Behold, the load of Fallout stuff I made up
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Description of Fan Fallout
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The storyline
The story would take place several decades after Fallout 2 in the East of the United States continent far beyond the regions where Fallout 1 and 2 took place.
It would start in a Vault still closed two hundred years after the War, unlike possibly other Vaults this one never received the ‘All Clear’ signal and also never choose to act on the favourable conditions the outside monitoring units transmitted, this would be explained in the story.
The player is a member of the second or third generations of Vault Dwellers born in the Vault and has always lived with the idea that there is nothing wrong with the Vault.
However some time at the beginning of the game the player would somehow discover or be confronted with the fact that there is something wrong, he or she would discover that he/she and his fellow Vault Dwellers are being manipulated by an advanced form of electronic manipulation which includes hypnotic suggestion and perhaps a form of virtual reality.
The source of the instructions is outside the Vault.
For some reason this source has been instructing the Vault Dwellers to learn and specialise in a variety of skills such as engineering, science and organising (and if the player would continue to investigate, how to operate a spacecraft).
The Vault is also better stocked with supplies than any other Vaults and unlike the others is a properly working one.
The player would be compelled or forced to leave the Vault to investigate where the transmissions the Vault computers are receiving are coming from and for what purpose the player and his or her fellow Vault Dwellers are being conditioned.
On the outside the player would visit a variety of locations such as “Player Town” (working name), a place the player can turn into a thriving community.
Detroit, a city built around the crater where the original city stood, it is home to a community of salvagers who are rediscovering engineering, forging and machine building.
The Dead City, a Pre War metropolis which population apparently was killed long after the War by an unknown something.
Robot City, a steel citadel founded by thinking machines from before the War and their ‘descendants’.
And possibly later in the game the successor to Area 51, a new top secret base were the Enclave was performing all kinds of ‘hush-hush’ projects.
The player would discover that his Vault is part of an Enclave project to train and educate Vault Dwellers into off world colonists, setting up cities and infrastructures on distant planets.
Before the War took place the Enclave members realised that even if they would survive they would inherited an irradiated almost depleted planet on which the rebirth of the United States might not be possible.
Astronomers before the War had determined that there was the possibility of an Earth like planet in the Alpha Centauri system; the nearest star system to the Solar System, the Enclave now had the intention of re-establishing American civilization on this unspoiled planet.
But they were not sure if the rebirth of civilization would be possible or that the journey to Alpha Centauri could be done successfully.
With Project Safehouse already underway the Enclave decided to use this as a way to experiment with human subjects, exposing selected groups to psychological, physical and social setbacks and limitation and study their reaction to these, analysing the success and failures of the groups.
A complex computer system would oversee the vaults as well as study the possibility of the rebirth of civilization on Earth or any other planets.
This computer is still operating and controls the player’s Vault.
Knowledge gained from these experiments would be implemented in a series of proper working Vaults whose communities had been carefully selected by the Enclave, representing the best in the United States population.
The communities of the Vaults would be trained to become the new builders of civilization the Enclave planned to take control off
The player discovers that the Enclave constructed a large interstellar capable spacecraft in geosynchronous orbit around Earth, this ship was built for the purpose of bringing the player’s Vault community and others to the planet in the Alpha Centauri system where they would build a new society under the leadership of Enclave Overseers.
This plan was to be implemented as soon as the Enclave had taken control of the North American continent again, they would establish contact with the Vaults and send the Vault Dwellers up to the spaceship.
But this was all prevented when the player in the previous game destroyed the Enclave.
There are various flaws in these plans which the Enclave is to blame.
The calculation of human civilization can be reborn is biased; one of the factors the computer in charge of the vaults was to take into its equation was that the Enclave was to survive in order to take a supervising role in this.
The Enclave believed that restoration of human civilization on Earth would not be possible without them.
When the Enclave was destroyed the computer determined from its calculations that human civilization can not be reborn on Earth.
Second; the spacecraft the Enclave built is not properly working.
This vessel is a prototype; its purpose was to test the experimental star drive and cryogenic hibernation systems as well as showing the financial backers of the Enclave that they were working on a plan to restore the United States.
The Enclave’s intentions were to send a group of colonists to Alpha Centauri, if the ship worked properly more would be made and if it failed the gained knowledge would be used to build a better starship.
