Forum:Stories and ideas for a future fallout game

I think a good idea for a new game would be something like red dead redeption where you can travel around a state, maybe even the country to all different cities, but I relise how expensive that would be but I also really like the idea of a Fallout: NYC, I really like the factions idea thats in new vegas but I think there should be more quests t do and jobs like patrolling guarding and stuff like in red dead redemption so after you finish quests the game never actually ends and there needs to be a way bigger population like more fiends, raiders, gangs ect. and maybe even be able to form your own gangs and groups. and the game DEFINITELY needs to continue after the after the main quest. In the new game there needs to be the enclave and many other people like mexican gang?? chinese army? russians even? A new country setting would be great too mexico? and texas area? anyway these are just my thoughts. oh and there has to be more weapons armour, ESPECIALLY POWER ARMOUR. [MRbitts]

Wow, these are good ideas! Someone need to email Bethesda and tell them about this page User:TheFlyingRedPepper

•Okay here's my plot, Im not sure of a location yet but here goes... The player is a run-away slave from a major slaver faction and the slavers are after you because you stole a very valuable item or document (how it ties in to the plot I don’t know). The game starts off with the player on an old train looking at the important object, the carriage is made of old wood and you can see outside as the train thunders through the wastes. Suddenly there is a loud explosion and the train is thrown off the tracks. The player is thrown around in the carriage and knocked unconscious and left badly burned. It was a bunch of raiders trying to loot the train, they take the precious item and leave you for dead… the player is later found by a travelling merchant who take you to the nearest town on the back of his Brahmin, in the town the player goes through the usual facial reconstruction and skill analysis.

That’s all I got, what do you all think ?

That's the first half of New Vegas.

--

Indeed. You've taken the same events, and just changed a few of the specifics. Character obtains McGuffin. Character gets attacked, loses McGuffin, character must retrieve McGuffin. Contrast this with the FO1/2 plot (Go and retrieve the magical mystery McGuffin to save your people).

A "Fetch" quest isn't a bad start for a MQ (especially in Fallout where you can play it good or bad), but more originallity is required. Agent c 11:02, November 13, 2010 (UTC)

Fallout 3 was the same too. Except McGuffin was your daddy. The Wasteland Warrior

In most RPGs you're somebody's bitch. You may eventually escape that, but chances are you begin as a lackey and go through most of the game as a lackey. I had a notion for a Fallout game wherein you play someone who's just inherited a small caravan outfit in the NCR. You start off with a loyal aide to watch the home office and a crate of gecko skins or somesuch and set out to carve out an empire. A lot of quests would involve finding caravaneers and guards that suit your playstyle, opening up new markets, dealing with competitors and the government, etc. You could play a straight arrow, or deal in contraband and set out to sabotage your rivals. You'd be able to upgrade your facilities, work your way up from porters to teamsters with brahmin pulled wagons, to a train car or something. Eventually some quest would trigger a freak accident wherein just the right people die so the NCR has to hold a special election for President. You could elect to back one of any number of prominent people you've dealt with previously or throw your hat into the ring. You could run on the issues, inundate small towns with propaganda, get goons to make people "vote early and often," and otherwise bust your hump to get your ideal candidate into office. Eventually the results get in and you're treated to an ending depicting the general course charted by the new president, influenced by your choice of candidate and your actions in various quests (and perhaps your karma if you become president). As presented this is very rough and lacks a defined antagonist. Done poorly it would be FalloutTycoon, but it could take from what people like about games such as Mount & Blade.--OvaltinePatrol 08:23, November 15, 2010 (UTC)

