Hey guys,
Not really what I would or wouldnt like to see in fallout as such but it is heavily inspired by Fallout and this forum is the closest thing I imagine this sort of thread would go in.
Basically I love comming up with ideas for games being a sort of half arsed games designer / level designer myself. I have come up with this idea for a game which I envision would have much in common with what I felt made Fallout 1 & 2 such great games.
Below is basically a brain storm for the game itself with some of the basic ideas and concepts behind the game. What I want really is just some feedback on what people think of the idea.
Questions about anything you want to know or opinions about anything you think is a good or bad idea and so on. Comparisons to Fallout or even pitching ideas of you own. All (constructive) feedback is welcome.
Wanderers
Earths future is one filled with darkness. Once man had unlocked the secretes of science Earth was cast aside as mankind exploded out into the galaxy. The call for resources and manpower lead to Earth being ravaged for all that it had to give. Conflicts erupted globally and many countries were laid to waste in the wake of World War 3. The end result was a home world stripped of all her resources and left to die a polluted ruin of a planet while much of mankind escaped into the stars.
Not all were taken on the great exodus however. Some chose to stay, some thought abandoning Earth was wrong, many were simply left behind. As time went by the conditions on Terra worsened and eventually became inhospitable to most forms of life. With most of the planets water supplies diminished and contaminated from years of abuse and the atmosphere filled with poisons and toxins the Human survivors lead a harsh life. Much of the seas had retreated leaving vast expanses of desert intermixed with ruined buildings and cities filled with relics of the past.
Clean drinkable water has become the main currency of Earth bound man. Hydro-farms grew into settlements and eventually settlements were organized, policed and run by the New Earth Zealot Initiative. An organization designed to keep order on Earth, created and controlled by the New Colonies Government. The NEZI control the main supply of water and thus have a heavy dominance on what is left of Earth.
Under the oppressive rule of the NEZI the Earth bound populace are trapped, only the rich or powerful can secure some of the highly limited living space away from the hell bound wasteland and into the safe and comfortable NEZI controlled Keeps. The NEZI rule the Earth with a iron fist, they make the rules but they also protect the common man from the numerous dangers that threaten settlements and supply routes through the wastes. The NEZI are relatively well equipped and have total Air Space dominance on Earth with their fighter bombers and gunship transports.
There is a faint flicker of hope for survivors however. While buying safe passage off Earth to one of the new Utopian colonies in the stars is almost impossible there is more than one way to leave the planets surface. The surface of Earth is now peppered with crashed derelict space ships. Ships which have served their time, broken down or become to worn out to be of any use to the new colonies are sent on auto pilot to crash land on Earth. Sending a ship to auto-crash land on Earth is the standard operational tradition of the space fleet.
The survivors are able to scavenge and loot many of these derelicts which can lead to riches and eventually a ticket off world. More often than not however entering a crashed derelict will only lead to a bloody radioactive chemical death with mutants or malfunctioning equipment picking at your corpse until the next salvage team comes along to try their luck. A single man however can usually slip in and out of the more dangerous wrecks without too much trouble – if they know what they are doing.
This lead to the formation of Wanderers. Lone men and women who would loot wrecks, for their own gain, able to stay under the radar and dodge or overcome the perilous dangers the derelict ships had to offer. They have to be prudent with weapons as well, mutants, other salvage teams, on board security systems and even criminal gangs can usually be found hanging around in one wreck or another. The best of the wanderers would go on to become mercenaries or guides for salvage teams, entering the elite of the Terran populace, feared and respected.
Their success was a beacon of hope among the survivors on Earth. Every day more Wanderers would appear, some going on to riches and fame themselves, some lasting no more than a week; going out on missions into the derelict graveyards never to be heard of again. Now comes news of a New Colonies Government plan to have one large open transport leave Earth for new worlds. With a limit of places available on the transport and tens of thousands of people all vying for a place Wanderers are more numerous than ever. Everyone is desperate to buy or earn a ticket off world.
Some of their stories end well, some do not. How will your story end?
Imagine a desert wasteland sparsely dotted with city ruins and titanic crashed rusting space ship derelicts. Mutants, Bandits, Slavers, Mercenaries, Criminal gangs, Zealous NEZI patrols with orders to shoot on site. The land is a harsh one but the smart, the strong and the brave can prevail with a little luck.
