What about a prequel?

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Somebody mentioned a while ago that FO3 could be made before fallout 1, where the early Vaults have just opened, radiation is far more dangerous and hordes of mutated marauders pose a serious threat to the survivors.
I think that this is the best/only way to get rid of the thriving market for lasers and high technology that plaugued Fallout 2.

Also, if you went back to the area where fallout1 was set, you might find an intact Vault 15, (maybe even take part in the raid that destryed it), or even find the small scrap of civillisation which eventually became the Hub.

"I am become death. The destroyer of worlds."
 
Yes, it has long been my opinion that the best setting for FO3 would be before FO1.
 
Was it you who I mentioned earlier for bringing it up first? Anyway, I too think it's best for FO3.

Just think, no more high-tech weapons, as the old military bases would not yet have been raided and looted of their technology.

The radioactive fallout would still be potent, making Rad-away and Rad-x worth their weight in gold.

And the lack of firepower would simply make the world more dangerous.

"I am become death. The destroyer of worlds."
 
but there would also have to be NO super muties, and no super duper muties :)
 
Personally, I'd be throughly pissed off if Fallout 3 was a prequel. I think that it would seriously limit the creativity because they would have to be in creditability with the second games... However, i do like the ideas that you guys propose about too much technology. Having guys running around with laser miniguns, and plasma cannons, as opposed to older weapons, doesn't quite sound too Post-Apocalyptic. I wasn't that thrilled with fallout 2... i thought it was too similar plot wise to the first game (water chip, GECK), and they tried to make up for lack of game improvements with thousands of extra weapons you never wind up using.

Too me, Fallout isn't so much about the vault dwellers, as it is more of the nuclear weapon devestated world. Like tactics, they could have the setting in a different location. In a world where mankind is crawling back up on the endandgered species list fighting against nature, militant groups, new species of animals, gentically enhanced beings, and each other, i'm surprised that everything revolves around vault dwellers. For christ sake, you play as the descendant of the first game!

The only thing i am really looking forward too is a completely fresh plot, with gameplay that isn't really linear, and tons of secrets! Is what I really missed in the first game is that when you get put in the super mutants vats and you raid your vault. I think this should have been a playable part. For example, if its another save the village/vault recycled plot, they're should be alternate plot twists... if you meet a band of raiders and you want to join them instead of saving the village, you can. and now the new plot is to raid a particular village that has something valuable to raiders, and you leave you village to fester...
 
RE: What about a prequel? *SPOILERS*

Well, you may be right about the creativity issue, but the further back they went (in time) the more freedom and creativity they'd have.

>I wasn't that thrilled with fallout 2... i thought it was too similar plot wise to the first game (water chip, GECK)

And you are spot on. The plot branches for both games were amlost exactly the same: (SPOILERS AHEAD)

Fo1: -Find Water chip
-Destroy mutant army

Fo2: -Find GECK
-Destroy Enclave army

See?

And I agree on your third point too. I always saw Fallout as the survivors of the war struggle against marauding raiders and crippling radiation in the nuclear-devastated world.

I always wanted to get dipped and then join the Mutant Army in Fallout 1.

-Smaug

"I am become death. The destroyer of worlds."
 
> Somebody mentioned a while ago that FO3 could be made before
> fallout 1

Eh, not to sound boastful, but I believe that was me too :)

> I think that this is the best/only way to get rid of the
> thriving market for lasers and high technology that plaugued
> Fallout 2

ARE YOU KIDDING ME?! Lasers and plasma were THE energy weapons in Fallout 1! Without them, the game would be too goddamn realistic and fall out of balance with the whole retro-tech view of the future, where lasers (but not plasma) were very common. In other words keep the laser and maybe replace plasma with Death Ray or something (just change the name, no need to change the damage stats, the plasma rifle already looks like a raygun). The Gauss rifle is something unheard of in 1950s sci-fi, and it should go. But do NOT TOUCH THE LASERS AND ROBOTS! Without them, Fallout is not Fallout. Of course, keeping the number of high-energy weapons and robots is a must.

> but there would also have to be NO super muties, and no super
> duper muties

Mutant Marauders! Radioactive Raiders! Ghoul Gangers!

> I think that it would seriously limit the creativity because
> they would have to be in creditability with the second games..

Hell no! There are so many things left underdeveloped and unexploited in Fallout 1 and 2! There is very little we know about the pre-War world, and the prequel is not bounding the designers to the events happened in previous games. Moreover, the nature of the prequel - the survival in the harsh radioactive desert in the half-swallowed ruins - is somewhat opposed to the nature of first Fallout games - the dangerous life in the fragile newborn civilization.




