Introduction:
This is a collection of my ideas for the next game in the Fallout franchise. I intended it to be the ‘spiritual successor’ to FNV, and took inspiration from multiple different projects (such the cancelled FO3 by Black Isle Studios, Fallout Tactics, and the Fallout Lonestar mod for FO4. However, most of these similarities are largely superficial, and could easily be changed in name. Please read the whole text before offering constructive criticisms, and feel free to ask me any questions about my idea. I may or may not add to it in the future.Setting:
Fallout 5 takes place in the Front Range wasteland in the state of Colorado, in the year 2297. The main urban hub is ‘Dog City’ (also known as ‘Dog Town’), the post-war remains of the Denver metropolitan area. To the south is the city of Colorado Springs, to the north is Boulder and Longmont, and to the west are the Rocky Mountains. The below image shows the boundaries of the game, as well as major points of interest.
Factions:
There are 3 major factions with which the player can align themselves with (or otherwise go independent), as well as a number of smaller factions who the player can convince to join them.Caesar’s Legion
In 2278, Legate Lanius (Caesar’s second-in-command) led a campaign to conquer the city of Denver, in order to construct a stronghold east of the Great Continental Divide. However, the conquest was a pyrrhic victory, due to the harsh climate, poor supply lines, and lack of tribal stock to replenish their slave population. The brutal and costly campaign left a strong impression on Lanius, but Caesar chose not to punish him, and instead gave the command of the barren city to a young commander named Tiberius. At the Second Battle of Hoover Dam in 2281, Lanius was spared by the Courier (who succeeded in fighting for an independent New Vegas), and began plotting his vengeance against the West. In Caesar’s absence, Lanius declared himself the Imperator of the Legion; he held absolute control over the faction, but tried to unify it using the deity-like image of Caesar, refusing to disclose the previous dictator’s true uninspiring demise. Legate Tiberius began building up his stronghold within Colorado, and soon became the Legion’s largest supply of weapons and attack dogs, leading to the city’s new moniker: Dog City. However, the damage of Caesar’s death was done, and he began plotting to secede from Caesar’s Legion in order to form his own faction – the New Legion, which Tiberius envisioned of correcting the errors of the old ways. He believed in moral reform, such as the better treatment of slaves and women, and the further use of pre-war technology. As of 2297, he is still plotting his secession, with which the player can assist or expose to the centurions still loyal to Lanius, and thus replace him with a Lanius-friendly Legate.

Lonestar Confederacy
Originally formed by the descendants of enterprising Texan businessmen, the Lonestar Confederacy is the largest faction in the American South. Designed to echo the tried and trusted ways of the Old West, unlike a federal republic (such as the NCR), the Confederacy was founded in 2197 as a loose association of independent settlements within the remains of the Lonestar State. Every settlement created its own laws and elected its own Sheriff, but all were willingly bound together in a military and economic union by the Article of Confederation. The Sheriffs came together to form the Sheriff Council, which made collective decisions on external affairs. In order to push the frontier further north and establish new settlements, each Sheriff contributed to the upkeep of the Lonestar Rangers – an elite group of law enforcement officers and militiamen, commanded by the Chief Marshal. As of 2297, the Chief Marshal (a veteran named Carson Holt) has been ordered by the Sheriff Council to establish a new settlement in Colorado Springs and destroy the residing Caesar’s Legion, as they believe they pose a threat to the Lonestar way of life. The resulting conflict has led to tensions between the Confederate settlements, who are reluctant to commit to the costly war effort. However, a temporary cease fire has been achieved, and the two sides lay silently on either side of the demolished town of Castle Rock, both preparing for a pre-emptive strike.

Midwestern Brotherhood of Steel
Separated by distance and ideology from the main Brotherhood forces, the Midwestern Chapter of the Brotherhood of Steel has remained the dominant force from Illinois to Kansas since the 2190s. Despite its small numbers, the faction has been able to establish a harsh rule over towns and villages all over the Midwest, thanks to its reliance on advanced technology (such as Power Armour and restored pre-war vehicles). They have suffered many trials and tribulations, from the war against the Calculator’s robotic army, to the ongoing conflict with Enclave Remnants within the ruins of Chicago. The Chapter is currently stretched to its uttermost thinnest, with only a small scouting force situated in Longmont, led by Paladin Avalon. However, the faction considers both the Legion and the Confederacy to be dangerous organisations, and the stronghold is currently being reinforced by troops from Bunker Alpha near Chicago, in order to deal with the threat. Although this Chapter is more inclusive than its West Coast counterpart, it is not afraid to sacrifice innocents in order to protect the sacrosanct of technology.

