Post by almacogintio on Aug 16, 2007 8:48:26 GMT 1
Waking up outside of what you can only assume to be “your” vault (still wearing the same outfit as the number on the impenetrable door). You are left in a different predicament from the original game. Whereas the first part of the original was to leave to find something; your first adventure will be to get back into the vault. For this part you will have no time limit as you will be aimlessly wandering through the wastes for a while before you finally arrive at a settlement.
You have no recollection of who you are or where you came from, but you know that your head hurts and you wanna get back into your vault. You will start with little and throughout the game you will always feel “poor.” You can pick any type of character but you must always start out as human.
The first settlement you reach will be based on which direction you wandered away from the vault, and therefore many of the surface cities will be evenly balanced without too many initially dangerous zones. The various missions you will get will determine the difficulty of the encounter itself. They will appear on the map only once you’ve received the mission. This will not be true of all of the missions, as some will point to other towns, and some missions will be contained in the town you are already in.
You’re first goal will be finding some parts for the controls outside of the vault door. Once you’ve fixed that by substitution or the scavenging/theft of another counsel you can enter your password and go inside.
The “vault” will have an eerie resemblance to the original, but the elevator will have an ominous fourth floor. There you will learn the terrible truth.
After walking through an emptied and ravaged vault full of creepy and foreboding specimen tanks you will activate a holo-recording of the security records that show a deathclaw shrugging off bullets as he wades through the lightly armed guards of this research center.
After taking out many of the citizens the deathclaw chases them to the surface. He gives chase until the vault door slams behind him.
After the surveillance tape runs its course you find that this vault is less abandoned than you first thought…
You’ll be approached by vault dwellers that look like they’re recovering from fierce battle. And this is where the story gets really interesting.
Features
- a drug that turns the player into a deathclaw
- numerous storylines within the surface towns and underground kingdoms
- a nefarious genetic madman on the loose in the wasteland
- a chance for bloodthirsty revenge, mild diplomacy, or dramatically evil subterfuge
- grey moral choices… pick your loyalties and friends wisely
- murder mystery, bounty hunting , and urban spelunking
- can be fit almost anyplace in the world (if you’ll agree that deathclaws can migrate)
If you guy’s like this we can maybe work it into one of the plot lines, but if you really like it I have a whole lot more to contribute. Either way, this project has my interest.
Deuce
You have no recollection of who you are or where you came from, but you know that your head hurts and you wanna get back into your vault. You will start with little and throughout the game you will always feel “poor.” You can pick any type of character but you must always start out as human.
The first settlement you reach will be based on which direction you wandered away from the vault, and therefore many of the surface cities will be evenly balanced without too many initially dangerous zones. The various missions you will get will determine the difficulty of the encounter itself. They will appear on the map only once you’ve received the mission. This will not be true of all of the missions, as some will point to other towns, and some missions will be contained in the town you are already in.
You’re first goal will be finding some parts for the controls outside of the vault door. Once you’ve fixed that by substitution or the scavenging/theft of another counsel you can enter your password and go inside.
The “vault” will have an eerie resemblance to the original, but the elevator will have an ominous fourth floor. There you will learn the terrible truth.
After walking through an emptied and ravaged vault full of creepy and foreboding specimen tanks you will activate a holo-recording of the security records that show a deathclaw shrugging off bullets as he wades through the lightly armed guards of this research center.
After taking out many of the citizens the deathclaw chases them to the surface. He gives chase until the vault door slams behind him.
After the surveillance tape runs its course you find that this vault is less abandoned than you first thought…
You’ll be approached by vault dwellers that look like they’re recovering from fierce battle. And this is where the story gets really interesting.
Features
- a drug that turns the player into a deathclaw
- numerous storylines within the surface towns and underground kingdoms
- a nefarious genetic madman on the loose in the wasteland
- a chance for bloodthirsty revenge, mild diplomacy, or dramatically evil subterfuge
- grey moral choices… pick your loyalties and friends wisely
- murder mystery, bounty hunting , and urban spelunking
- can be fit almost anyplace in the world (if you’ll agree that deathclaws can migrate)
If you guy’s like this we can maybe work it into one of the plot lines, but if you really like it I have a whole lot more to contribute. Either way, this project has my interest.
Deuce