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
>>I think that this is the best/only way to get rid of the
thriving market for lasers and high technology that plaugued
Fallout 2

ARE YOU KIDDING ME?! Lasers and plasma were THE energy weapons in Fallout 1! Without them, the game would be too goddamn realistic and fall out of balance with the whole retro-tech view of the future, where lasers (but not plasma) were very common. In other words keep the laser and maybe replace plasma with Death Ray or something (just change the name, no need to change the damage stats, the plasma rifle already looks like a raygun). The Gauss rifle is something unheard of in 1950s sci-fi, and it should go. But do NOT TOUCH THE LASERS AND ROBOTS! Without them, Fallout is not Fallout. Of course, keeping the number of high-energy weapons and robots is a must.<<

Yeah I agree with the lasers, just like the weapon description says of a magneto-laser pistol says: police version, so it is sure to be very common. But I think that only the "pistol grade" of energy weapons should be common, as the rifles will possiblily be avilable only from the army. But there is one weapon which I think that needs to be taken off: gatling laser. As I think that the use of minigun is to take out a large amount of personals. As bullets of minigun will spread out (well sorta), it can meet the purpose. But lasers shoots straight...

By the way what's the different from laser and ray, since a laser(a beam) is actually a sets of parallel rays...

And what about those pulse weapons, shall we treat them as those "sonic guns"?
 
Rays? Oh, the rayguns are just a generic "energy" weapon, a weapon design style that has almost nothing to do with its functions. Some rayguns fire lightning-like energy, very common in most comics and cartoons. Whatever it is, it's usually some mystical "energy" bolts or something like very strong radiation (visually represented as blue or green "waves").

Lasers heat up, so they have to be fired just like bullets - by short impulses. And that's what the Gatling Laser does - provides a nearly continuous stream of laser blasts that have much higher chance to hit a target because there is almost no pause between two shots. Try turning the flashlight on and off as fast as you can and try to put a spotlight on a vase in a dark room. It's helluva easier to do if you just leave the flashlight on. Now picture trying to put the spotlight on a moving vase (!). With a Gatling Laser, all you have to do is press a button and point the weapon on a target. Can't do that with semi-automatic lasers. This is also the reason why simply swishing the Gatling Laser (if it existed in real life) can wipe out entire squads, just like you can put a spotlight at many objects with a flashlight turned on.

About "pulse weapons"... Hmm. Well, the design is obviously "raygun-ish", but the description sounds too scientific. Nah, I'd remove them.




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
>There is very little we know about the pre-War world<

who cares? the game is about the post war. We know what happened pre-war, civilization thrived, people went to work, tra la la. I'd rather hear what else is happening. If they do a prequel it'll help explain stuff about either the master mutant, or the enclave, well what more is to explain? If Fallout 3 took place, lets say on the east coast, then they basically have a clean slate to work with. Now we can experience different places, different people, and maybe different beings. Perhaps that religion that the master mutants followers spread to other places and the influence is still strong there. Maybe the brotherhood of steel has major competition, and not to mention new groups and organizations that we haven't yet seen.

This can also solve the problem of the weapons. In Fallout 1 and 2 there were plenty of military bases around where people could have obtained large amounts of energy weapons. Perhaps in this new spot, none of these energy weapons were around. You would have to find a special gun runner who got energy weapons from other locations.

What i don't like about everyone bitching about weapons is that they're missing the points. This isn't diablo 2, our characters arn't made up of weapons. I think they should edit the skill system to be more combat useful. And i've made this reference before but, a stealthy ninja can be effective as a minigun toting bodybuilder. Also a character who is science heavy could modify ammo, packing more powder in a shell makes it travel faster, and therefore does more damage. I don't want to see Fallout 3 be a race for Power Armor and Plasma Cannons like the first 2 were.
 
Oh...I thought rays are those that is red, thin narrow and damn hot which fires a long interval (not like fallout laser which fires only a short bolt)

But if you say that kind of lightening shock is also counted as rays, I suggest rather count that as "shock guns" group, which I had actually seen so on some earlier post-war role play games. I'd like that pulse pistol to be one...that fat look heh

For the gatling laser I was misconcepted that barrels all fire at the same time and spins, so a big circle will be cut out...what dumbness of me...

