Fallout

Fallout story I am working on (New Orleans to Chicago)

fallout 1 - Fallout story I am working on (New Orleans to Chicago)
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This is still very much a work in progress, the main story and main factions still need a lot of work but I've had this idea for a fallout game that would take place across the middle of the US spanning multiple cities. It would span 4 maps New Orleans, St Louis, Chicago, then Kansas City. I don't want to run the same old factions into the ground so I still want to come up with some new factions but my story currently has the BOS and enclave, but I would like to make them minor factions. The main new faction I have created so far is the "ex-enclave" that are based at the eye-bot factory in chicago that I see being one of my major factions story wise, why they left the enclave and why they want to help the wasteland. But this game would be more about the player's own story rather than the factions, as you travel the entire US (north to south) to find answer that were in your own backyard the whole time. This story will be more about your family and what happened in your vault and what led up to that event. I would enjoy hearing some ideas to improve upon my story.


The Story

Act 1: New Orleans.

You grew up in the French quarter, raised by your uncle, the high ground of New Orleans that doesn’t have flooding issues. This is where most human settlers in the Bayou wasteland live. New Orleans also became a ghoul sanctuary city after the Great War, but there are rising tensions between the humans and ghouls. Ghouls are not allowed in the French Quarter after dark due to recent problems and they have a main settlement across the river in another ward. This would be the most in depth ghoul faction the fallout series has seen. You were born to vault dwellers but left the vault at a young age (around 7 years old) for reasons you don’t understand so you remember the vault, but were too young to really know what was going out outside of your family. This will be a story to investigate later in the game when you track down the location of this vault, discover what happened.

Story begins: What is it that motivates you to get the riverboat to head up river (TBD)

You know that your grandfather had a commercial riverboat business before the Great War as your uncle told you about it, but you have never been to the dock where his boats were stored because it’s in a dangerous area and you have stayed in the relatively safe French Quarter your whole post-vault life. Your first quest is to go to a government building downtown to find a terminal to track down the dock location. Once you get to the dock, you find boats in need of repairs and fuel. You have to travel to many other Bayou wasteland locations for parts, including a fusion core factory to power the boat.

*Side Note 1: The Nuclear age hit Louisiana’s economy hard as the age of oil ended, putting many oil industry workers out of work. The fusion core factory opened to take advantage of this unemployed labor for cheap.

*Side Note 2: Many of New Orleans neighborhoods will be hit my dynamic/random flood events due to the flood control systems being unmanned since the war.

*Side Note 3: There are 2 salvageable boats at your grandfather’s dock. Each with different stats and styles. You can choose which one to make your personal boat. The other can become usable after meeting slavers in Act 2, or the Great Lakes traders in Act 3.

Act 2: The Arch.

The story (TBD) leads you up the river looking for settlements, clues. You land in STL at a dock below the famous Arch. Here you make contact with a BOS base that is using the top of the arch as a communications tower. The BOS are looking to get supplies from their Chicago HQ, and agree to help you with your story mission as they see you have a boat and agree to take a shipment to Chicago but you must first earn their trust by completing some missions in the STL map. While in the St Louis region, you can find a large slavers camp in East St Louis. Do you make business arrangements with the slavers?, shipping slaves can be lucrative. Can you convince the BOS to help you destroy their camp and free the slaves?

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Act 3: Chicago, trade companies, ex-enclave and the Brotherhood. After completing the delivery to the Chicago HQ, you make contact with the Great Lakes Trading Company (GLTC). They are looking to expand their trade network inland (they currently have trade routes between great lakes cities like Detroit and Toronto). Do you join them, try to take them over, or peacefully compete with them? (Joining them opens up a new series of quests setting up trading posts for them in STL and NO, along with a new GLTC faction companion who is required to complete those quests) After the quest line is complete, you can assign that companion to your 2nd ship.

At an eyebot factory in Chicago, you find an ex-enclave faction (Name TBD) With communication lost with the coasts and members which didn’t agree with the more “evil” ways of the coastal enclave, they have tried rebuilding Chicago with democracy and elections and want to spread this to other cities as they see themselves as the saviors of the Midwest wasteland. The brotherhood of steel, not really interested in elections and local problems, plans on taking the eyebot factory for the tech and enclave documents it holds, peacefully or by force if necessary.

At the eyebot factory, you learn of the enclaves Midwest hidden HQ underneath an Air Force base home to the stealth bombers (whiteman IRL) Using this stealth tech, the enclave at this location have been able to remain hidden but have not been in contact with the West Coast enclave, MODUS, or president Eden in many years.

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Act 4: Kansas City. Enclave and Toxic Dust storms.