Wandering the wastes from settlement to settlement, signing up as a guard on supply caravans to more quickly get from place to place or just going it on foot through the ruins of cities and old earth armies. You start out as a young man or woman with the most basic of resources available too you save for one thing – Your mask.
Your survival mask is unique, while it performs all the duties of a regular mask – some air filtration and basic protection it also has high tech computer components worked in. This is the advantage you have over others. Your mask is capable of organizing your situation, keeping logs of your activities, quests and adventures, sensing your surroundings, providing guidance and area mapping as well as combat information when its most needed. It is also capable of being upgraded with the right tools, know how and equipment.
You yourself are the same as most other wanderers. You can carry two to three large weapons at any time including up to three smaller weapons (side arms / light arms) depending on your style of play. Up to eight 'packs' can be carried, depending upon your suit, which can include aid kits, grenades, decoy devices or combat enhancers such as combat adrenalin kits, personal magnetosphere-shields or muscle relaxant agents (to aid in long range fire fights).
The back pack is the wanderers signature item, back packs come in various types and qualities, the most basic providing simple storage for loot, ammo and water while more advanced packs have space for various miniature tool kits, extra water storage, stealth field generators, climbing aids, breeching tools etc. Everything the wanderer could need to sneak, break or fight their way into and out of a derelict ship or sticky situation.
The suit is the wanderers best friend. The basic models providing only light protection while more advanced (and valuable) suits can be fitted or even customized for heavy protection, stealth, agility or even extra storage pockets for the part-time trader or ambitious looter.
Drinking water is the life blood of any Wanderer. Not only is the main currency throughout the wasteland it is also a limit on how far you can travel before you need replenishment. Most wanderers will either trade in their excess water for Credits or have a hideout where they can stash water, loot and supplies. Credits are accepted in most trading stations throughout the wastes and are much easier to carry than many liters of water. While credits will not be accepted by everyone they can be used to purchase a flight ticket on board one of the NEZI controlled gunship transports which regularly fly between settlements for quick transport.
Not really what I would or wouldnt like to see in fallout as such but it is heavily inspired by Fallout and this forum is the closest thing I imagine this sort of thread would go in.
Basically I love comming up with ideas for games being a sort of half arsed games designer / level designer myself. I have come up with this idea for a game which I envision would have much in common with what I felt made Fallout 1 & 2 such great games.
Below is basically a brain storm for the game itself with some of the basic ideas and concepts behind the game. What I want really is just some feedback on what people think of the idea.
Questions about anything you want to know or opinions about anything you think is a good or bad idea and so on. Comparisons to Fallout or even pitching ideas of you own. All (constructive) feedback is welcome.
Wanderers
Earths future is one filled with darkness. Once man had unlocked the secretes of science Earth was cast aside as mankind exploded out into the galaxy. The call for resources and manpower lead to Earth being ravaged for all that it had to give. Conflicts erupted globally and many countries were laid to waste in the wake of World War 3. The end result was a home world stripped of all her resources and left to die a polluted ruin of a planet while much of mankind escaped into the stars.
Not all were taken on the great exodus however. Some chose to stay, some thought abandoning Earth was wrong, many were simply left behind. As time went by the conditions on Terra worsened and eventually became inhospitable to most forms of life. With most of the planets water supplies diminished and contaminated from years of abuse and the atmosphere filled with poisons and toxins the Human survivors lead a harsh life. Much of the seas had retreated leaving vast expanses of desert intermixed with ruined buildings and cities filled with relics of the past.
Clean drinkable water has become the main currency of Earth bound man. Hydro-farms grew into settlements and eventually settlements were organized, policed and run by the New Earth Zealot Initiative. An organization designed to keep order on Earth, created and controlled by the New Colonies Government. The NEZI control the main supply of water and thus have a heavy dominance on what is left of Earth.
Under the oppressive rule of the NEZI the Earth bound populace are trapped, only the rich or powerful can secure some of the highly limited living space away from the hell bound wasteland and into the safe and comfortable NEZI controlled Keeps. The NEZI rule the Earth with a iron fist, they make the rules but they also protect the common man from the numerous dangers that threaten settlements and supply routes through the wastes. The NEZI are relatively well equipped and have total Air Space dominance on Earth with their fighter bombers and gunship transports.