I like ^ this idea but it sounds like a PC only game. User: MoonshadowDark

Here's my idea for Fallout 4. Starts off as a child growing in a little town when a bunch of mercs come and slaughter everyone including your family. You are found by a Caravaner who happens to wander by and takes you under his arm. Story slowly unfolds as the child grows and just like Fallout 3, cutting into certain moments as you grow up to change your karma and starting kit. Anyway goes through flashbacks until your character is an adult were you still are wandering with the caravaner and he picks up a radio signal for help by a broadcast. After finding were the broadcast comes from you find 2 dead Vault Dwellers with the weapons you start of with (If explosives is tagged they have grenades and a grenade rifle) also carrying Pip-Boys (A new model?) and some basic meds. A Deathclaw traps the caravaner while you're scavenging from the dead vault dwellers and severely wounds the caravaner who you've been with for all of your childhood. The caravaner tells you about your childhood after taking him away to someplace safe and also gives you some basic info and a lead (Holotape) about your parents killers before dying. Anyway after traveling to find this lead you start using the pip-boy you found from the dead Dwellers and the story unfolds. The killers depend on your actions so if you are evil throughout the game course at the conclusion you find out that your parents killers were retired mercs from a very dangerous group of mercs and they were killed by a group of regulators or if you were neutral they were just a common family killed by a gang of raiders. If you were good they were killed by a band of mercs and that they were part of a large gang of people who cleansed the wasteland of bad people. I've been thinking of this for a while just tell me what you think. --Mastererium 12:10, December 9, 2010 (UTC)


 * Pretty good, but what keeps the players from wandering off away from the Caravan and into the wastes during the opening scenes? --Pongsifu 12:15, December 9, 2010 (UTC)


 * Perhaps they could be scripted scenes or a boundary blocking you off from exploring too far? I dunno but overall my idea sounds like one that gives you alot of freedom of choice. But if you were a professional game designer would you choose this idea?--Mastererium 13:17, December 12, 2010 (UTC)


 * Well there is a reason they like to keep you indoors during the beginning, even if it is for a short time like in NV, is because they don't want you to wander off. They don't want to have to just line the area with invisible walls and make it feel artificial, they need to trap you yet not make you feel trapped. Several of the Elderscrolls games they even start you out as a prisoner either being released or escaping. Maybe if it were in some sort of valley but there would still be an entrance and an exit, and if there are several scenes throughout childhood, they couldn't make it always inside a valley. Unless they made it so you couldn't actually move your character. But that defeats the point, they did it in Fallout 3 so you learn how to do everything. --Pongsifu 15:52, December 12, 2010 (UTC)


 * How about 3 cut ins while growing up. 1 in a cave as a child which chooses your tagged and SPECIAL skills, 1 In a building as a teen and choses your karma somehow and the last in a valley when the guy dies that teaches you some of the gameplay mechanics? A bit of exploration and no roaming out to far but shows you how to play the game.


 * Hm.. How about in Fallout 4 (or whatever it's gonna be called) the player is put under arrest and brought to a new setting ([Fallout 4 setting]) he/she's never been before, away from the player's family and friends. He/she hears the news that he/she will be executed in four days. Then you get to edit the character's gender/race/physical appearance/name by changing the mugshot. After all the formalities, another prisoner (let's call him Eddie, [totally not a reference to FNV... ;)] ) walks up to you, and says he has a prison break plan, and wants to know what the player can bring to the table (in conversation you can tell him your strong points (tag skills) and your overall usefulness (S.P.E.C.I.A.L.). Then Eddie learns the player some controls, and a short while after that starts an epic prison break quest. After this, the player leaves the prison together with Eddie. Eddie will be your companion, but not long after the quest, he gets kidnapped by some guards that survived the prison break. The player will have no other option but to go back to the prison, and find the guards. They'll tell him that they will only let Eddie free if the player does a few jobs for the guards (quests that encourage the player to go out and explore locations and the main setting). There is no other job to save Eddie, and the player will complete the quests because Eddie saved the player's life, and he/she wants to return the favor. ~ YesMan


 * Sounds okay but not very Fallout like to me. It seems like more of a GTA story. Also doing that automatically sets the guards as the bad people in my view. Also if Eddie gets caught for escaping why don't you? It seems like a plot hole there.--Mastererium 10:06, December 27, 2010 (UTC)


