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File: 1429366023243.jpg (8.87 KB, 480x211, 480:211, 10984068_10205648850078016….jpg)

 No.621

ITT: In this thread we fan fict about other possible fallout locations (WORLD WIDE)…. mine is Japan

 No.624

>>621
Louisiana is the only right answer. A fucking modern-day irradiated huck-fin story of traveling the Mississippi with a Super Mutant named Mutie-Jim, spending brief visits in several ruins of large cities that lay along the river's banks and ending in the swamps of the Big Easy. Just to see a post-apocalyptic French Quarter all glowing with pollution and radiation and over-run by voodoo tribals and southern slaver families would be amazing.

 No.625

>>624

i say japan because of the small area and the isolation could lead to some awesome faction control. Plus Mountains and and warmer areas just like new vegas.


 No.626

I've always wanted to do south florida. The keys would be great to hop from one to another and there is lots of isolated people down there.

I'm sure there could be an underwater vault anyways


 No.627

File: 1429576076390.jpg (180.28 KB, 1350x591, 450:197, overgrown_by_joakimolofsso….jpg)

That could work. Maybe expand it out into the Caribbean a bit, with a trifactory of powers (Cuba, S. Florida, & a unified Haiti/Dom) vying for control of the region. Perhaps introduce ocean travel using salvaged pre-war junk ships powered by either improvised wind sails, slave labor, or very rarely maybe gasoline or fusion generators. That'd actually be kind of bad-ass to have a modern-day pirate (like, in the Somali sense) setting with a splash of the romanticised privateers of the of 18th century.

Salt, specifically, has been one of the most important natural resources for the building and flourishing of civilizations throughout history - and it never comes up in Fallout games. In a post-war world that lost it's ability to industrially extract and refine salt, it would once again be worth it's weight in gold (er, caps) and would drive trade… and conflict. The Caribbean would be a great location for salt refineries to crop up, and the sea-lane trade routes to the mainland US and S & C. America to be heavily contested areas by regional powers.

The shift in tone and (hopefully, gameplay mechanics) would be a huge departure for the series though and might be better left for a side-game.

Australia would also be a fun location, because it's already fairly wild and hostile. There would be a hell of a lot of room for creativity in monster design too, considering AU's unique fauna - damned near all of which being poisonous.

But most of all, I just want a location that's suitably overgrown with vegetation and looks like it's been ruined and suitably abandoned for ages.


 No.628

>>627

oooh bermuda triangle fallout

I like that idea


 No.630

>>628

The more I think about it, the more I really like the idea of a Ship as a player home. Start with like a little PT boat or fishing trawler with just enough room for a mounted machine gun, a cot, and inventory container. Work your way up to an oil tanker or rusted out old destroyer. Your crew would be made up of your companions, so they're actually doing something for you besides lazing about, gambling, and eating all your unique rare foods when they're not actively following you. Maybe hire on NPCs from towns you interact with to serve as ancillary background crew.

That would give the morality and faction system a purpose again. If you solve quests with a good karma choice, more good characters will want to join your crew. Choose the evil karma path, and you get more evil characters. The composition of your crew will affect how your ship preforms at sea. Ruthless cuthroat crews will have obvious damage bonuses and increased loot. Good crews would be better at repair and defense, but at lower damage and less loot - but a better barter rates at port towns and the chance for outside ships to help you in combat. Depending on how you manage your crew, you could also have a neutral faction - or an aligned faction (again with bonuses, maybe new ship/parts selection, and increased risk of attack from opposing factions). The flag you fly should be optional, and work kind of like how faction clothes in New Vegas.

This way, you're never really left searching for a non-respawning container to store your gear early in the game, and how you kit out your player home directly reflects how you play the game and how well you can preform. It'll be central to your experience, rather than just a "gear dump".


 No.631

>>630

Fallout:Pirates


 No.969

File: 1455160982835-0.png (161.63 KB, 1327x798, 1327:798, fallout_before_the_apocaly….png)

File: 1455160982835-1.png (2.98 MB, 2814x1842, 469:307, world_of_fallout__2271_228….png)

>>621

Have some maps OP as if you're gonna come back to this thread The world map is pre-war, the U.S. one os post-apocalypse.




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