It was also equipped with an experimental nuclear booster that were to accelerate the ship to interstellar speed, this drive is highly dangerous and shouldn’t be used near Earth orbit as its activations would destroy a vast region as well as contaminate the atmosphere with radioactive material that would sterilise the surface in time.
The ship was to move away from Earth on conventional hydrogen rockets but because of bad funding the ship never received these.
Apparently someone has received the report of the computer and is determined to carry out the Enclave’s plans not aware of its flawed nature.
The player must now return to his or her Vault and convince the other Vault Dwellers with the truth of the Vault and the project they have been part of.
By the time the player would reach the Vault it is abandoned and all supplies and technology have been taken.
The player would pursue the Vault Dwellers to earlier mentioned military base where the Enclave had parked a fleet of shuttles, after having fuelled and prepared one such shuttle the player and his or her team would go to the starship to confront the person who is still carrying out the Enclave’s plans.
Once onboard the starship the antagonist would be revealed to be the Vault Overseer of the player’s own Vault.
He and his predecessors have always been aware of the Vault’s true purpose and were waiting for the signal of the Enclave to prepare for the space mission.
The Vault Overseer received the report of the computer but when he did not hear from the Enclave he had determined it to have been destroyed; now instead the Vault Overseer and a selected group of followers would carry out the plans themselves.
The player could choose to fight the Overseer or confront him with the truth of the nature of computer’s calculation and facts about the spaceship.
Or the player could choose to fix the spaceship and join the Overseer’s cause.
Either way, the player must choose in the end between his or her fellow Vault Dwellers or the survivors of Earth, as the pre launch sequence has already been initiated by the time the player came onboard the crew and colonists can not return to Earth the same way they came onboard.
If the ship is to be evacuated the modules containing the hibernating Vault Dwellers will be dropped randomly over the Earth’s surface and the player’s community will effectively seize to exist.
In the end either the spacecraft takes off and suffers an accident during the journey (or manages to reach its destination if the player fixed it) or is destroyed in Earth orbit.
Various locations
1. Vault ##
The starting position of the game, this is the Vault in which the player was born and grew up.
At the start of the game the player somehow discovers that his or her fellow Vault Dwellers are influenced by an advanced form of electronic hypnotic manipulation (perhaps a form of virtual reality) which compels them to learn certain skills and gain knowledge on various subjects, from engineering and medical knowledge to large scale organising.
These instructions are sent by a source outside the Vault
For some reason the player has escaped the influence of this manipulation, perhaps through an accident or other means (this could be determined in the set up of the game), he or she starts questioning matters or engage in activities opposed to the program that is running inside the Vault.
The player must leave the Vault to discover the source of the instructions and the true purpose of the Vault.
2. “Player Town”
This is the place nearest to the Vault, a run down town somewhere in the middle of the map that has seen better days and is now inhabited by only a few people.
Problems are caused by some local raiders and mutant wildlife.
The player can assume control of the town and bring it prosperity, the player can for example direct people with skills to go to the town and make trade agreements with other settlements to send supplies and materials that help in building the town.
As more people go to the town new stores are opened and new services are available, sending competent mechanics to the town results in machine shops were items can be made and repairs can be done on machines and vehicles.
Doctors result in better medical aid and medical supplies, while sending teachers and scientists will result in the inhabitants becoming more educated and the option to improve skills such as science.
Lastly, the town can be turned into a capital or major settlement in the region, becoming one of the building foundations of civilization in this part of the United States.
Depending on what people and materials are send here, the town could become a recreation of cities from before the War.
But as the town numbers increase as does its prosperity it also attracts the criminal element that will do its best to influence the town or even take control of it.
If the player is not careful the town could become a hub of the slave dealers or a major traffic point on the drugs routes
The player can choose to eliminate this or actual allow it for his or her own gain, but it will have influence in the endgame.
3. Detroit
Before the War this was a major manufacturing city where military machines, vehicles and supplies were manufactured, this made it a primary target for the Chinese missiles and bombs that wiped out the centre of the city and most of its industrial sectors.
Still some inhabitants managed to survive and others were drawn to the city from outlying settlements, in the years after the bombing these people sustained themselves with extensive salvaging of supplies, equipment, tools and raw metal which they used to build houses or sold to passing caravans.