 * I don't see what's wrong with Fallout 4 having a few antagonists.. Also, the guards didn't catch you because they need someone to do their job, it was either you or Eddie, and you are the one who got lucky. I don't see how this story doesn't fit into the Fallout universe, please explain. ~ YesMan


 * It's too similar to the GTA formula for me. Having to do peoples work. Sure you do it in Fallout but your always chasing after someones tail like in Fallout 1 and 3. The start for Fallout New Vegas was good. You were exploring and getting to towns and stuff. But when the factions kicked in, it got repetitive and boring because your being someone's bitch basically. The GTA series can get away with it because they point you in different directions by making you work for someone else. But your story doesn't do that. You're working for guards doing their jobs, After your done with them you return, Get an award and continue working for them. Notice how in Fallout New Vegas does this too specially when you got to get factions to side with you? Do a job for the Khans and return back. That was very repetitive for me and your story sounds like It'll do the same. I like the whole "Prison Escape" thing. Just working for guards doesn't really work. Perhaps if you and this Eddie chap looking for the guy who got you in prison in the first place will work and if you side with Eddie you'll follow down the good karma path but the guy who got you in prison in the first place becomes your enemy and if you wish to follow the Neutral path you can forget about Eddie and this "guy that got you in jail" and bring them both down because both Eddie and "this guy" had something to do ending you up in jail. for the Bad karma path you forgive "this guy" and work against Eddie who then becomes your enemy. Also you'll need a story that gives your character history like Fallout 3 so you understand what your characters been through. New Vegas didn't do this aside from the little conversation topics that reveal you've been to New Reno.--Mastererium 15:07, December 28, 2010 (UTC)


 * You got some valid points there, but chasing a guy all across the map sounds a bit familiar... I disagree with what you're saying about that Fallout characters should have a history, it's an RPG, and people like to create their characters and come up with their own stories for them. ~ YesMan


 * Creating characters history is what Fallout 3 did. And The Lone Wanderer was much more interesting to play as than the Courier. You knew what your character went through as he/she grew up and what experiences he/she had. That's what felt weird about The Courier, You're playing as a guy you got no clue about, you don't know what's happened to his parents and his buddies from way back.--Mastererium 08:17, December 29, 2010 (UTC)


 * Well that's what you think. I don't think I can convince you that a character shouldn't have too much of a history and I don't think you can convince me that a character should. Maybe we should just leave it at that. ~ YesMan


 * Agreed, Good story though my lad.--Mastererium 15:25, December 29, 2010 (UTC)

I had another idea which goes against what I've been saying about dropping the Brotherhood: you play an initiate who is with a small BoS group looking to make a new chapter in a new land. The new land has a high-tech group of its own with no interest in letting your guys anywhere near and do a good job of shredding you apart in an ambush. Your would-be Elder and Head Paladin are dead and the only leadership left is the senior Scribe and Knight. Initial quests are about setting up shop in a safe place. Because the group is short staffed and you're an initiate you pull double duty doing stuff for the Knight and the Scribe to get a taste of how things are for them. Being the protagonist, you naturally become awesome and relied upon and people begin to look to you for leadership and the only surviving Paladin initiates you into the order and conveniently dies in another attack on the enemy, leaving you in charge.

Now the chapter's destiny is in your hands. You can cruelly plunder tech from the nearby communities (unaffiliated with the enemy), restrict yourself to seeking out Pre-War caches in bases and labs or only take them from unresponsible parties like raiders and cults (ha ha, BoS hypocrisy), or go full ret...full Lyons and play crusading good guy for the locals. Eventually you have to confront the enemy. If you just looted pre-war sites and the irresponsible, they're still a little tougher than you but beatable. If you went the Lyons route they're way tougher than you but you get the support of the locals, and they're on equal footing if you went full bastard. After you deal with them you might then have to deal with a mutiny if you went full good guy, a peasant revolt if you went full bastard, and if you went middle of the road you have to defend your leadership to the Brotherhood in Lost Hills (not because they disapprove of what you've done, just because they want to have someone with more seniority as a leader) which could be done in a debate or challenge of some kind.--OvaltinePatrol 16:50, December 31, 2010 (UTC)