There is a faint flicker of hope for survivors however. While buying safe passage off Earth to one of the new Utopian colonies in the stars is almost impossible there is more than one way to leave the planets surface. The surface of Earth is now peppered with crashed derelict space ships. Ships which have served their time, broken down or become to worn out to be of any use to the new colonies are sent on auto pilot to crash land on Earth. Sending a ship to auto-crash land on Earth is the standard operational tradition of the space fleet.
The survivors are able to scavenge and loot many of these derelicts which can lead to riches and eventually a ticket off world. More often than not however entering a crashed derelict will only lead to a bloody radioactive chemical death with mutants or malfunctioning equipment picking at your corpse until the next salvage team comes along to try their luck. A single man however can usually slip in and out of the more dangerous wrecks without too much trouble – if they know what they are doing.
This lead to the formation of Wanderers. Lone men and women who would loot wrecks, for their own gain, able to stay under the radar and dodge or overcome the perilous dangers the derelict ships had to offer. They have to be prudent with weapons as well, mutants, other salvage teams, on board security systems and even criminal gangs can usually be found hanging around in one wreck or another. The best of the wanderers would go on to become mercenaries or guides for salvage teams, entering the elite of the Terran populace, feared and respected.
Their success was a beacon of hope among the survivors on Earth. Every day more Wanderers would appear, some going on to riches and fame themselves, some lasting no more than a week; going out on missions into the derelict graveyards never to be heard of again. Now comes news of a New Colonies Government plan to have one large open transport leave Earth for new worlds. With a limit of places available on the transport and tens of thousands of people all vying for a place Wanderers are more numerous than ever. Everyone is desperate to buy or earn a ticket off world.
Some of their stories end well, some do not. How will your story end?
Imagine a desert wasteland sparsely dotted with city ruins and titanic crashed rusting space ship derelicts. Mutants, Bandits, Slavers, Mercenaries, Criminal gangs, Zealous NEZI patrols with orders to shoot on site. The land is a harsh one but the smart, the strong and the brave can prevail with a little luck.
Wandering the wastes from settlement to settlement, signing up as a guard on supply caravans to more quickly get from place to place or just going it on foot through the ruins of cities and old earth armies. You start out as a young man or woman with the most basic of resources available too you save for one thing – Your mask.
Your survival mask is unique, while it performs all the duties of a regular mask – some air filtration and basic protection it also has high tech computer components worked in. This is the advantage you have over others. Your mask is capable of organizing your situation, keeping logs of your activities, quests and adventures, sensing your surroundings, providing guidance and area mapping as well as combat information when its most needed. It is also capable of being upgraded with the right tools, know how and equipment.
You yourself are the same as most other wanderers. You can carry two to three large weapons at any time including up to three smaller weapons (side arms / light arms) depending on your style of play. Up to eight 'packs' can be carried, depending upon your suit, which can include aid kits, grenades, decoy devices or combat enhancers such as combat adrenalin kits, personal magnetosphere-shields or muscle relaxant agents (to aid in long range fire fights).
The back pack is the wanderers signature item, back packs come in various types and qualities, the most basic providing simple storage for loot, ammo and water while more advanced packs have space for various miniature tool kits, extra water storage, stealth field generators, climbing aids, breeching tools etc. Everything the wanderer could need to sneak, break or fight their way into and out of a derelict ship or sticky situation.
The suit is the wanderers best friend. The basic models providing only light protection while more advanced (and valuable) suits can be fitted or even customized for heavy protection, stealth, agility or even extra storage pockets for the part-time trader or ambitious looter.
Drinking water is the life blood of any Wanderer. Not only is the main currency throughout the wasteland it is also a limit on how far you can travel before you need replenishment. Most wanderers will either trade in their excess water for Credits or have a hideout where they can stash water, loot and supplies. Credits are accepted in most trading stations throughout the wastes and are much easier to carry than many liters of water. While credits will not be accepted by everyone they can be used to purchase a flight ticket on board one of the NEZI controlled gunship transports which regularly fly between settlements for quick transport.