My Ideas for FOIII
Posted: Tue Jun 04, 2002 3:13 am
I would like to see more involving raiders and less super mutants. During both FO and FOII, the hero's put serious corks in the mutant production methods...mostly FOI. I think that as a side effect, mutants becoming available would slow to a crawl except in areas like underground vaults where they can breed and live undisturbed and more refined mutants like Marcus working with humanity. The raiders I think pose more of a workable threat AND storyline. I think FO:Tactics nailed it pretty well with the larger raider establishments popping up.
Two main ideas, one much more detailed than the other...let me know what you think.
1.
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Fade In: 50 years after FOII. Some technology has started to progress and some regress. Most energy weapons have failed, high voltage fuel became very scare and only the haves were and still are able to keep a supply of both workable weapons and fuel for them. Steam techonology has crept back into society with most of the major towns being connected loosely with steam engines and railroads. Raiders, finding the stealing of food and supplies much harder with trains operating now, started to band together to form larger groups allowing them to make raids on large cities. Firstname Lastname has established a large raider city in the mountains that split the northern continent once known as the Rockies and conducts raids from that point on both sides as well as having set up a number of smaller colonies on both sides.
Settlers now more willing to explore the wastes and move away from raider influence, once again have started moving north and south, mostly into territories once known as Mexico and the continent of South America. Not having the industrial power of the US and other world powers at the time of the Turning, they were not able to shelter as many people and it seems mutants were more prevalent due to more secondary and less direct exposure. Seems there are tails of mutant/human hybrid colonies that are able to breed and reproduce. While not as strong as the manufactures super mutants they still retain some of their abilities.
The enclave, while not destroyed was scattered somewhat. No one wanted to repeat the mistakes that led to their first and last attempt at creating a "greater society". The BOS and Rangers took in most of the newer recruits who could be reshaped into reasonable thinking and more morally correct citizens. Those who were not started forming colonies in the north once known as canada....groups of nomad raiders and settlers have also both moved into the area, some joining together, some forming independant and highly restrive(to outsiders) societies trying to make their peace with the world for once and settle down.
I'd like to see seperate languanges that you could learn or perhaps with a high enough charisma and intelligance combo, work around. Different colonies reaching America trying to re-tie some of the international bonds like Germany, England and Spain.
2.
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Also, another idea for FOIII could be that the PLAYER himself, gets sent to Germany or England to try and re-establish contact, create an embassy and start the game from that point. Entirely new places to visit, new cities, the possibility of having to travel to different continents on boats. Introducing techonology from one culture to another in trade for food, other technology or military alliances.
Two main ideas, one much more detailed than the other...let me know what you think.
1.
-------------
Fade In: 50 years after FOII. Some technology has started to progress and some regress. Most energy weapons have failed, high voltage fuel became very scare and only the haves were and still are able to keep a supply of both workable weapons and fuel for them. Steam techonology has crept back into society with most of the major towns being connected loosely with steam engines and railroads. Raiders, finding the stealing of food and supplies much harder with trains operating now, started to band together to form larger groups allowing them to make raids on large cities. Firstname Lastname has established a large raider city in the mountains that split the northern continent once known as the Rockies and conducts raids from that point on both sides as well as having set up a number of smaller colonies on both sides.
Settlers now more willing to explore the wastes and move away from raider influence, once again have started moving north and south, mostly into territories once known as Mexico and the continent of South America. Not having the industrial power of the US and other world powers at the time of the Turning, they were not able to shelter as many people and it seems mutants were more prevalent due to more secondary and less direct exposure. Seems there are tails of mutant/human hybrid colonies that are able to breed and reproduce. While not as strong as the manufactures super mutants they still retain some of their abilities.
The enclave, while not destroyed was scattered somewhat. No one wanted to repeat the mistakes that led to their first and last attempt at creating a "greater society". The BOS and Rangers took in most of the newer recruits who could be reshaped into reasonable thinking and more morally correct citizens. Those who were not started forming colonies in the north once known as canada....groups of nomad raiders and settlers have also both moved into the area, some joining together, some forming independant and highly restrive(to outsiders) societies trying to make their peace with the world for once and settle down.
I'd like to see seperate languanges that you could learn or perhaps with a high enough charisma and intelligance combo, work around. Different colonies reaching America trying to re-tie some of the international bonds like Germany, England and Spain.
2.
-------------
Also, another idea for FOIII could be that the PLAYER himself, gets sent to Germany or England to try and re-establish contact, create an embassy and start the game from that point. Entirely new places to visit, new cities, the possibility of having to travel to different continents on boats. Introducing techonology from one culture to another in trade for food, other technology or military alliances.