 * Uhh, I don't see this story happening.--Mastererium 19:19, December 31, 2010 (UTC)
 * Frankly I don't see anything anyone on this forum thinking of happening. The Fallout series has consisted of 2 McGuffin hunts, a war, a McGuffin hunt leading to a war, and whatever the hell Brotherhood of Steel was about. I'm trying to come up with concepts that are slightly different.--OvaltinePatrol 19:49, December

31, 2010 (UTC)


 * But these stories give you freedom of choice which the Fallout series is largely about. Yours seems too much like keeping control of the BoS. The side quests wouldn't work out because why would to BoS be roaming the wasteland helping people out which they're forbidden to do? How do you think the F3 BoS was kicked from the main BoS? And if you'r trying to copy the F3 BoS by making them the saviors of the wasteland, the formula would be boring. Yours ties too much to the main quest and not enough to the side ones.--Mastererium 15:14, January 3, 2011 (UTC)
 * The break between Lyon's Brotherhood and the Outcasts didn't happen overnight, I specifically address that. If the player runs the Brotherhood like a band of do-good knights you have to deal with a mutiny in the end. If your argument is that my idea can't work because I don't rattle off a bunch of sidequests then I'll refer you to the title of the forum which is in regards to the story and not the sidequests. Part of the goal is to let the player run things their way, I've seen various criticisms of different chapters of the Brotherhood (mostly of Lyons), this would let you do things "right," whatever that means for you.--OvaltinePatrol 16:02, January 4, 2011 (UTC)

I am thinking that if there was a game based in the swamp areas, like in Louisiana would be interesting. I already know that there is the Florida idea, but it would still be interesting. --Dark Technician 21:22, January 4, 2011 (UTC)

Well that'd be too similair to Point Lookout wouldn't it? It could be another DLC for New Vegas though.--Mastererium 02:46, January 5, 2011 (UTC)
 * Lookout was great though. I wouldn't mind a whole game like that. MoonshadowDark

My idea for the begining of fallout 4

The opening scence starts with an explanation of fev and how it was created. It the progresses to a siege of vault 87 through murder pass with a massive battle going on, you are then given your mission by the lyons pride which is to go and destroy the facilitys being used to produce all the mutants and to hunt for the leader in all this. During this battle you succesfully destroy the fev rooms and the giant vats uses to store it. You then begin your hunt for the leader after being separated from the pride. You go deep into the vault when you discover none other than the master who you are about to kill when he uses his abilities to give u a massive headache when you are knocked uncounsious by the incrediable pain. You then have a dream of your dad telling you to wake up and destroy the new menace. You wake up to find yourself being held over a giant vat as it les go you hold onto the giant claw which begins to lower when the lyons pride comes in blows up the container rescues you and you faint to hear the classic sound of ron perlman explaining stuff and how "war never changes". You awake 2 days later to discover you have a tumour caused by the master and a mere 2 weeks to stop the master and the plans he has in store for the wasteland such as what theyve already done. Capturing all robots in dc by telephatpic powers and an almost succesful attempt at blowing up the purifier Kill-da-mutant 23:11, January 5, 2011 (UTC)

The Master was in L.A. not D.C. Also where's the free roam?--Mastererium 00:54, January 6, 2011 (UTC)

I know he was but how many years has it been hes had plety of time to rebuild an armyKill-da-mutant 01:07, January 6, 2011 (UTC)


 * You've clearly never played F1. According to the Fallout canon, the Master was killed with the bombing of the secret vault. That's why you have Tabitha talking about all the smart mutants (Master era mutants which disbanded after the Master died) and the dumb dumbs (pre Master super mutants). Try to read the series canon.--Mastererium 21:44, January 6, 2011 (UTC)