You make contact with the Enclave at Whiteman AFB. They want your help in re-establishing communication with other enclave bases. The BOS wants this base for all the stealth and other tech it contains. The “Ex-enclave” also want access to this base (reason TBD). They enclave there direct you to a Missile silo in the duststorm where you can find a satellite connection (or if you attack them, you learn of the missile silo from their records). When you make the connection from the silo to the satelite, you get a low quality live feed view of the earth. Most of the world is dark or covered in clouds so you can’t tell how many cities or countries are still inhabited or if any cities were not bombed, but a few cities such as New Vegas show up brightly. You can see a single city in China that is lit up (is it inhabited?), do you chose to send the silos only remaining intercontinental missile to this city as the enclave wishes? Or do you send it to Whiteman AFB to end the Enclave at the request of the B.O.S? Or do you disable it? Your characters personal reason for going to the silo and making the connection to the satellite is to get a data link to vault tech, to learn the location of your home vault. You will also have to find a way to stop the storms as they are blocking the communication link to the satellite.

*Side Note 1: The Honeywell Nuclear bomb parts factory is in South Kansas City IRL, will be a mini-nuke factory in the game.

*Side Note 2: Humans have abandoned the Kansas City region due to the high radiation, and have set up a camp in the St Louis region. They will send you on quests to their abandoned towns to find people who stayed behind . Another person you will meet is an NCR party who came east to scout and make contact, but couldn’t return west because of the dust storms.

Act 5: Back Home.

You return home to New Orleans after finding information on the location of your childhood Vault. You can now discover what happened to your parents, what experiment was done in this vault? Did people continue living in the vault after you left? Are they still living there?

DLC:

• Any city on the Mississippi, Missouri, or Ohio rivers could be a DLC location, as you can dock your boat at any of those locations to bring your mobile camp to any of these locations. As “The Pitt” is on this river system, it would make sense for there to be a slaver presence on at any of these cities.

Gameplay Notes:

• Travel between cities: random encounters (similar to how • Riverboat: traveling workshop base, companion base,

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Maps:

New Orleans

  • Large size map

  • Low and Medium difficulty, many new swamp related enemies and creatures

Factions:

  1. Raiders

  2. Ghouls

  3. Swamp people

  4. French Quarter settlement members

Locations of Note:

  1. Vault where you were born

  2. French Quarter

  3. Your family’s dock + riverboats

  4. Fusion Core factory

St Louis

  • small size map

  • Medium difficulty

Factions:

  1. Super Mutants

  2. Slavers

  3. BOS outpost

Locations of Note:

  1. Arch (BOS base)

  2. East STL, slaver trader base

  3. Super Mutant base

  4. Beer factory (the Budweiser factory IRL)

  5. Ex-Kansas City settlers camp

Chicago

  • Medium to high difficulty

  • Medium size map

Factions:

  1. Raiders

  2. BOS Major base

  3. Super Mutants

  4.  Great Lakes Trading Company 

Locations of Note:

  1. Urban Core

  2. Lake Michigan

  3. Eyebot factory

Kansas City

  • High difficulty

  • Large map, but mostly desolate with low visibly due to storms. High rads causes many high level radiated creatures to call the region home.

  • toxic dust bowl, (similar to dust bowl of 1930s, this is a toxic dust bowl between Kansas City and Texas, cutting off most communication and trade between the middle and west portions of the country.

Factions:

  1. ghouls

  2. Enclave at base

  3.  No humans 

Locations of Note:

  1. Whiteman AFB. A base built for stealth. Enclave has used stealth to remain hidden here

  2. Missile Silos. You need to go through the high rad level dust storms to reach a silo that has a working uplink to a satellite.

  3. Abandoned settlements by humans who left due to rising radiation levels brought by dust storms.

  4. Mini-Nuke factory (Honeywell factory IRL)

Companions:

They each have their own quest line and each can eventually run trade routes for you on your 2nd riverboat (minus dogmeat) New Orleans:

• Dogmeat

• Ghoul who wants to get out of NO. (only member who you can assign to create trade route to Kansas City as he isn’t effected by the radiation there)

St Louis

• Slaver faction ( can assign to your 2nd boat to run slave trade route to “the pitt” for high income after completing side quest line, but this makes you unliked by most other factions)

• BOS member (can assign to your 2nd boat to run a BOS trade route between STL and Chicago, medium income, mixed effects from other factions. Chicago

• Ex-enclave member (can assign to your 2nd boat to spread word of democracy and trade aid items, mixed effects from other factions)

• Great Lakes Trade Co member ( can assign to your 2nd boat to run trade route between Chicago and New Orleans for low income, no effect on other factions)

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