)
(4) Give in to the raiders and hope they keep their word. (They might keep their word, they might demand more or even kill their captives, it's a risk either way. There is always the option to send in the troops, so to speak)
(5) Send an explorer into the wasteland to zone B3 (This order will cancel if the raiders remain at the outpost, if they have been resolved then it is assumed the explorer venture out after they have gone.
(6) Construct a new room.
A few key points to dicuss for the game
Explorers
A player can use an order slot to send out explorers to find items of value or places of interest. These orders use a slot and a slot per turn to change their orders. So if on Turn 1 you send an explorer out you will get a report about their status. If you do not wish to alter their mission then turn 2 you do not need to say anything and you will still get an update. On turn 2 however you might get the report and want them to change zones or come home, to do this you must use an order slot to make this change, otherwise they will keep to their current orders to explore. If the report said they were low on ammo and you decide to keep going they could end up dead or they might survive the turn through sheer luck.
Day to day running
Throughout your time as Overseer many issue can crop up from the petty sqabbling of dwellers to criminal activity and it is your job to handle it in the manner you see fit and how you handle it will reflect positively or negatively on your vault. You might think that killing off a graffitti artist will prevent someone else doing it again but have you thought it through fully? That person is someones son or brother or mother etc, it might be the final stepping stone of a full blown riot breaking out. Perhaps you could choose a punishment instead like making them the cleaner for a month, but seeing that hasn't made a difference the last 12 times you tried it perhaps something more sterner is in order like exile? The choice is ultimately yours.
The vault you live in is a finely tuned organ to provide a balanced and stable life for your dwellers. 200 people live in your vault, they all want families, or want a place to sleep and food in their bellies. So what happens if you allow people to procreate to much? What do you do? Set policy for birth rates? Ban sexual activity? Segregate men from women and control the ability for procreation, or do you go the opposite way and allow it to happen, gathering resources to contruct new rooms and more power rooms to power them, hydroponics to feed them? Or perhaps you suffered heavy losses in a raider attack and need to order procreation to keep your vault numbers up? Again, these things come to the overseer
You control where you resources go and where they don't go. Just because you can build a fleet of new rooms doesn't mean you have to. Perhaps you fear a cave-in or an attack that leaves a room unuseable? No ones laughing now as you simply open your stores room and rebuild the room with ease.
The day to day management of people is not something you have to worry about though, ensure you have enough food and rooms and your dwellers will see to themselves. Sometimes they might complain that food is boring or that they want something fun to do, it's up to you if you want to address this concern by building a basket ball court or ignoring it to concentrate on your bobblehead collection. Either way, the people will look after themselves and only come to you when there's a problem to deal with.
Building new rooms
Yes, if you have the resources you can build new rooms and give them purpose. This will likely only occur because of increases in population for whatever reason. Such as too many babies coming along and morale suffering from cramper conditions or maybe you want a room for refugees? Either way, you let them in, now you have to feed them. That means yes you can expand but you will likely need to build more hydroponics and power rooms to keep them running. Unless that's the plan, to use excess power above ground or food to feed wasteland settlements that are friendly to you. I can tell you what it won't be for, and that's research labs or places to make weapons of mass destruction!!! Storing any you find yes, making them, naff off!
Places of Interest
When you start exploring the wasteland it is assumed that for some reason no one below ground thought to keep a detailed map and therefore no one knows where anything is other than where streets and zones are. As you explore you'll uncover places of interest and can choose to explore them for scrap depending on what it is, or even send personnel to secure it for yourself. Perhaps you uncovered a stash of materials perfect to build new rooms and want to protect it whilst you clear it out. Or perhaps you found a robot manufacturing plant and want to keep control of it so you can produce robots. Either way, a player can control these area's and bring it under your banner. That is until someone else gets wind of it and decides to take it off you. Other things you may find are settlements or raider camps, each of which may be hostile or friendly to you depending on numerous factors
Privacy
Still working on this idea. Although players will all know who is in control of which vault number at the moment I am deciding that the location of which will be private so only the controlling player will know what zone they are in. So for players to attack, trade or anything else another players vault they must first find it. This can be done by an explorer actually locating it, by recieving news from other NPC's whom has seen another players vault or by the player themselves allowing themselves to be found. Once you find a vault you can make contact. I'm undecided as to whether this will be done via radio or by making players use explorers (and therefore a order slot) to relay information to another vault. The latter I'm unkeen of as you then need to wait an entire turn to receive the response making diplomacy impossible. Therefore I'm leaning towards radio as players can then discuss things in the OOC or in private. If I make it a network to begin with then everyone can talk to everyone and no need to give anything away. You can use it to organise trading materials perhaps. But be careful, if others are listening in they might decide to ambush you.
Winning the game
I haven't yet decided on how the game will be won or lost. Obviously it can't be won by conquest. So depending on the storyline I'm thinking it could be won by either backing the right horse when it comes to choosing options in the wasteland or by a hidden points system that the players can't see until the game is over and the results posted. I will be working on this.
List of perks
Efficient Rooms - Instead of X's being grouped in 3's they are grouped in 2's instead, meaning the impact of a room failing is reduced.
More to be listed....
The main bulk of the game is already on its way to being planned, but I do need help coming up with idea's on how to increase what players can do during the game to keep interest going. If a player decides to keep to themselves then I'm sure after a while they'll get bored of just doing internal management and I want to avoid that.
EDIT: I'm aware my post is full of spelling and grammer errors. Not sure what happened there. Let me know if something needs a better explanation and I'll work on editing out the errors soon.