Plot:
Fallout 5 has a non-linear story structure, similar to New Vegas’s, allowing for maximum roleplaying and replayability. It focuses on themes regarding both ethics and ideologies, with many impactful choices for the player to make.Act 1
At the start of the game, the player wakes up inside a prison cell, within the Van Buren Quarantine Facility (VBQF), which is run entirely by robotic guards. The player walks up to the cell’s mirror, with which the character can customise their appearance and SPECIAL stats. However, before long, the prison goes into lockdown mode, and muffled gunfire can be heard in the distance. An explosion destroys the wall of the cell, and multiple individuals armed and dressed in hazmat suits are seen rushing past. One steps inside the cell and knocks the player unconscious with his assault rifle. A little while later, the player regains consciousness to find themselves strapped to a gurney, and being transported by a team of the attackers outside of the prison. The gurney is set down behind some foliage, next to several other captured prisoners. The player is able to see one of the men operating on the captive next to the player, who is screaming in pain. A man asks “Have you retrieved the tracker yet?” in a gruff voice, to which the operator replies in the affirmative, and pulls out a small device from the prisoner’s belly, prompting him to lose consciousness. The operator then moves onto the player, but the group of men is attacked by robotic guards before he can retrieve the device, and so the men flee. The player goes into shock and loses consciousness, and the introductory cinematic plays.

Act 2
When the cinematic finishes, the player wakes up in broad daylight, and struggles to stand up; they weren’t injured deeply enough to bleed out and die, unlike the other prisoners. They take a Pip-Boy and a handgun from one of the attacker’s corpses, and are now given complete agency over their actions, but with the main objective of finding the identity of the attackers. The first ‘starting town’ is the small village of Elizabeth, in which the player can do a number of small quests and tutorials. It is revealed that the VBQF, designed as a demonstration of robotic prisons, has been functioning autonomously since the Great War, capturing unsuspecting travellers for unknown and mysterious purposes. When the player departs, the suggested route is the road directly west, which leads to Castle Rock. Here, they are exposed to both the Confederacy and the Legion, and can decide to either venture north or south, depending on which faction they intend to align with.

Act 3
After completing a number of quests for whatever faction they join (and thus gaining their trust), the secret about the attackers is revealed – that they are the personal mercenaries of a prestigious Confederate scientist, named Victor Presper, gone rogue. The Confederacy tells the player that Presper is a traitor who aims to destroy the Confederate base in Colorado: the VBQF was actually constructed as a testing facility for a biological weapon known as Limit 115, and its robotic guard personnel was capturing prisoners in order to test the weapon on them, in the absence of federal orders. Every prisoner was fitted with a tracking device, which was monitored by an orbital station known as Ballistic Orbital Missile Base 001 (B.O.M.B. 001) – the station was equipped with one reserve nuclear missile in the event that the Limit 115 became exposed to the public (a precautionary measure designed following the New Plague, when the weapon was released by Chinese spies throughout Colorado, prompting the first ever national quarantine). Presper discovered that the nuclear missile could be remotely armed if the station detected exposure of Limit 115 to an urban area. So, he ordered an attack on the VBQF in order to obtain access of the prisoners’ tracking devices, which would allow him to fool the station into believing that a pandemic had occurred. He then planned on using a rocket from the Boulder Dome Research Centre (within the decimated town of Boulder) to reach the station and target Colorado Springs with B.O.M.B. 001’s nuclear missile. The Legion tells the player that Presper aims to instead destroy Dog City, and the Brotherhood of Steel wishes to make contact with him. In any case, the player is sent to Boulder Dome, where they discover they are too late – Presper has already departed in a Delta X prototype rocket. The player follows him via a second rocket, and confronts him on the station, which is when Presper’s true motivations are revealed – the Limit 115 weapon was being refined by the US Government within the Cheyenne Mountain Complex in Colorado Springs, and the Confederacy’s Chief Marshal was under strict orders by the Sheriff Council to obtain and manufacture the weapon en masse. However, the only means of manufacturing Limit 115 lies in the factories of Dog City’s industrial centre, which is under strict Legion control. Presper is in fact a Confederate patriot who aims to destroy Dog City, in order to protect the Confederacy against the threat of destruction, but also to ensure that no one could ever make use of the biological weapon, despite directly contradicting the Sheriff Council’s orders. The player is face with a moral choice – is it acceptable to nuke Dog City (which is surrounded by a vast sea of civilian slums) in order to protect the Confederacy, and is the use of biological weapons tolerable? If the player wishes to side with the Confederacy, they must kill Presper and either sabotage the missile or destroy the Brotherhood. If they wish to side with the Legion, they must kill Presper and either sabotage the missile or destroy the Confederacy. If they wish to side with the Brotherhood, they must spare Presper and either sabotage the missile or destroy one of the other 2 factions. The player then returns to Earth as the nuke detonates.

Act 4
The player must now help whichever faction they joined to assert dominance over the Front Range, leading to another moral question – which faction is best ideologically suited to run the Front Range? If the player sides with the Confederacy, this involves invading Dog City and then using the Limit 115 to destroy the Brotherhood. If the player sides with the Legion, this involves destroying the remaining faction(s), either by brute force or by using the Limit 115 (if they invade Colorado Springs first). If the player sides with the Brotherhood, this involves destroying the remaining faction(s), and/or by using diplomacy to convince the Confederacy to leave Colorado. If the player chooses to go independent, this involves simply destroying all remaining factions. In every case, minor factions can be convinced to align themselves with the player’s faction. When the main questline is completed, a short ending cinematic (similar to Fallout 4’s) is played. The player can then continue after the ending of the game to experience the effects of their actions on the Front Range. If and when they want to end the game, the player can select an option to see the ‘true’ extended ending cinematic, detailing the long-term effects of their actions, similar to the endings of all other Fallouts.