DLC Suggestions #3

Post » Sun Mar 06, 2011 4:21 pm

a DLC that does these things would make me happy. (it would be a general expansion, not a new region just expanded upon the existing regions)

More quests revolving the Casino familys. (Omertas, white gloves, Chairmen)

New, more powerful energy weapons. i would like a recreation of the Laser Rifle from the first fallouts a lot (more like laser sniper) and gamma weapons might be interesting.

More sidequests involving the legion. at least 15-20 more.

Melee weapon mods.

More ways for pacifists to play. (like Tranq Dart ammo for some sniper rifles, Tear Gas cartridges for the Grenade Launcher also Buff the Cattle Prod.it is so hard to play a pacifist

and then just more sidequests, weapons and armors.

(to big for a DLC, probably needs to be added in an Expansion)
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Rodney C
 
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Post » Mon Mar 07, 2011 12:34 am

You don't visit Anchorage. You enter a training simulation.


But still, it's not like going from New Vegas to somewhere in Mexico is some huge, impossible leap.

Its Kind Of Common Sense. Fallout Is Set In A Universe Where The World Has Been Bombed. If Americans Were To Make A Game Where Another Country Was Bombed..... Get The Picture. Its Just Kind Of Like Americans Making A Game About America And Iraq Going To War. Dont Bash On Me Please. You Might Think This Is Stupid, But Its Just The World We Live In. Trust Me... I Think Its Pretty Dumb Too. Just Like Resident Evil 5. Capcom Almost Got Sued Because A White Guy (Chris) Were Killing A Bunch A Black People. The Only Reason They Didnt Was Because Sheva Was In It.


That's the dumbest thing I've ever read.

And also, the point about making a game where another country was bombed....so what? America is doing it in real life and is planning to spread its aggression towards other regions (Iran) and there were games based off the Iraq conflict (uh, Call of Duty?). Besides, who says the country you visit has to have been bombed? New Vegas wasn't directly bombed and they just created a game centered entirely around that region. It just has felt the effects of the rest of the country being bombed......why wouldn't, say, Mexico also feel the effects?
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Jade Barnes-Mackey
 
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Post » Sun Mar 06, 2011 8:41 am

I don't remember who it was but in an interview with either... Jason Bergman... Chris Avellone.... Oooor that other Bethesda guy...
Anyway, in an interview with one of the developers they said that fallout was about the "Americana" feel.
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Jeffrey Lawson
 
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Post » Mon Mar 07, 2011 12:23 am

But they aren't slavers, they're legionaries, no legionare would be stupid enough to kidnap Caesars errand boy.

1. All your equipment is hidden away including Caesar’s Mark.
2. Like I said, when they find him he’s out of it so they will not know who he is and if he did say who he is in that state who would believe him.
3. As if a common Legionary on a slave raid would know who Caesar’s lapdog is.
4. Caesar’s Legion is just highly organised slavers.
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Jack Walker
 
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Post » Sun Mar 06, 2011 7:06 pm

o I think it`s safe to say we will have an expansion which will follow after a definitive ending, just as we had with fallout 3 Now there were a lot things I had noticed through out the game, which would lead me to believe i have a good idea about the expansion pack that continues the main story The biggest thing would have to have been the ocked Gate (which requires a key) at Mojave Outpost that crosses the boarder into the NCR. The next things were story Rrelated When first speaking to Ranger

Chief Hanlon he says his best rangers are off ``chasing ghosts`` in Baja. Now ghosts could mean many things, but I have a strong feeling it either means Enclave, or the Brotherhood.The ast thing would be the diologue that Ranger anymore work RIGHT NOW, which seems like he would be implying ``oh but if there is any n the future feel free to come see me.``

So the way I see it after the courier showed exemplary combat ablities during the battle of the dam, and saving Kimbal`s life he or she are called to the front lines of what ever is going on in Baja as an elite ranger. I hope they give us ow light optics and a lighter version of the ranger combat armor so you can run faster and perhaps some more unique ranger weapons and equipment, seeing how this is where the majority of the rangers are.
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Anna S
 
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Post » Sun Mar 06, 2011 3:13 pm

I'd like a faction of cannibals.
They could live in tree houses in a village in the mountains.
They could kidnap people and your mission could be to rescue them before they're eaten.
Grooooovy.
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Niisha
 
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Post » Sun Mar 06, 2011 10:08 am

If Elvis gets a Gang, I say Michael Jackson gets one too.