This got them the nickname ‘The Detroit Junkers”, a name they accepted for themselves.
After several decades living like this some of the Detroit Junkers started to relearn Pre War knowledge such as Engineering and Metal Forging from Pre War books and discs.
The Junkers started to repair old machines and rebuild some of the factories which were taken into use, these days Detroit makes quite an income with its metal foundries, manufacture of metal products and the salvage and repair of Pre War machines.
Detroit has also become quite a trading centre and several caravan houses have offices here, it is also an important repair and refuelling point for the truckers in the region.
Presently Detroit and its inhabitants is doing well but there are dark clouds in its future, raw materials are running out at the edge of the Detroit crater, forcing salvage groups to go deeper into the radioactive zone.
To survive team members have to use more Rad X and Rad Away which they are becoming addicted too and has a degenerative effects on their sanity.
Detroit needs a new source of raw material soon to maintain its existence.
- Detroit Blast Crater
The centre of Detroit, also nicknamed the Hot Spot by those who live near its edge.
Ground Zero is pretty much devoid of any structure, as one moves away from it ruins of buildings increase until partly intact buildings at the walls of the crater.
The crater is not as devoid of life as one might think as it is home to various mutant species as well as insane and cannibalistic ghouls that from time to time enter the inhabited sections of Detroit as well as its sewers.
4. Robot City
A shining citadel of steel in the middle of the wasteland and probably the most advanced settlement on the North American continent and perhaps the world.
Robot City was founded by thinking machines created before the War that after emerging from bases and other reinforced locations took control of the remaining automated infrastructure; robots and factories to build a settlement for machine inhabitants.
Robot City is a collection of towers, factories and power plants that are connected by hanging roads and monorails, and the city is a hive of activity as robots and computer controlled vehicles move from building to building, carrying out the instructions given by the thinking machine rulers.
Little is know about the city and its inhabitants as the thinking machines rarely if ever interact with the other denizens of the wasteland, preferring to stay outside the matters of organic beings unless it influences them directly.
The more knowledgeable people in the surrounding settlements are rather worried about Robot City, fearing that the thinking machines might decide to get rid of their former human masters once and for all.
Though Robot City has the abilities to defend itself and wage conflict on the wasteland the machines so far have shown no interest in starting such a war yet.
Seeds for adventure; the thinking machines of Robot City are looking for other remaining thinking machines of the wasteland and would compensate well for any knowledge of their whereabouts.
The thinking machines are divided in tolerating the surviving humans and their mutant offshoots or exterminate them once and for all with the idea that they have had their chance and could be a danger for the thinking machines.
The player could influence their decision with his or her actions; he or she could even set up trade agreements between the thinking machines and the various human settlements.
5. Dead City
A Pre War metropolis which had actually survived the War pretty well, most of the inhabitants were later killed or forced to flee for an unknown menace, perhaps because of the shock these former inhabitants could not make any understandable explanation, mumbling about demons and the grim reaper.
This in turn started stories that the city had been claimed by the Devil as a purgatory for the souls of the millions of people who died during the nuclear war, and that Death itself was roaming its empty streets.
In reality most of the surviving population had been wiped out by a new strain of carnivore mutants called the Nightstalkers whose biochemistry could not tolerate sunlight, forcing them to operate during night time, attacking everything alive.
There would have been the possibility of isolated communities in the skyscrapers of the city which were holding their own.
Seeds for adventure; during the visit to the game the player would discover a new type of Nightstalker mutant strain was developing, one that could tolerate sunlight.
If nothing done about it these mutants would escape into the wasteland and attack other settlements
- West Tek office
Located near the centre of the Dead City is one of the once majestic office buildings of West Tek, the bureaucratic part of the corporation or so it seemed.
While the building itself housed the many offices and administrative branches as well as meeting rooms, it cellars connected to a very advanced and sophisticated laboratory where various projects; mostly biology related were carried out and stored.
The office building above suffered from the War and the passage of time the laboratory itself remained reasonably intact save for several cracks in the walls which connected to the underground sewer and public transport corridors.
Samples of various experiments were kept in the laboratory including viruses that carried genetically altered material, perhaps predecessors or diverging strains of the Forced Evolution Virus.
