PsychoSniper
So Old I'm Losing Radiation Signs
They need to pick a new area, midwest or texas, and make a *huge*worldsace of connected maps, with a master terrain map based off of irl topography
For each major population center, have a map area similar in size to new vegas or Fallout 4, so you have a decent area to explore, and fill in the empty space with proceduraly generated content set to fit in the terrain map, so if you're not fast traveling it takes time to travel down the rosd and feels like you actually went somewhere.
From there, add in some scatrered content, small but dead prewar towns, small but sparsely settled prewsr towns, etc, and assign some map grids to random encounters at game start, both the traditional Fallout wacky random encounter, and just plain rare stuff like a prewar store that hasnt been touched by scavers, randomize where stuff is so each game is a new experience, and set aside some parts of the map, or edges of the map, for DLCs that add more to the total worldspace area.
Set a world that actually makes sense, from locations settled to supply routes, and from there build the plot of the game.
As for the plot, lets return to basics.
You live in a control vault, one that has remained untouched, and its going to stsrt getting overpopulated within a generation so the overseer has decided its time to explore the surface world.
Act 0: opening act. Skippsble intro, door opens and lets you out into a cave secyred by vault security. If you dont skip it, you help vault security clear out rats, radroaches, and other low level stuff, have dialoughe between NPCs about setting up descrete fortifications inside the cave so not to draw attention from outside.
Act 1: Explore. Your pipboy has a number of prewar locations marked, you need to visit them. Most are rubble, some can be a source of salvage, and a few may be populated
Act 2: expand. As you explore during act 1, and as time passed, the vault starts fortifying the vaults entry cave and the surface around it, and once you finish exploring the first set of locations the overseer will ask you about a few of the settlements at those locations, and depending on player interaction you may escort some vault diplomatic teams. Lots of the quests set to be fairly open ended, just finding resources to salvage.
Act 3: building. The vaults surface dwellings start to expand and take shape, dealing with raiders, etc.
After act 3, the towns built up, you start traveling further abroad and get into major quests, by this point you've gotten kitted out fairly well and have kitted your party if you chose to have one.
Now, this gives you a solid foundation to build on for future releases.
Focus on DLCs, DLCs add questlines and add features and sometimes changes to existing worldspaces, and because its being built within an existing framework it can be made much faster, with at least one major DLC a year.
For each major population center, have a map area similar in size to new vegas or Fallout 4, so you have a decent area to explore, and fill in the empty space with proceduraly generated content set to fit in the terrain map, so if you're not fast traveling it takes time to travel down the rosd and feels like you actually went somewhere.
From there, add in some scatrered content, small but dead prewar towns, small but sparsely settled prewsr towns, etc, and assign some map grids to random encounters at game start, both the traditional Fallout wacky random encounter, and just plain rare stuff like a prewar store that hasnt been touched by scavers, randomize where stuff is so each game is a new experience, and set aside some parts of the map, or edges of the map, for DLCs that add more to the total worldspace area.
Set a world that actually makes sense, from locations settled to supply routes, and from there build the plot of the game.
As for the plot, lets return to basics.
You live in a control vault, one that has remained untouched, and its going to stsrt getting overpopulated within a generation so the overseer has decided its time to explore the surface world.
Act 0: opening act. Skippsble intro, door opens and lets you out into a cave secyred by vault security. If you dont skip it, you help vault security clear out rats, radroaches, and other low level stuff, have dialoughe between NPCs about setting up descrete fortifications inside the cave so not to draw attention from outside.
Act 1: Explore. Your pipboy has a number of prewar locations marked, you need to visit them. Most are rubble, some can be a source of salvage, and a few may be populated
Act 2: expand. As you explore during act 1, and as time passed, the vault starts fortifying the vaults entry cave and the surface around it, and once you finish exploring the first set of locations the overseer will ask you about a few of the settlements at those locations, and depending on player interaction you may escort some vault diplomatic teams. Lots of the quests set to be fairly open ended, just finding resources to salvage.
Act 3: building. The vaults surface dwellings start to expand and take shape, dealing with raiders, etc.
After act 3, the towns built up, you start traveling further abroad and get into major quests, by this point you've gotten kitted out fairly well and have kitted your party if you chose to have one.
Now, this gives you a solid foundation to build on for future releases.
Focus on DLCs, DLCs add questlines and add features and sometimes changes to existing worldspaces, and because its being built within an existing framework it can be made much faster, with at least one major DLC a year.