Gauss weapons, don't really fits in the style but as fallout is in future, I believe that gauss weapons would actually be much more possible than plasma and pulse. Actually we now uses "gauss tech" for those bullet trains, the problem is actually to minimize them
 
[font size=1" color="#FF0000]LAST EDITED ON Aug-01-01 AT 02:40AM (GMT)[p]>who cares? the game is

We care. You don't. You are in a minority. Bummer, huh? Yeah, well, maybe it'll make you feel better to hear that the fans who try to think and speak up are also in a minority.

>about the post war.
>We know what happened pre-war,
>civilization thrived, people went to
>work, tra la la.

It's about the representation of the world before the war. Without white, there would be no black. Without glorious (relatively, of course) past the present doesn't seem really bleak, which would conflict with the post-apocalyptic concept of the game. The name and the projected image of the company that built the Vaults is "tra-la-la" stuff, but it helped greatly to feel the post-apocalyptic atmosphere by reminding us about the PAST. Post-nuclear world is a world of broken things, and unless we remember that these things used to be refridgerators, cars, computers and other stuff we use every day, we will lose a very significant element of the roleplaying.

>I'd rather hear what else
>is happening. If they
>do a prequel it'll help
>explain stuff about either the
>master mutant, or the enclave,
>well what more is to
>explain? If Fallout 3

"Explain"?! Is this all that comes to your head when you hear a world "prequel"?! The prequel I'm talking about is set in the time before Fallout, but it's main purpose is NOT to tell an epic tale about "how it all started" or explain stuff I'm SICK of hearing about for the last 4 years. I mean, when you talk to your grandfather, are the only interesting parts you want to hear are the stories about you or your parents? Same with the prequel - you hear all the neat stuff about things that will happen in the future, hell, maybe you will even help shape it, but there are a lot more stuff than that told in Fallout 1 and 2. If you will bound yourself to just retelling the history, THEN you are limiting yourself. A professional designer has to go much further than that.

>took place, lets say on
>the east coast, then they
>basically have a clean slate
>to work with. Now
>we can experience different places,
>different people, and maybe different
>beings. Perhaps that religion
>that the master mutants followers
>spread to other places and
>the influence is still strong
>there. Maybe the brotherhood
>of steel has major competition,
>and not to mention new
>groups and organizations that we
>haven't yet seen.

...all at the expense of the link events that happened in previous games. Sure, lots of developers did that - Quake 1 and 2 have virtually nothing in common, as well as Alone in the Dark 1, 2 and 3 and some other games. But I still think that starting with the clean slate means losing so much material collected during the development of FO1/2! I don't mean that we should just go on chewing the Vault Dweller ancestor/descendent theme, after all, it's a 3d game in the series, but throwing it all away just doesn't seem right. I'm sure there is a middle ground.

>This can also solve the problem
>of the weapons. In
>Fallout 1 and 2 there
>were plenty of military bases
>around where people could have
>obtained large amounts of energy
>weapons. Perhaps in this
>new spot, none of these
>energy weapons were around. You
>would have to find a
>special gun runner who got
>energy weapons from other locations.

There are other, better solutions to this problem. And energy weapons are not that bad. After all, there were only 4-5 models of energy weapons in Fallout, if you don't count Gauss pistols and rifles, and tens of high-tech real-life weapons, who are, in my opinion, the main problem with the weapons.

>What i don't like about everyone
>bitching about weapons is that
>they're missing the points.
>This isn't diablo 2, our
>characters arn't made up of
>weapons. I think they

Missing the point? Well, pray tell us, what is that point we are missing? The fact that we value the design just as high as we value the gameplay system? Oh my, this is definitely a deadly sin! </sarcasm>

>should edit the skill system
>to be more combat useful.

Huh???

> And i've made this
>reference before but, a stealthy
>ninja can be effective as
>a minigun toting bodybuilder.
>Also a character who is
>science heavy could modify ammo,
>packing more powder in a
>shell makes it travel faster,
>and therefore does more damage.

Don't hold your breath. That kind of detail is too much and often needlessly complicates the development process. It can work, but you'd have to seriously redesign the inventory and skill system. I'd love to see a game of such depth, but the chances of seeing it are very low, at least with the Black Isle at the helm.

> I don't want to
>see Fallout 3 be a
>race for Power Armor and
>Plasma Cannons like the first
>2 were.

It seems your views are somewhat different of ours, so why don't you tell us as much as you can about your "vision" of Fallout 3 in a single article? And I am serious. Maybe when I'll look at the whole design draft I'll change my mind.




