Stipulations
1. I'm not tied to canon. It's not like I can get it published so grabbing ideas I like and leaving the rest.
2. Some people that are dead in previous games might be alive mainly so they can be used as a bigger stage.
3. Anything not mentioned will be default by the status quo.
Maps
I'm including some of my favorite maps made by fans so it can be interpreted as a map of the whole.This was a fan map of Fallout West done for another game but it works
here's the link
https://steamcommunity.com/sharedfiles/filedetails/?id=1303741106
Here is a compiled map in comparison (sans fallout 76).
original link
https://www.reddit.com/r/Fallout/comments/3e7tve/fallout_us_map_wip_opinions/
For Fallout 76 , using this map and link to original speculation.
It' from this critique which will be my default for the area.
Base Changes
1. I would keep the midwest brotherhood right in the middle of the continent (from fallout tactics). Now you have a progressive brotherhood that's still incredibly dangerous to east and west and it also limits their power. However, they have separated enough from brotherhood tenets so they need to be renamed. I'm calling them the Mid-West Feds.
2. The Brotherhood sent out a radio signal back in the day so it's possible to find them anywhere, but with a particular emphasis on military bases. It's more a loose fellowship with minimal connectivity, but their bases can be anywhere.
3. Scorchers are a great addition and there are more than a few cave complexes in the west to have them like a sleeping giant.
4. Robert House should survive. He's such a fun wildcard that would only expand his influence playing off the various factions. Heck if anything, more players mean more wiggle room.
5. Caesar's legion needs to be more like Rome. With the death of Caesar, have an Augustus analog make them a serious threat by doing some serious development and reform, but with an edge.
MSZ from Spacebattles.com did a great breakdown here.
https://forums.spacebattles.com/threads/how-would-you-have-done-caesars-legion.364499/#post-19741104
6. The institute should be beaten but established elsewhere to provide yet another shadow organization as civilization returns. Heck, they were established as far back as f02 as a ruined establishment that was cut out and then put back by fans.
7. You need caravans in this world. Deadlands: hell on earth did a fantastic job of building a group called the convoy which was a mobile armed force that had a continent-wide trading route that would be seriously awesome plug and play anywhere in fallout.
8. The Cryptozoology aspects of Fallout76 is awesome and it's easy enough to expand throughout the continent and putting twists on them. Perhaps Bigfoot is real, but they are a civilization of Ghoulrillas?
9. The Gunners have to be somewhere as the main location, abet outside the beaten path. Ohio mainly because then they are between two factions.
10. Reclamation day was not a complete failure. By the time you get to the Fallout nv/03 era in West Virginia, you have "the special civilization". This is an entire civilization of Vault dwellers descendants that believe they are special and will return the United States to their former glory, which really rubs their neighbors the wrong way. Their capital is a redone Vaultech U. It would be in the Free States of West Virginia.
11. I'd have the Desert rangers splinter off, and be more like a semi-autonomous state within the NCR.
12. The Beastlords of the midwest still exist. A psychic tribe that uses their powers to enthrall creatures of the waste. They are most prominent there, but because it's a mutation, these beast lords can be found anywhere on the continent (and a viable pc).
13. Florida was originally tabled as a failed Garden of Eden Creation Kit (GECK) for the sequel of tactics and see no reason to not use this as a basis. A rapidly spreading mutant garden amuses me terribly.
14. The order of mysteries is now an ancient order not unlike the Freemasons. Think of it as a cult of Batman. While started out in West Virginia, they have had enough recruits over time to start spreading over the east coast.
15. The Master has long since died, but there is a sample of his genetic sample stored somewhere in the west. If a mad scientist picks it up bad things happen.
16. A couple of posters on Spacebattles.com had some great ideas of Fallout on the seas. Rather than repeat it, it's better to provide links
https://forums.spacebattles.com/posts/52936954/
https://forums.spacebattles.com/posts/52974211/
Some fleshed out ideas
Intelligent Deathclaws
I think that between FO2 and tactics, there should be deathclaws that are becoming smart enough to be a real threat to humanity (and worse are able to breed, unlike super mutants or ghouls).