Hu~hooo!
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Anthony Santillan
 
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Post » Sun Mar 06, 2011 9:34 am

Add a computer link/simulator to the Anchorage Alaska Training simulator. Buff the Anchorage DLC a bit, more weapons and armor. Cheap and simple.

Area 51 is good but also have a tunnel to NORAD to stop an errant missile launch on the NCR by whom ever. A DLC north up the Nevada plains to Reno, checking out all the house of ill-repute.

:foodndrink:

Another Mothership Zeta ... again cheap and dirty but improve it a bit ... a lot!
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pinar
 
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Post » Sun Mar 06, 2011 10:56 am

Please expand upon the main game with merchants and stores.
On the street where the gate to the strip is there is Van Graffs, Atomic Wrangler and Kings on the far north end while on the far south end there is the entrance to the strip.
But on the sides of that street?
What's there?
Tons of buildings that are boarded up.
Please, create more shops around that area.
Have a weapons merchant at the Khans, Cottonwood Cove, Nelson, Mojave Outpost, Westside and Boomers.
Add more stores to other areas as well.

Maybe expand upon the east area of the strip where there are tons of buildings but only two inhabited.
Add more map markers to places.
I hate to have to walk a long way just to get to the Followers or to have to enter an unnecessary amount of loading screens to get into the strip.

Open up the invisible walls a little bit.
I just found at Repcon a hole in the invisible wall and proceeded to climb around on the unused area, I found a lot of land that could be used in future DLC's to add caves, houses, maybe just a skeleton with a hunting rifle next to it.
Just anything.
Open up the unused space and add something there.

Add more unique weapons, armor and other items to the main games area with the DLC's as well.

Make Westside and North Vegas Square worth bothering with.
Maybe a unique store, maybe a unique repeatable quest or maybe just add more quests overall to those areas.

I hate that I'm saying this but maybe Fiends, Scorpions (the gang), Jackals, NCR Troopers, Legionaries, Vipers and Powder Gangers should have leveled spawns.
Once you reach higher levels even though there is a DT system we become a tad too powerful and the enemies no longer match our strength.

The "assassins/bounty hunters" only come after us once as it stands
So make NCR Rangers and Legion Assassins come after us more.
Maybe once every three days.
And hell, have Kings Fanatics come after us if we harm them.
And Khan Hunters.
Maybe even Boomers to come after us if we kill Pearl and Loyal.

Basically.
With the DLC's, don't just add new content to the new area (Pitt, PL), expand upon the main game by giving us a little here and a little there and tweak the game a bit.
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Lizbeth Ruiz
 
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Post » Sun Mar 06, 2011 7:56 pm

For sure about the Gladiator one, a bit cheesy for female characters but why not?

Add in some Legion internal competition allow pro-Legion to run slightly smoother and of course, once you have done enough fighting Vuples or whoever would come along and offer you to replace the Arena master instead of releasing the slaves.
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Mandi Norton
 
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Post » Sun Mar 06, 2011 5:19 pm

I really can't think of anything I would care to play (or pay) in this style of gamplay that amounts to 2-4 hours (DLC) of extra content.

So I just suggest an overhaul to HC-mode and combat mechanics for it on the harder difficulties, and possibly some new items.
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jadie kell
 
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Post » Sun Mar 06, 2011 8:49 am

I wanna see New Reno again! It should be like free side and the strip mixed. The luxury of the casinos from the strips and the grit and thugs and destroyed ghetto city look of freeside. New Reno was a pretty scuzzy place with alot of drugs and six spread around. Also california would be a cool to go to again. Or somewhere untouched by fallout so far, new york city. You could really create the type of atmosphere you got in the tops but it would be most of the place. And the guy who runs it all lives in thee empire state building! XD I think that'd be awesome!
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Anthony Rand
 
