Warrender
Rising Legend
Currently suffering longterm absence from the site
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Post by Warrender on Jan 20, 2016 15:43:32 GMT
Getting a nice group of people signing up it seems I think I'll add the BOS, but not the Minutemen, Institute and therefore by extension the Railroad. Does anyone have an interesting faction I could add? I want to make sure there's plenty to do in the game considering research is pretty much redundant other than "Modify laser muskets to be better" type of stuff. Also if anyone has idea's of things that could become events for the Vault itself, then I'm all ears. I've already got things like molerat attacks, random failures and fires, internal dispute or happenings to raider and deathclaw attacks on the vault itself. Thoughts on other things?
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Judge Death
Regular
Mandalorian warrior
I am your Death!
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Post by Judge Death on Jan 20, 2016 23:48:35 GMT
Im up for this one mucka.
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Warrender
Rising Legend
Currently suffering longterm absence from the site
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Post by Warrender on Jan 28, 2016 11:05:29 GMT
I've come up with a few vault types players can choose from. If you have any suggestions, I'm all ears!
Control Vaults These are vaults that Vault-Tec used to protect civilians, officals or other people of significance without performing experiements in order to be able to compare results across multiple other control vaults as well as the expireimental ones. Vault Dwellers within these vaults tend to contain a wide variety of poeple from different backgrounds and cultures, many of which have become less pronounced over the 200 years of being confined in close spaces to one another and concessions being made over time.
Civilian Civilian vaults are often filled with a wide variety of dwellers who work together to keep the vault running. Often or not families work closely together with the children of one generation following the footsteps of their parents. Whilst this has created unspoken caste system it is not one that is enforced, with dwellers being free to pursue other paths if they wish. Civilian dwellers tend to be creative and open minded when it comes to finding solutions to problems, but do end up recieving more of them due to the diversity of the vault. Traders however prefer trading with Civilian Vaults due to the wide variety of interests in the good they have.
Scientific Scientific Vaults were filled with the greatest minds that were able to get to the vault in time. Teachers, Scientists, Theorists and many others all under one roof, or rather rock ceiling. Although lacking the means to conduct any true scientific research, dwellers in these vaults have a much higher IQ and creative mind than anyone else and are usually able to make gradual improvements here and there as new materials or ideas become available. Scientific vaults tend to be quite disruptive as departments frequently butt heads over different viewpoints and approaches making an overseers life a nightmare at times with endless people management issues. The advantage is equipment rarely breakdowns and is quickly repaired when it does. In addition, Dwellers tend to be better at spotting the value in scavenged equipment so even if they have no use for it they know someone who does.
Government Being filled with Government officials and their families when the bombs fell it was assumed that in the years to come they would emerge and lead what we now know as the wasteland into the new world. This was never to happen however, after 200 years no one accepted their authority and even violently rejected it. Whilst Government vaults are more akin to Civilian vaults they have maintained a heirarchial caste system that matched the authority of their ancestors when they first entered the vault with the Mayors family maintaining control as Overseer of the vault and so on throughout all the vaults inhabitants. Government vaults tend to suffer minimal internal and maintenance issues due to the strict lifestyle of dwellers who work within the rules imposed and safety procedures enacted. A major drawback to an otherwise organised system is that any changes tend to get bogged down by red tape and arguements over the correct way the changes need to be implemented and in some cases by the time they are, the solution they were meant to apply to is no longer valid and can at times result in nothing ever getting done.
Experiemental Vaults These Vaults were designated by Vault-Tec to be vaults where various experiements would be conducted on the population to record the results over a period of time. The range of experiements undertaken range mostly between social and physical tests to see the results of what happens to the occupance over an extended period of being subjected to stimuli. The results of such experiements can be wildly unpredicable and as such the occupants often find it impossible to interact with the outside world. Those lucky or unlucky enough to survive can sometimes be mentally or physically disfigured as a result of the experiements.
GTX02 A drug known as GTX02 was pumped into the vault for 50years in order to measure the impact upon the human body. No physical changes have been recorded but signs of mental stress and impatientness have widely documented. Vault Dwellers are unable to use diplomatic solutions to solve problems thus limiting solutions to mostly result in violent action. Traders always trade more fairly with GTX02 dwellers due to fear of violence if they don't.
Cyrogenics Cryo dwellers were frozen upon entering the vault proper in order to test the longterm effects of freezing and were only unfrozen when automatic failsafes kicked in after a power failure 4 years ago. Dwellers from this vault are therefore new to operating and running their vault resulting in frequent issues. Vault dwellers tend to be slower and less abled in repairing vault systems, however, having first hand knowledge of the city before the war grants a huge bonus to explorers who are better able to find items of value due to knowing the types of spoils that should be there.