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
>But if you say that kind
>of lightening shock is also
>counted as rays, I suggest
>rather count that as "shock
>guns" group, which I had
>actually seen so on some
>earlier post-war role play games.
>I'd like that pulse pistol
>to be one...that fat look
>heh

I don't know what you mean by "shock guns", but I do know that lightning shock description sounds too scientific for me :) Death Ray is much cooler, IMHO :)

>For the gatling laser I was
>misconcepted that barrels all fire
>at the same time and
>spins, so a big circle
>will be cut out...what dumbness
>of me...

Some say that the barrels wouldn't heat up because of the new laser technologies. To them I say - they didn't think of that in 1950s :)

>Gauss weapons, don't really fits in
>the style but as fallout
>is in future, I believe
>that gauss weapons would actually
>be much more possible than
>plasma and pulse. Actually we
>now uses "gauss tech" for
>those bullet trains, the problem
>is actually to minimize them

Yeah, but in 1950s sci-fi they wouldn't think of that! And that's the whole point!




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
>>There is very little we know about the pre-War world
who cares? the game is about the post war. We know what happened pre-war, civilization thrived, people went to work, tra la la. I'd rather hear what else is happening. If they do a prequel it'll help explain stuff about either the master mutant, or the enclave, well what more is to explain? If Fallout 3 took place, lets say on the east coast, then they basically have a clean slate to work with. Now we can experience different places, different people, and maybe different beings. Perhaps that religion that the master mutants followers spread to other places and the influence is still strong there. Maybe the brotherhood of steel has major competition, and not to mention new groups and organizations that we haven't yet seen.<<

Hey, no pre-war, no post-war. Pre-war is actually what we call backstories, and a good one will make a good game better.

Actually I'd like to see Fallout 3 to take place in Russia or China, the ones that fired and ate most of the nukes at the war. Of course if it happens then we'll argue about why they speak english...

>>Also a character who is science heavy could modify ammo, packing more powder in a shell makes it travel faster, and therefore does more damage. <<

That would be cool! In this way the Science and Repair skills would be more useful, and if we could also tinker with the guns, like we could add and detach scopes, drums, etc whenever we like.
What I thought of is like the "sockets" in Diablo 2, only the add on parts can be detached whenever we like.
 
[font size=1" color="#FF0000]LAST EDITED ON Aug-01-01 AT 05:57AM (GMT)[p]The world that Fallout exists in reflects everything from the pre-war area. They're arn't any factorys producing new Highwaymans, porobably cos the factories have been destroyed in the war. All these items with the retro 50's are reminants of the time before the war.

I'm not sure how far you really want to go back in time. But when you say, pre-war... well, it sounds like "before the bombs dropped", and if that is what you do mean, i don't think that will make for much of a FALLOUT game. After the title it says, "A post nuclear role playing game". You've pointed this out as well I know.
>>The name and the projected image of the company that built the Vaults is "tra-la-la" stuff, but it helped greatly to feel the post-apocalyptic atmosphere by reminding us about the PAST<<
But you want an intire game illustrating this to us? Why bother when they explained it to us in the first game. I want them to add in everything that doesn't make the game flakey. Characters, towns, items all these things need back stories. Thats true, but you want an entire game that explains all these events when they already were explained. Oh i see you don't want that either...
>>The prequel I'm talking about is set in the time before Fallout, but it's main purpose is NOT to tell an epic tale about "how it all started" or explain stuff I'm SICK of hearing about for the last 4 years<<
So let me get this straight you want a game that takes place before fallout and has nothing to do with anything from the previous fallouts. Okay. Sure thats what you want... well then buy a new game! Lets say i want to make a game called "the civil war", but i want to tell the story about what happened before the civil war. I create a game about the French-Indian war... what does this have to do with the civil war? Nothing. And thats the same thing with your prequel.

Although, there are two elements that make a great RPG, an engaging story and complex, well developed characters. And your game might include both of these, however, it would no longer be a Fallout. I just want to see a Fallout who's story is fresh and origanal, such as the first game. The first games simplicity was brilliant. They tell you about the world before the war, the precautions they made for the war (the vaults), and then an unexpected problem occurs which spurs a great adventure. The second game was just beating a dead horse; and an obvious shame created only to make a few more bucks.

