That would have been nice, but the problem is, New Reno's role in Fallout 2 would have to be ignored/modified in Fallout 3 and that's not possible. Plus, the Enclave is destroyed so it wouldn't fit in sequel. It's better to think of its future, not change the past. If New Reno would be in Fallout 3, I'd like to see less crime and more content. New Reno is an interesting place, but the way it was done in Fallout 2 didn't fit at all to the fallout universe. Still, it had a lot of potential.Saint_Proverbius wrote:New Reno would require some major work. I think going with Tim Cain's original idea that New Reno was a resource city for the Enclave would probably be best. Remove the four gangs and replace them with one gang running a very corrupt town that still resembled a town, a town heavily allied with the Enclave. You'd have law enforcement officers, but they would be more or less owned by the gang. All criminals in the town would be sold as slaves. Jet would be in production, but be part of the Enclave's plot. Most importantly, it'd take a hell of a lot of careful digging to uncover the Enclave's pressence there.
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Well, when you think about it, that would have been another great reason to tie New Reno in with the Enclave and make New Reno a homogenous town controlled by one "gang". The Enclave gets wiped out, and they'd be screwed.VasikkA wrote:That would have been nice, but the problem is, New Reno's role in Fallout 2 would have to be ignored/modified in Fallout 3 and that's not possible. Plus, the Enclave is destroyed so it wouldn't fit in sequel. It's better to think of its future, not change the past. If New Reno would be in Fallout 3, I'd like to see less crime and more content. New Reno is an interesting place, but the way it was done in Fallout 2 didn't fit at all to the fallout universe. Still, it had a lot of potential.
Of course, we're talking about modifying Fallout 2 to be more Fallout-ish, not what should be in Fallout 3.
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Also, another thing of note now I'm finally playing through Gothic:
A lot in this game feels like it might fit into Fallout. In particular, the miner->shadow->guard->etc. aspects of the Old Camp, the relative lawnessless of New Camp, and then the fanatics in the Sect Camp. It's fairly linear later on, but it's MUCH better than UIX. For those who haven't played it, here's the key points.
Old Camp has a guard system that would make a lot of sense in Fallout. The guards get paid by a daily tithe by those that they guard, in Gothic it was in units of ore. For this to be applied to Fallout, it could be in the form of food, water, equipment, and healing whenever they need it. The ones most like Old Camp would be the Boneyards (though the Regulators were corrupt and had their own agenda, it did fit), Arroyo, and some other Fo2 towns. The thing to note is that many of them didn't have much of a visible relationship going on between them like you'd see in the pecking order of Old Camp. Most were just guards standing there for filler.
I'm not going to go into much about the Sect Camp, save to say that it's a cult that has a novice-templar-master system and a pecking order of their own (and how Pirahna did that was fairly well done).
About the New Camp, it was lawless, and often they didn't care what happened as long as it wasn't in their face.
Something I'd like to see in Fallout 3 would be more inter-NPC relations and activity, to give it a sense of a real community instead of a massing of individual actors. Fallout 1 had it with the groups working against each other, but you didn't see that much in Fo2 for some exceptions and rather contrived means.
A lot in this game feels like it might fit into Fallout. In particular, the miner->shadow->guard->etc. aspects of the Old Camp, the relative lawnessless of New Camp, and then the fanatics in the Sect Camp. It's fairly linear later on, but it's MUCH better than UIX. For those who haven't played it, here's the key points.
Old Camp has a guard system that would make a lot of sense in Fallout. The guards get paid by a daily tithe by those that they guard, in Gothic it was in units of ore. For this to be applied to Fallout, it could be in the form of food, water, equipment, and healing whenever they need it. The ones most like Old Camp would be the Boneyards (though the Regulators were corrupt and had their own agenda, it did fit), Arroyo, and some other Fo2 towns. The thing to note is that many of them didn't have much of a visible relationship going on between them like you'd see in the pecking order of Old Camp. Most were just guards standing there for filler.
I'm not going to go into much about the Sect Camp, save to say that it's a cult that has a novice-templar-master system and a pecking order of their own (and how Pirahna did that was fairly well done).
About the New Camp, it was lawless, and often they didn't care what happened as long as it wasn't in their face.
Something I'd like to see in Fallout 3 would be more inter-NPC relations and activity, to give it a sense of a real community instead of a massing of individual actors. Fallout 1 had it with the groups working against each other, but you didn't see that much in Fo2 for some exceptions and rather contrived means.