Sacrifice Hidden within a crawlspace criss-crossing the vault a lone Mr Handy silently patrols the Vault 24/7, monitoring and recording interactions between the dwellers and their day to day activities. Programmed by Vault-Tec it follows a set program to pick and kill an unsuspecting victim. Sometimes a string of victims will be killed whose only connection has been having argued with someone the day before to indiscriminate random selecting of a victim. The results of the aftermath are then recorded to monitor dweller responses to the murders. After 200 years of murdering each other after false accusations in an attempt to uncover the murder, vault dwellers evolved to a state where death is accepted without feeling. Sacrifice dwellers have absolutely no feeling towards dying or seeing others being killed and are fearless in combat making them more dangerous to Raiders who are more prone to being overpowered. This comes with the disadvantage that dwellers will not always act senisbly to avoid threats that could kill them.
Racists Several of these vaults were set up to conduct research on the social developement of the Dwellers over periods of time when 90% of the population were from one ethnic background or religious belief and the remaining 10% were from another. In Vaults where the only differences were ethnic background and minor religious differences it was found that Dwellers maintained a healthy cultural balance and thus were downgraded to Control Vaults. In Vaults where Religious beliefs were more pronounced they discovered that the majority regressed into bigotry very easily and the minority other a period of time were separated and subjegated by the majority. As a controlling measure some vaults ensured that the minority were given authority over the vault and found that 87% resulted in mutiny and violence where the majority attempted to seize control from the minority. Racist Dwellers live a happier lifestyle than most due to better living conditions and self belief of their superiority and therefore have high morale compared to anyone else. Due to the treatment of the subjegated population illness often runs rampent and equipment is prone to failure due to lack of resources and overworked labourers.
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Warrender
Rising Legend
Currently suffering longterm absence from the site
Posts: 698
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Post by Warrender on Jan 29, 2016 14:51:16 GMT
Fallout Nations In the year 2227 the Town of Harvington is a much different place from the green landscape of farmland, country manors and bustling inner town that once teemed with life. Erradiated land following nuclear war were the least of the inhabitants problems as conflict gripped the main town in a struggle to maintain a foot hold by waring factions so close to Britains major cities and manufactoring. But war came not from the Chinese or their American Allies but from closer to home as Spanish and French forces swept through the Midlands area and brought the country to its knees before slowly fizzling out from dwindling support lines and the might of a British retaliation.
150 years of Waring and radiation has left Harvington a barren wasteland. Arce's upon acre's of crops and meadow now nothing more than dirt fields. Grandour manor houses that were once inhabited by the wealthy elite now lay wasted, decayed and lifeless. The once bustling town that served tens of thousands were now strewn with derelict vehicles, their spoils plundered and stolen as the remains of a civilisation try to survive in an uncaring world.
Settlements appear across Harvington in surprising numbers, housing the survivors of British, American, Spanish and French descendants, many of which still persecute in a war that no longer has any meaning. There are those who have learnt to set aside the past and work together in harmony and defend themselves from Raiders and opportunist thieves. The technology that once made life a joy remains as a shadow of its former glory, as if taunting those that survive of what once was and what they will never likely see again within their lifetime.
You come to this world having opened your Vault for the first time after recieving the all clear signal. You are the Overseer of one of the many vaults built by the wealthy in Harvington, Protector and Leader to those within it's walls and you alone will guide your surviving people, into a new world. What you do in this world is up to you. Great risk and great wealth await you from beyond the vault door. But, if you're too scared, you can always just ... keep your vault sealed and play it safe. For those of you willing to to risk it all, read on.
Map of Harvington
Creating a Vault
Playing the Game
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Post by Jack of Names on Feb 7, 2016 2:23:17 GMT
I want to make sure there's plenty to do in the game considering research is pretty much redundant other than "Modify laser muskets to be better" type of stuff. Not really. The wastelanders of Fallout are completely capable of invention. Take the institute and the creation/evolution of Synths for instance.
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Dewin
Overlord
Posts: 776
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Post by Dewin on Feb 7, 2016 20:22:37 GMT
While i'm not exactly fan of pre-set plotlines and mobile game mechanics this does look interesting.
Would the players be limited to FO4 arsenal for weapons and such? Because FO4 arsenal is pretty limited and quite terrible.