Thats my point its suppose to be a twist :/Kill-da-mutant 22:18, January 6, 2011 (UTC)


 * But he's dead. You can't magicaly rock back alive after surviving a massive bomb? And plot twists are failed. Only worked in a couple games like Bioshock and Alan Wake.--Mastererium 23:18, January 9, 2011 (UTC)

How about this, right? You begin as the Leader or Leader-in-training of a high end faction, any age will be fine (you will start as a kid if you imput a certain age and an adult if imput others) and you run through a simple day: food management, interactions with NPCs, target and melee practice, and other training. As you are ending the tutorial, which will happen when you activate it in order for you to get the hang of the game, and there will be various tutorial quests, your camp will be raided, your people killed, and you will be forced out on your ass into the wild, wild wastes. Out there, you can choose to complete quests, fight baddies, do all sorts of standard Falloutie things. However, there's a catch: factions. You can choose to side with a faction, any faction (though some will be Karma and reputation based), you can make a faction and grow and expand, or you can run solo. If you make a faction, you have absolute power instantly and can set whatever goal you want (for example, take over the wastes, save the people, become the dominant trader community, etc.), if you side with a faction you have certain unique quests and dialogue as well as perks, but you must abide to their rules, though over time you can work your way up. If you run solo you can run missions for all factions, though you won't become an official member, and you also do not have to obey their rules. This is all to work your way up against the growing, prosperring raiders who killed your people, though you may choose to do whatever you wish. Sombar1 03:08, January 6, 2011 (UTC)

Alot of freedom there but where's the next part to the main quest? Can't have it that you're just roaming until you stumble upon a clue.--Mastererium 21:44, January 6, 2011 (UTC)

yo, here's my idea, okay, so you start off in a vault,probably as a teenager(probably 14), growing up with your parents,your friends and their parents. It's a small vault so the community is real tight,everyone is close and stuff, so anyway your quietly minding your own business when a strange gas seeps into the vault killing off all of the adults. Shortly after that the vault door opens forcing you and your lets say ten friends (your best friend, your secret crush, your three other close friends and five others) out into the wasteland thinking that the gas will kill you thus starting the first quest "welcome to the wastes", or something, where you and your companions see a small shack in the distance so you head towards it.But then just as you reach the shack your best friend suddenly falls to the ground and realising that he was shot in the head you quickly turn around to see a group of raiders running towards you. You then realise that you took a small pistol with you you rise the gun and take a shot at what looked to be the leader. The shot is a critical hit and the raider dies.The other raiders, by some chance of fate( I haven't thought that bit through as much, so maybe a little help with that bit) run away. You then run over to your friend and the screen fades out, it then unfades and sees you, now at eighteen, sitting at a camp fire. You are constantly tormented by dreams of your friend dying and it makes you uneasy. The remaining others are sitting at the campfire too. You never talk any more and your relationship with them has suffered with them because of that. Your second closest friend at the time before their run in with the raiders offers a hunt to ease the tension between them, you are weary but finally accept the offer as you know that your group can defend for themselves now. You both come back to see your camp ransacked, all of your companions gone, your heart sinks as you realise that your secret crush was probably dead and you start having flashbacks about the previous run in. Again the screen fades then unfades and your in a cabin, your thirty eight now and have settled down in a town you found after you started wandering the wastes after your last friend remaining died of dehydration. In the town your known as the local crazie, terrorised by nightmares and visions. But one day you snap and decide that the only way your going to come back to normality would be to avenge your fallen brothers. So you set out and hear word of a quickly growing tribe of raiders. you figure that you'll join them and them and obliterate any other raiders that you find. So you finally make your way there, and have built a big name in the wastes either by destroying towns or helping them out by doing their quests. Either way the leader of the raiders accepts you after you fight your way through his men. So you do some stuff for him and gain his trust until you see one of the slave women. You look into her eyes and realise that it was your secret crush.Now you have a decision, to save your crush and the other slaves and maybe even reunite with your old pals or stick with the raiders and kill her on the spot, her being killed will annoy the leader but then he'll shrug it of and tell you of his even grander scheme, I haven't thought of what that would be but yeah that's my idea, maybe it's a little weak, but now I feel much better that I have put my idea out. pimpboy3billion