You also use games that you say have nothing in common, the quake series, and the alone in the dark series, but thats what made them so great. Their atmospheres were similar, not their characters or events. It was refreshing. It's basically saying if you like the previous games it plays and looks a lot similar, but the story is different so returning players to the series arn't bored. This should be what the third Fallout should be. A different story, one thats fresh, unlike the obviously recycled Fallout 2 plot, but without beating the dead horse for an extra story. We all love the origanal vault idea, so include it. We all love the super mutants so include them. The vault idea has been used twice so lets put that one on the back burner for now, but how about a super mutant story from their point of view. After the first game where the remaining super mutants went on a rampage and destroyed that village, maybe something new happened. Maybe a coming of age story of a super mutant who feels neglented by a new leader (who is manipulating them for his own twisted way), and turns his back on the super mutant gangs, and it spawns some great adventure which also attacks the sterotypes of the super mutants. Now you might not think this is a really great idea. I came up with this in like 30 sec, but its different and can include all the other aspects that are in the fallout series. But it offers a story line that doesn't replicate the origanal, and it could be done well. No gimmicks like thousands of more weapons, just gameplay.

As for the weapon system i was talking about, I do understand that all these ideas will take time to program in, but its not that hard. It can take anywhere from 12 to 30 months to create the engine that game will run in, and only 6 to 12 to make the game. And i think BIS already has the 3d engine from that Torn game. Anyway, when I played fallout 1 and 2, the first time i chose strong characters and even then i had to resort to using Pyscho's to make me even more of a brute to kill the master mutant and frank. I got no reward for science or sneaking, just my skill of energy weapons. All i am saying is that this is way to common, i just think it would add more depth that is so lacking in the game already, by having characters that do the same thing differently. You said:
>>That kind of detail is too much and often needlessly complicates the development process. It can work, but you'd have to seriously redesign the inventory and skill system.<<
Making it sound like a bad thing, but you forget, this is a sequel! these things are addressed in sequels. Along with a new story, certain things have to be changed. Even with a slightly changing inventory, it creates more character development and personalization. Fallout tactics is an example of this because they revamped the combat system which needing tuning.

I hope this helps... as for the article about exactally what i want, i'll do that tomarrow in its own topic.
 
Damn. I missed this converstation. I don't want to join this again, but I just want to say this to APTYP:

>>I think that this is the best/only way to get rid of the
thriving market for lasers and high technology that plaugued
Fallout 2

ARE YOU KIDDING ME?! Lasers and plasma were THE energy weapons in Fallout 1!>>

Yes! FALLOUT 1!! Fallout 1 got the balance right. Fallout 2 didn't. Did you see plasma rifles for sale at the Hub? No. The Gunrunners had them. The Brotherhood had them. The mutants had them. That was it.
In Fallout 2, part of the game you had relativly nothing (shotgun etc.) the other part you choked on high-tech weapons until they came out your ears.

That said, I did forget about the retro aspect of the energy weapons, so thanks for pointing that out.

-Smaug

"I am become death. The destroyer of worlds."
 
>I'm not sure how far you
>really want to go back
>in time. But when
>you say, pre-war... well, it
>sounds like "before the bombs
>dropped", and if that is
>what you do mean, i
>don't think that will make
>for much of a FALLOUT
>game. After the title
>it says, "A post nuclear
>role playing game". You've
>pointed this out as well
>I know.

I didn't say that the game will take place before the War, only between the War and Fallout 1.

>But you want an intire game
>illustrating this to us?

For the third time, NO!

>Why bother when they explained
>it to us in the
>first game. I want
>them to add in everything
>that doesn't make the game
>flakey. Characters, towns, items
>all these things need back
>stories. Thats true, but
>you want an entire game
>that explains all these events
>when they already were explained.
> Oh i see you
>don't want that either...

*Whew* Finally! :)

>So let me get this straight
>you want a game that
>takes place before fallout and
>has nothing to do with
>anything from the previous fallouts.

Wrong. This is what YOU seem to want to play. I want a game that has all the nifty stuff about things that will happen in the future, but a game that will NOT revolve around the Enclave or FEV or whatever. In other words, I don't want the main objective to be "Help build the Hub" or something like that, but I do want to see some references to the Hub in FO3.

>Although, there are two elements that
>make a great RPG, an
>engaging story and complex, well
>developed characters. And your
>game might include both of
>these, however, it would no
>longer be a Fallout.
>I just want to see
>a Fallout who's story is
>fresh and origanal, such as
>the first game. The
>first games simplicity was brilliant.
> They tell you about
>the world before the war,
>the precautions they made for
>the war (the vaults), and
>then an unexpected problem occurs
>which spurs a great adventure.
> The second game was
>just beating a dead horse;
>and an obvious shame created
>only to make a few
>more bucks.