One of these viruses was released and travelled through the cracks into the sewers where it came in contact with city survivors who had gone underground because of the fallout.
The virus had no effect on them but altered the genetics of unborn children, introducing body changes and making their behaviour more feral.
Seeds for adventure; this is one of the places where the player would learn the truth behind his or her Vault, the Enclave’s great experiments and possibly the still orbiting Ark starship.
6. Area 52
Replacement to Area 51 which the United States government during the early 21st Century determined no longer to be a disclosed military research and test facility.
Various rumours circled around that base that alien ships and the remnants of aliens were stored there and that research on their technology took place there.
Top secret research did take place there and its reputation alone would attract Chinese intelligence, the base was also a priority target during any nuclear exchange.
Because of this a replacement facility was determined necessary, a base on a location consider previously strategic unimportant.
A location in the state of ###### was selected as the ideal place, the cover of a munitions depot and airport refuelling base was adopted to explain construction of the base.
The base was used by the United States government for research and development in various sciences such as Stealth technology, Super Computers, Artificial Intelligence, Cloning, Cryogenic Hibernation, Genetic Engineering, Super Conductors, Anti Matter generation and Space Travel.
Prior before the outbreak of the War the personnel of the base were evacuated to the Poseidon Oil Derrick, the headquarters of the Enclave and the base itself was sealed off. Computers were left online to continue on the research until the return of the staff.
After the War quickly an atmosphere of mystery surrounded the base, no one who went to the base ever returned from it. Some people claimed that the base was now a radioactive crater but wanderers who passed it claimed that the facility was still in good state, almost pristine ever.
Even for most of the Enclave the base was a mystery as it was off limit except for highest agents and officers and the leaders of the Enclave who maintained its secrecy.
Super Computers still continue to research and develop new technologies.
The surface of the base consists of barracks, hangars, garages and administration buildings, the research laboratories, power generation and quarters for personnel such as the scientists and the Enclave officers and soldiers are located under the base. A number of silos contain the various levels and facilities necessary for research and habitation surrounding a primary silo that contains the base’s power reactor.
The base is maintained and guarded by the facility’s main computer and its defences consist of automated turrets and armed robots as well as mine fields.
Note: this place would be a technological utopia for people such as the Brotherhood of Steel as it has plenty of Pre War technology and supplies, however it is well defended.
Note: it’s improbable that no one ever returned that went there; rather it would kind of be a warning to the general people in the area. I am thinking a few people that went to the base did return but never bragged about it, perhaps out of fear of some other reason.
Note: this is the place where the Enclave stored its nuclear weapons in case it should ever start another nuclear war.
Note: this is the place where the Enclave stored the space shuttles that were to ferry the colonists to the Ark starship in orbit around Earth
The B3 – Stratobomber
The ultimate aerial weapon the United States Air Force had developed before the War, stratosphere altitude able; computer assisted flight capabilities, and advanced stealth making it completely radar invisible.
The design was made at ####### to be a replacement for existing bomber planes that would make up the first aerial wave against the Chinese when open war would start but it was not actually realised until 2070 at the top secret US Airforce base of Area 52 where other essential technologies were being developed.
Appearance:
The Stratobomber resembles a large flying wing
Jet engines run along both sides of the crew section through the wing.
A small dome is located on the end of the plane (think like the domes on old WW2 bombers), automated guns are located in it.
7. The Ark
The Enclave’s prototype starship, the Ark was to be mankind’s road to the stars and the Enclave’s ultimate survival.
Construction of the Ark started some decades before the War and technology developed for the great Vaults and the Enclave’s own headquarters were used in it.
The Ark never received its full complement of conventional hydrogen fuelled booster rockets that were intended to move the Ark away from Earth until it had reached the save distance where the atomic fusion boosters could be activated.
These boosters were to accelerate the Ark to the necessary speeds where it could activate the Buzzard ramscoop drive that is the ship’s primary star drive.
If the atomic fusion boosters were to be activated near the vicinity of Earth these would cause severe damage to the planet’s atmosphere and cover most of the surface with deadly radiation that could only be survived by those deep underground or in the oceans.
The Overseer knows this but has no qualms of sacrificing life on Earth to ensure the launch of the Ark and the prosperity of the people onboard it.