Okay, here's my Idea: Your an adult, well, lets say around 20. You've lived in megaton your entire life. Maybe we could make it inteesting and your one of the the Fallout 3 Megaton citziens Kid. Most people there own a weapon, but you show exceptional skill in your tag skills that you previously chose. At one point, the town is being harrased by SUper Mutants. The Megaton citizens decide to send out some of their best shots (you and maybe four other poeple) to go and destroy the Super Mutants nearby camp. As it turns out, the camp was much bigger than expected. A few of your guys are killed, and the rest of you are knocked unconscious and taken to Vault 87. All of you are then turned into Super Mutants. Somehow, you are able to retain your normal brain-ness, and are fully aware of everything that has happened. After realizing your the only SUper Mutant like this, you plan an escape. It doesnt play out to well, and you barley make it out alive. As you try to make it back to Megaton, you realize, after some encounters, no ones going to treat you like they did. They only see you as a monster. At this point, you make your one soul reason in life to destroy the source of super muntans, so thos cant happen to anyone else. ALong the way you'll discover other friendly super mutants, towns that eccept you, or towns that will only accept you if you help them. You'll gain other towns/factions support, and they'll help you in your quest. Whaddaya think? --DictatorDom14 02:59, August 2, 2011 (UTC)

Personally I want the next Fallout game to take place in Canada or someplace that has been turned into a frozen wasteland due to nuclear winter. Rather than exploring a vast open desert, I can imagine the PC wandering a dead forest, with a radioactive wind blowing past frozen corpses. -- Fezgod 4:40 8/4/2011

READ THIS ITS GREAT I think that the game should start in a Vault Tech Milatary Training Facility in pre-war times. Thats where you create your character, all exept the face. When you first start the game your in an waiting room, you take a clip board off a desk thats where you put youre name and special (the special should be in check boxes). Once you're done with that you go through a door that was preiviously locked, and walk to a bus. The bus will take you to a "Vault Tech Milatary Training Facility" thats where they teach you how to use a weapon, create your skills, sneak, lock pick, hack a computor, and given a vault tech suit. Once you've learned all that, (or skipped it) you hear the bombs drop in the distance, hear a radio signal that says "Washington hit!!". You go into cryogenic freezing pods in a lead underground room with a vault door. As the vault door closes you see a brigh light and some of the blast enters the cracked vault door. the game goes into loading. When you wake up (the game stops loading) you see two men waliking around and one unfreezing you. still in the pod you see them open another pod and a feral goul jumps out and attacks the men. they quickly kill the goul, and you hear one guy say "keep an eye out this one might be feril. They realease you and you go into conversation with the first man. he tells you that youve been frozen for over 200 years and that you need to help him find the vault armament. Once you pick the lock or find the key you they will take you out side, load up the weapons, and the third guy will take you tawards a lake. Their he will knock you on the ground (you cant move) and draw his gun, then he gets shot by a fully auto weapon. The screen looks over at the people who shot him and its three men that play an important role through the whole game. They walk to you and notice your injurys and minor goulification they take you to a near by town and drop you off at an dcter who fixes you up ang gives you a face. The main story would be about a large walled-in civilization that is trying to take over the wastland. most people welcome the take over, but the feiw who know the truth are against it. The group of people who know about the civilizations intentions are a renaissance-like city who are hidden in the top of a mountain that you cant access untill middle of the main quest, when you discover the civilizations intintions to turn the poor people of the waists into slaves in order for them to create a large area for the rich people of the civilization. The last half of the main quest is attacks on the civilization after they start expanding(in one of the later attacks the civilization will be open for you to explore). Resulting in a war between the civilization and an army of factions that you can choose.