Make up your mind - do you want a game that has nothing to do with previous games (no Hub, no Vault Dweller, set on East Coast or in Europe or wherever), or a game that will look like an actual sequel (or prequel, or whatever)?

>You also use games that you
>say have nothing in common,
>the quake series, and the
>alone in the dark series,
>but thats what made them
>so great. Their atmospheres
>were similar, not their characters
>or events. It was
>refreshing. It's basically saying
>if you like the previous
>games it plays and looks
>a lot similar, but the
>story is different so returning
>players to the series arn't
>bored. This should be
>what the third Fallout should

*Sigh* Again, I don't understand what it is you want. First you tell me you want a new game without FO1 legacy. Then you tell me that my idea is bad because it will have nothing to do with Fallout (!), then you say that you want a game with similar atmosphere, but with a new story...

>be. A different story,
>one thats fresh, unlike the
>obviously recycled Fallout 2 plot,
>but without beating the dead
>horse for an extra story.
> We all love the
>origanal vault idea, so include
>it. We all love
>the super mutants so include
>them. The vault idea
>has been used twice so
>lets put that one on
>the back burner for now,
>but how about a super
>mutant story from their point
>of view. After the
>first game where the remaining
>super mutants went on a
>rampage and destroyed that village,
>maybe something new happened.
>Maybe a coming of age
>story of a super mutant
>who feels neglented by a
>new leader (who is manipulating
>them for his own twisted
>way), and turns his back
>on the super mutant gangs,
>and it spawns some great
>adventure which also attacks the
>sterotypes of the super mutants.

...then you say that you just want a story from a different point of view, and that Vault and other legacy from FO1 are not that intolerable.

> Now you might not
>think this is a really
>great idea. I came
>up with this in like
>30 sec, but its different
>and can include all the
>other aspects that are in
>the fallout series. But it
>offers a story line that
>doesn't replicate the origanal, and
>it could be done well.
> No gimmicks like thousands
>of more weapons, just gameplay.

And that contradicts everything you first wrote on this thread. You went from "no Vaults! no recycled story!" to "hey, everybody likes Vaults! but let's have super-mutants play the main part!" If you ask me, the Super-Mutants and whole FEV schtuff is just as "recycled" as Vault Dweller and Brotherhood.

>As for the weapon system i
>was talking about, I do
>understand that all these ideas
>will take time to program
>in, but its not that
>hard. It can take
>anywhere from 12 to 30
>months to create the engine
>that game will run in,
>and only 6 to 12
>to make the game.
>And i think BIS already
>has the 3d engine from
>that Torn game. Anyway,
>when I played fallout 1
>and 2, the first time
>i chose strong characters and
>even then i had to
>resort to using Pyscho's to
>make me even more of
>a brute to kill the
>master mutant and frank.
>I got no reward for
>science or sneaking, just my
>skill of energy weapons.

True. These are the secondary skills, and boy do they need tweaking!

>Making it sound like a bad
>thing, but you forget, this
>is a sequel! these

Nah, it's not a bad thing. It's cool, it's useful, and it actually fits in the atmosphere of the game (which doesn't happen very often), but the chances of developers of adding it all instead of working on graphics and polishing the ever-popular real-time combat system are slim. They'd probably go with a sure way to attract as much customers as possible, without confusing the poor fellas with all the inventory combination and gauges and numbers... :-/




http://www.nma-fallout.com/cgi-bin/forum/ForumID5/786.shtml#11

zero-x's bitter words after his encounter with roshambo:

"I agree with you but there comes a fuckin point i dont know who roquirbo thinks he is but I at least you didnt really criticize me and i appreciate that i hate people who fuck with my ideas when i didnt say shit to em and yes he is the kind of guy i would take a scalpel tear his head open the take an hammer use the end to samsh through the medulla and use the nail pull as a pry to pull back the top of the skull revealing a brain (small but brain nontheless)and take desert eagle magnum and blow it through his fucking spine as he still breath and then rip out his heart and show him how black it is before he dies but as you said thats illegal well cya"
 
>>I don't know what you mean by "shock guns", but I do know that lightning shock description sounds too scientific for me Death Ray is much cooler, IMHO<<

Those "shock guns" are like RA2 tesla troops' weapon. Well forget it as it really don't fit in too much...

Yeah I would also prefer death ray if there is to choose, only if you promise me that: The death rays will give a gruesome, charred cropse with the bouth wide open and eyes not closing...}>}>}>
 
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