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Warrender
Rising Legend
Currently suffering longterm absence from the site
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Post by Warrender on Feb 8, 2016 9:37:44 GMT
While i'm not exactly fan of pre-set plotlines and mobile game mechanics this does look interesting. Would the players be limited to FO4 arsenal for weapons and such? Because FO4 arsenal is pretty limited and quite terrible. Well, the beauty with Nation games is usually although they have an underlying plot, the plot is affected a lot by player actions to the extent that the plot has to change to match or become void. So it's not set in stone by any means and is more to give players another avenue they can explore rather than being forced to make their own story they can use some of my pre-made plots. Part of the whole theme is plenty of plots the player can choose to ignore to act upon and the outcome might not even effect them. EG, if the BOS attacked the West and you were on the East you might just ignore it completely and just not send out explorers to that location, so I think you should be fine. However, I ALWAYS happy to hear feedback if it helps improve the game. For the weapons, initially the answer was Yes to your question. However I'm curious to hear any suggestions you may have in this regard. Considering the location is the UK and being very similar settings to our American counterparts it would be very reasonable to assume that the weapons you have or can aquire could be different. Perhaps plasma is the mainstream of weapons instead of lasor for example, or even a new style weapon? Let me know your thoughts. I want to make sure there's plenty to do in the game considering research is pretty much redundant other than "Modify laser muskets to be better" type of stuff. Not really. The wastelanders of Fallout are completely capable of invention. Take the institute and the creation/evolution of Synths for instance. I could have done a better job in explaining what I meant. When I was refering to research I was thinking more along the line of researching new technology or recreating ancient tech like nuclear weapons which would be beyond the abilities of dwellers and wastelanders due to the lack of facilities capable of doing this. Vault-Tec certainly wouldn't have added those facilties to vaults and wasteland locations would now be derelict or beyond repair after 200 years of war( that is not to say these locations don't exist in secure locations) So beyond large groups as you mentioned like the Institute no one else could do this. Obviously I'm certainly not against research that I believe would be appropriate. Like making bigger better turrets, improving the overall structures you make, improving the weapons you use and their explosives. Or even making new weapons to deliver ammo you've found. It's just the high end tech I'm against which should hopefully follow true to the Fallout games. Again, I'm more than open to input and suggests if you have ideas.
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Dewin
Overlord
Posts: 776
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Post by Dewin on Feb 8, 2016 14:03:11 GMT
For the weapons, initially the answer was Yes to your question. However I'm curious to hear any suggestions you may have in this regard. Considering the location is the UK and being very similar settings to our American counterparts it would be very reasonable to assume that the weapons you have or can aquire could be different. Perhaps plasma is the mainstream of weapons instead of lasor for example, or even a new style weapon? Let me know your thoughts. Allright that opens another bag of worms regarding why there are American factions across Atlantic. Well, i meant stuff like mortars and HMGs. Honestly even F03 or new vegas selection would be better than FO4's mess.
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Warrender
Rising Legend
Currently suffering longterm absence from the site
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Post by Warrender on Feb 8, 2016 14:22:38 GMT
Sadly I haven't managed to play either of those two games, so I welcome your input on that. Mortars? Consider them added as well as machine guns.
Considering the close ties between America and the UK I'm making the assumption due to lack of knowledge that things would be similar in both countries with only the culture being different. That means that you'll encounter the same sorts of vehicles, robots and things like that, but with a twist of Britishness that I hope means that Fallout players feel it is a fallout game while having a unique spark.
As for why there are Americans, this was so players don't have to be British if they prefer to be American, heck, you can be Mexican, Indian, etc. The explanation would be that just like it is in our countries today, when groups of people emigrate they often form communities in the same locations as they feel safer being with people from their original country in a foreign land. So I'm assuming that before the war a large number of [insert race] came to Harvington, became citizens and therefore were assigned a vault, for those coming over during and after the war they stuck together and formed a community to keep their culture alive. Basically, I'm not forcing anyone to have a British Vault if they don't want to.
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Warrender
Rising Legend
Currently suffering longterm absence from the site
Posts: 698
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Post by Warrender on Feb 8, 2016 16:28:05 GMT
I'm going to detail below an idea passed to me by Darko who had previously discussed idea's for a Fallout game with Coolyo for you guys to look over and see if you'd prefer to run this game using this method rather than my own. There won't be much of a change really to what I've already posted but I do wonder if this will make it more enjoyable. could you please let me know if you like this method or prefer the one I originally posted.
Instead of players using stats to build a Vault it is assumed that all players are members of the same vault. So instead, players will use the stats to create a character much like you do in the Fallout 4 game using the 'Special' system, in addition, each player chooses a department that they will control like Power, food, etc. This means the player gets to control a personalised character instead of generic ones making it a more personal experience I feel.
Players get to control what goes on in there own department (explained later) but there is an emphasis on controlling your explorer more. To accomadate this, each turn I will post events this way instead ....
Turn 1
Wasteland events - events that affect the world on the surface in a global capacity such as what other factions are doing, if something of note has occured or been spotted, etc
Vault events - events that effect the vault you are in on a global scale, such as a deathclaw at the door, a riot occuring, a food stash discovered from when the vault was built, etc
Player events - events split player by player detailing events specific to each person characters and events affecting their department such as player 1 finds an old church, raiders attack, etc and power conduit is leaking gas in player 1's department, etc.
This allows players to work together more effectively if they so wish and making things more personal rather than having faceless minions doing the dirty work and making vault management a doddle as you need only concentrate on your own department. The overseer of the vault(s) will be the GM who takes an inactive part in the game other than being the face who informs you about Vault events. The reason for this is I plan to implement a voting system. Each time a Vault event occurs it usually means a decision needs to be made so the department heads will vote (perhaps in the OOC) on what action to take.
I appreciate that this makes the game less competitive so I am open to idea's on this and even open to having more than one vault, perhaps 3 players per vault? Altnernatively you can tell me to go to hell and keep the current system.
Everything else I've been adding to this thread still stands regarding the technology and weapons questions etc.
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