I'd have these super-deathclaws inhabit places like the Carlsbad Caverns or Mammoth Caves, as a parody of the vault dwellers. They have expanded such caves and created "pop up holes" so they can pop up, grab an unsuspecting ransom/food and drag to the depths.
Their tool use is still fairly minimal, but they have learned fire, fungus farming, ceramics, metal tools and kidnap people with tech skills to build tools they can use (ex. a keyboard for deathclaw hands).
They also draft their dumb cousins as shock troops (mainly because they need heat while their eggs are incubating so they are smart and it doesn't always work).
by making them communal creatures, they could set off the survivor's commie sense :p.
and they just figured out the industrial system of interchangeable parts...sleep well. ;)
(because I'm imagining a platted up deathclaw with super mutant like armor and a shoulder mounted autocannon with jump jets for the big bad in fallout Kentucky :p).
Vault Vikings
Ever since NCR mod came up with this term, I've been stewing on it and came up with the following.
You can have them essentially replace longhouses with vaults, berserkers that use chems, raven's filled with cameras released into the wild for monitoring purposes, a master computer known as O.D.I.N. (Organism Designed for Intelligence and Nullification), and an armored/fallout version of the following boat for traveling throughout the north and it's many rivers:
Then throw in a little MSt3k and give them heavy use of robots as companions (small, but sarcastic, maybe even guns with AI) and bingo, you have Vault Vikings. :D
They would throw their chem addled berserkers at their opponents while the rest of them lay down suppressive fire.
Mutant Texas Kingdom
I recently tried watching fallout brotherhood of steel (for ps2) to see if anything is salvageable.
Other then Tony Jay stealing the show as the villain, not much really.
which kinda sucks because, for all of Texas' faults, it should not be boring.
So here is an attempt to salvage the one good idea in it.
(special kudos to MSZ again for the help)
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The name of this "1st mutant general" Phobetor" ("bringer of fear"), or "Pho", "Fo", "General Fo" for short (Her real name was Florence before the dip). She was just some gal from Attis' army but managed to take most of the research and drag it to Wichita Falls.
I'm going to pick the ruins of Wichita falls, mainly because the idea of radioactive falls could be disturbingly beautiful. They have set up walls, obstacles, toll roads and essentially a "castle" at the Red, Canadian and Brazos rivers to control Northern Texas.
She has her people setting up walls, obstacles, toll roads and essentially a "castle" at the river to control Northern Texas. There was a research breakthrough in FEV, which greatly increased the ratio of successful dippings of Wastelanders. About 50% of all those dipped emerging without their mental faculties damaged. Thus letting them create a system/religion, where getting 'dipped' is treated as a reward for good service.
She has setup a Caste System, where intelligent Super Mutants are leaders, dumb Super Mutants are soldiers/shock troops. The humans followed suit. The human clans controlled by the supermutants are named after fictional sports teams with a fallout twist (mainly because it helps the dumb mutants identify whos who):
- The Mustangs are the Brahmin herders.
- The Rockets are the Traders human clan that bring in resources trading with his neighbors and double as a spy network.
- The Rockhounds are essentially the miner clan. They did and use their materials as a bargaining chip.
- The Spurs are the scientist caste and specialize in the F.E.V. Virus. They have figured out how to do "blobs" as shock troops, regenerate organs, and am searching like mad to see if there is a way to cause super mutants to reproduce.
- The Wings are a scouting clan, that has developed that helicopter thingy from road warrior.
However, it's relative stability is causing new social issues. A new generation of Super Mutants that don't hate humanity and have differing opinions on how they should be treated, ranging from co-existence, either in a caste system, or a fully free society. Genocide is a fringe idea mainly because it's the only way super mutants reproduce is by dipping humans, but there's a real worry that will change once super mutants figure out otherwise.
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