He is not aware however that the Ark suffers from various shortcomings resulting from the Enclave’s carelessness and greed.
Like the Vaults, the Ark is merely an experiment.
Concept:
The Ark was the Enclave’s prototype starship and like most Enclave projects such as the Vaults corners were cut when the project became too expensive.
It can even be questioned if the Enclave believed that a starship could work and the Ark could be an experiment to test the engineers’ theories and designs, should the Ark fail the Enclave could use the gathered knowledge to create a new and better working ship.
In the game it’s revealed that the Ark is not the working starship it is suppose to be, some parts of the ship were never properly finished and the ship has suffered from the passage of time.
Some satellites have smashed into it and its meteor shield has deteriorated from solar wind and galactic dust.
I also had ideas for two other locations, one was called the Gap, a wasteland filled with the hulks and remnants of pre War vehicles, inhabited by mutant wildlife and raiders with the possibility of a military base or bunker under it
Camp Miles would have been a salvager camp that was located near the Gap; it was initially set up by Junkers from Detroit but had also attracted the attention of other people including organised crime.
Other locations would have been the Militia Bunker and Raider City but these were created by my friend Airsoft Guy.
Groups
The Judicators
A militia force from the West which origins lie in Las Vegas, they are pursuing a raider gang that has been harassing settlements under their control.
Despite sounding
West Tek Infantry Division
A group of soldiers from the East, their exact origins and goals aren’t known and they claim to work for someone called the president of West Tek, a Pre War research corporation that handled quite some government and military contracts.
They seem primarily interested in information about former West Tek facilities/offices and military facilities in the area.
The group seems to have access to Pre War equipment and weaponry and wear a type NBC suit not seen before the War, this backs up their suspected connection with a Pre War group or organisation.
Seeds for adventure; while not revealed in this game these soldiers actually worked for a cabal of Pre War scientists who used to work for West Tek but decided not to take their chances with the Enclave just before the War, instead entering cryogenic hibernation at an underground facility.
The soldiers’ task was to secure Pre War resources and intact facilities while finding out how much of the Enclave’s projects had survived.
The Rippers
Raider exiles from the West who crossed the radioactive Midwest to escape the New California Republic, apparently for some time they had been part of a prison workforce which worked on various NCR building and reconstruction projects in return for lesser sentences.
They do not share the information how they exactly escaped but it and the journey cost them a large number of members including leaders.
Currently this raider group is in hiding.
Seeds for adventure; one of my ideas was that the player could assume leadership and rebuild this raider group.
After having recruited new members and supplied them with new weapons the Rippers from time to time would commence raids, the player can then collect what the Rippers had taken from others.
The Coyotes
One of the indigenous groups of raiders that is well known for its general cowardice similar to that of the prairie dog, whatever name they once had chosen for themselves has disappeared from people’s memories over time.
The group prefers to prey on weak targets and attacks other raider groups after a raid in order to steal their loot and weapons.
Not surprisingly they are both the targets of militia and other raider gangs, to survive they have become quite adept at hiding.
Seeds for adventure; a bunch of trouble makers that would try to oppose the rebuilding of the Rippers, perhaps the best members could be swayed away to join the player’s ‘raiders’ but in the end it would be best if the player destroyed this group.
“Luddites” (no name yet)
A religious group who primarily seemed to spread the word of God and spread spiritual wellbeing to the people of the wasteland, their actual goal was to destroy the evil technology and science that had destroyed the old world, they would for example target scholars and scientists but leave the actual work to others.
Members would be spread across communities over the wasteland, seeking information as well as recruiting new members for the cause such as raiders who would be organised into squads assigned to destroy technology and books and kill anyone knowing or teaching such subjects.
Other groups would have been the inhabitants of the bunker and the various raider groups of Raider City.
I was also considering adding the Shi, now major industrialists and the Followers of the Apocalypse, wandering scholars and doctors.
Characters in the game:
The player / the Vault Exile (working name):
The Vault Overseer:
The head administrator of Vault ## and the mastermind behind the conspiracy / master plan, he cares about the people he leads but considers all means to restore human civilization and order justified.
