Fallout: Anchorage

Mr Krepe

Water Chip? Been There, Done That
This game will take place in obviously in Anchorage, but it will be set up like a mix of the original Fallouts and the new ones as well. The travelling system will be like FO1 and 2, and there will be very little locations but they will be very detailed. Whereas it will also be in FPS format like in the new Fallouts.

The map will stretch down the Canadian west coast to the bottom of British Columbia (Victoria) and stretch to Anchorage in Alaska. The map will be long and thin.

Story:

First you start of with a character creation screen, where you choose your SPECIAL, tag skills, traits and what you look like. After that your adventure starts (I love cliche's):

You get your starting equipment from what Tag Skills you chose:

Always Recieve: Poseidon Oil Jumpsuit, 3 Stimpaks, Rusty Pole (If you don't chose any combat skills)
Guns: 10mm Pistol
Energy Weapons: Rusty Laser Pistol
Explosives: 5 Frag Grenades, 1 Pulse Grenade
Melee: Pitchfork
Unarmed: Knuckle Dusters
First Aid: +4 Stimpaks
Repair: 2 Weapon Repair Kits
Science: 2 Mentats
Lockpick: 5 Bobby Pins
Speech: 50 Caps
Barter: 50 Caps
Outdoorsman: 2 Bobby Pins, 1 Stimpak, 10 Caps
Sneak: 1 Stealth Boy

The PC is tasked with travelling from Victoria (BC, Canada) to Anchorage (Alaska). You have to try and recover a lost US Army bunker system buried deep under Anchorage which contains masses of pre-war technology for a faction that considers itself the bane of all evil in the world, but will soon learn that they have really misjudged themselves. You will encounter lost NCR salvagers, a super mutant who doesn't realise he's a super mutant (he even looks down on mutants), even Russian colonists in a hope for a new life.

The settlement syou will encounter are:

Victoria: A medium sized town, belonging to the factions: Sons of Anchorage and the Brilumbian Society. The town is also swarming with NCR Salvagers. The town is apparently very cultured according to the Brilumbian Society, who often over-state how 'great' pre-war Canada was. The two factions often get into petty fights with each other with Sons of Anchorage being descendants of US Army soldiers, and Brilumbian Society steeped deeply in Canadian history, yeah you can see how that is bad already.

Vancouver: Considering itself a free town, they are actually owned by a higher force of the Brilumbian Society. The town is one of the most advanced town in the Canadian Wastes, being home to it's own customs and passport systems, a working monorail system and a working robotic guard system, which to a knowledgable explorer could all be corrupted and used to himself to overthrow the Brilumbian government, or even strengthen the Brilumbian Society's hold on the town.....

Yellow Hand: A large-ish tribal camp nearer to the Canada-Alaska border than to the USA-Canada border. They are under control of the Yellow Hand Tribe, which is having trouble with the nearby Frozen Lake Tribe.

Frozen Lake Camp: Much smaller tribe than the Yellow Hand that are causing a nuisance with the Yellow Hand. You can choose to overthrow the Yellow Hand and let the Frozen Lake take over, raze the Frozen Lake camp to the ground, form a truce, or get the Brilumbian Society to take over.

Anchorage: A very large town, with heavy root in the Sino-American War, this is also home to the more major forces of the Sons of Anchorage that are preparing to take over British Columbia and the rest of Alaska. This town is also where the majority of the in-game NPC's live, and it also has the largest amount of traders in the game.

Whitehorse: The former capital of Yukon Territory in Canada. This town is now ravaged by terrible seasonal flooding, and the town has just resorting to building higher and higher. Some of the buildings in this town are over 20 stories high, as well as made of salvaged pieces, this town is exactly what you would call safe.

There would be a lot more towns, these are just the only ones I could imagine.

Factions you will encounter:

Brilumbian Society: A society steeped deeply in Canadian history, they really despise the US and all Americans because of the Pre-War annexation, and wish to try and rebuild the once great pre-war nation of Canada.

Sons of Anchorage: A large paramilitary group of people that see themsleves as the bane of all evildoers and believe that the destruction of the Brilumbian Society will help in their cause to start the new United States of the Wasteland. They recieve their equipment from battlefields from before the war and bunkers that were spread around Anchorage.

Yellow Hands: A tribe determined to not succumb to imperialism like it's neighbours from north and south. But they are sick of other warmongering tribes picking on them.

NCR Salvagers: A 10 man team sent forth from the Republic to scout agricultural land and tech which may help in the expansion the NCR. Minor Faction, but late in-game they will show there true colours.



That is all. Tell me anything wrong/right/average with it, and I hope i've pleased the general audience. If you can could you please rate out of 100 so I can build on an average.
 
Is it simply bunch of ideas? Or you will try to do it?

NCR Salvagers? Maybe expedition? Not necessary to take Van Buren names.

New Bakersfield is stupidity. Why ghouls need to travel into Canada? They need Canadian whiskey? :)
 
I thought it would be a good idea to include New Bakersfield as town because quite a lot of the ghouls from necropolis didn't settle down and just travelled north (I think). Although I was very tired when I done New Bakersfield, all the other ones I imagined when I wasn't close to falling asleep. I'll just get rid of it.

I didn't know I was stealing Van Buren names. Because i've only lightly read into it (although now that Van Buren involves NCR I might be more interested), but why can't the NCR have multiple scavengers on different fronts? With a nation that big I imagined they would need to travel in every direction to get resources.

And to answer your first question, yes, it is just a bunch of ideas. I don't have the computer-know-how to be able to do something like this.
 
Some left Bakersfield, some not. Some come to Gecko.
There must be reason. Not only thought "I need guulz town in my game".
You use (not steal) Van Buren info in a wrong way , because you "only lightly read into it".
Scavengers are convicts for dirty job, not expedition.
For that purposes they have scouts, rangers, scientists.

I don't understand why people simply throw their "ideas" into this forum. Make some story, pnp, design document. Not simply "I imagine awesome game".
 
Okay, I think i've got a good story line:

You start of in Victoria in the Sons of Anchorage base. You are asked to journey to Anchorage to connect the two groups of Sons of Anchorage as the Victoria Chapter is unconnected to the Anchorage Chapter.

Once you get to Anchorage you need to try and fix the radio stations and power stations round Anchorage so they can keep in contact with the Victoria Chapter. While in Anchorage you meet a Brilumbian spy who tell you instead of supporting the SoA you can sabotage the Power and Radio Stations.

Note: The SoA storyline is considerably easier for the run n' gun sort of guy as it is for more action orientated character, but the Brilumbian story is great for stealthy characters as it more for covert operations against the SoA.

How's that so far?
 
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