The Pursuer:
A humanoid robot that has been sent after you, who built it or commands it is unknown (the Vault Overseer). It does not carry any firearms but it’s armed with an electric prod that can stun the player and party members, the robot can also take on serious firepower before being knocked down.
Once immobilised the robot starts to repair itself after which it continues its goal. Should it take out the player the player is brought back to Vault ##.
During the game the player needs to defeat the robot, salvage its memory core or reprogram it and turn it into a new team member.
Note: so far this idea is just a suggestion.
Alternative suggestion:
Progressive stronger robot hunters:
As the player journeys through the wasteland he/she is chased down by hunter robots that are programmed to bring the player back to Vault ##. In the beginning the hunter robots don’t have too much hit points and armour but as the player probably does not have the fire power to destroy the robots he / she can only stun them temporary.
Like ‘living’ characters the robots have a ‘fatigue’ bar which can be depleted. Once empty the robot shuts down and the player can return to non combat gameplay. However should the player attack the robot in this state it will come back online immediately and the battle starts over again.
Should the player destroy one of the robots a more advanced model (stronger) is dispatched to search and capture the player. This will continue until the most powerful model is released, this thing is near invulnerable and can not be destroyed, the only way to get rid of this robot is to complete the quest in which the player must track down their source or command centre and shut that down.
Robots can be stunned with small weapons fire and EMP weapons.
Traxus:
One of the few living Super mutants the player can befriend and convince to join his / her party. Traxus is a mercenary when the player encounters him, selling his services to the highest bidder.
Seeds for adventure; a possible storyline, Traxus is looking for his lost brother and joins up with the player to increase the chances to find him.
Johnny:
A Ghoul the player can befriend and convince to join his / her party. This character would be an expert outdoorsman and can yield sniper rifles.
Johnny hates being a ghoul and wants to find the means to become a human again.
Seeds for adventure; during the game the player can assist Johnny in this quest to find the means to turn him back into a human.
CENTRUS:
Successor to the ZAX series of sentient computers, it’s the computer overseeing the Vault experiments and also serves as the central computer of the Ark.
Professor Maximilian
He was the head of the design team that created the starship, I toyed around with the idea if the player could find him in the West Tek laboratory, hibernating in a cryogenic unit, or if he was part of the West Tek group in the East, trying to find out if the starship project was still going on.
New gameplay elements
‘Knock Out’ combat
Unlike the earlier Fallout games but possibly like Van Buren it is possible to defeat an enemy or enemies without killing him, her, or it, by decreasing their fatigue to zero.
Underneath the ‘life’ bar is the ‘fatigue’ bar, during a normal fight the fatigue bar suffers as much as the life bar does, but if ‘knock out’ weapons are used such as gas grenades, stun weapons etc, only the fatigue bar decreases.
When the bar reaches zero the target falls unconscious and either has to rest or receive fatigue stimulants (for example a ‘special’ stimpack)
Limited high tech weaponry
Unlike the other Fallout games I want to make the appropriation of more advanced weapons a bit harder, forcing the player and his/her team as well as opponents to rely more on Melee combat or small weapons.
High tech weapons still exist but most of them are in the hands of big organisations such as the Brotherhood of Steel, the NCR, and so on, or in weapons cache deep inside destroyed bases, so no raiders of small town militia armed with military grade weapons such as miniguns or laser weapons.
Instead weapons such hunting rifles, personal guns and police weaponry is more common throughout the wasteland with here and there people who use self made weaponry.
Manufacturing of own weapons and items
As mentioned before most high tech weapons are either in the hands on the big organisations or still lie hidden somewhere, also some advanced items such as doctor’s bags, medicines and certain type of boosting drugs are very rare in the wasteland.
The player can choose to search for these items but he, she can also manufacture these themselves in workshops and laboratories, or find NPCs who can manufacture these items.
The type item and the way to create it depends on the player’s Science skill, raw material, and type of manufacturing centre, medical drugs for example have to be made in a laboratory while steel armour for example in a workshop.
Perhaps certain manuals are also necessary when you want to make more complex weapons and devices as well as special components such as chips or power cells.
Places such as Detroit and Robot City offer such parts for sale or the player can salvage them.
The English might be off here and there, some of this stuff is written recently while other text was cut-and-pasted from older documents.
Sorry about that but the ideas should be clear.
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