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Post » Sun Mar 06, 2011 8:29 am

I hate to rain on your parade but you guys should know that it is ILLEGAL for Bethesda/Obsidian to take any of your guys' ideas for the simple reason that they can get sued for using someone elses ideas. They are going to put the DLCs THEY came up with while the game was under production. So do NOT expect any of your ideas to be used by them unless you have such a good detailed idea (dialogue fully done, scripts, every quest, every encounter) that they pay you for it, which is probably not going to happen. Sorry guys but there is the truth.
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Margarita Diaz
 
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Post » Sun Mar 06, 2011 10:03 pm

i was falling asleep playing tha other day and i had a half awake dream about some enclave like...like...not tha enclave...or i wasnt sure who they was...but they creeped into vegas some place i couldnt tell where it was...at night with a couple vertibirds carrying HUGE crates of some kind...it was like i was watching an opening scene to a game...then it cut from seeing them fly in to a shot of what ever is in tha crate can see...i saw huge green arms holding cage like bars and growling and grumbling....then an outside shot again the vertibirds slow and release tha crates without landing....and they bust open and quickly cuts back and forth between what tha creature see to its huge siloete...and tha camer zooms in as tha creature grabs a screaming person...camer zooms around to behind its head and u see this behemoth going grrrrrrr and crushing some person with one hand until it stops screaming

so it was like some secret nightime stealth invasion with vegas lights in tha back ground (well quiet until tha behemoths are set loose) by some group that is sorta like tha enclave or was tha enclave i couldnt tell


(please excuse spelling grammer and whatever i am sorta half a asleep right now)
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Dale Johnson
 
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Post » Sun Mar 06, 2011 1:34 pm

Add a computer link/simulator to the Anchorage Alaska Training simulator. Buff the Anchorage DLC a bit, more weapons and armor. Cheap and simple.

Area 51 is good but also have a tunnel to NORAD to stop an errant missile launch on the NCR by whom ever. A DLC north up the Nevada plains to Reno, checking out all the house of ill-repute.

:foodndrink:

Another Mothership Zeta ... again cheap and dirty but improve it a bit ... a lot!





A must have DLC. SPACE!! Yah something like mothership zeta but a moonbase, with zero G, and a really good storyline. A horror DLC in space!
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Penny Flame
 
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Post » Sun Mar 06, 2011 10:07 pm

Ive read several posts and forums and ive heard alot of people say they like the idea of having another DLC in space. I have to admit, Mothership Zeta was really fun, but they couldve pushed it even further. Bethesda could make one that left you saying,"Bravo Bethesda. That was epic."
Don't you agree that there should be another journey into space? What would be some good ideas.

-Moonbase This was an idea i had heard from someone in a forum, but its a good idea so ill help him out. Imagine your character finding a launch pad with a group of people that have been sending out a message asking for help. They say they've had weird signals that are coming from our moon. It almost sounds like someones trying to reach us. But how could someone still be alive on the moon after 200 years? That's where you come in. well, you and about 4 other people. You're asked to go to the moon base and investigate. Unlike the other DLCs, (whenever you travel the screen goes dark and it comes back when you're at your destination) You'll be able to experience the entire take-off and docking with the moon base. You and your team set up in a small room when you come into the base. It's here where you'll come up with a plan and find out whats going on. As you explore the base, you start to wonder if you're alone. Maybe you are...maybe someone with you knows more about the base than they let on. Maybe there's some terrifying new alien that can't be killed and it keeps pursuing you no matter what. This mission can take several different turns from your entire squad dying to the entire squad living. And anywhere in between. Imagine you and one more member being the only survivors as you fight to the airlock and get your suits on. You both hop into a land rover as the doors open wide, revealing the beautiful but empty surface of the moon. You have plenty of space to drive around quite a bit and enjoy the scenery. There are two moon outposts and one natural cave that might not be that natural. Two new songs should be added to add a more otherworldly feel to this impressive DLC.


-The Day The Sky Fell This is an idea i came up with. A message goes across the world. Every city, settlement, and lonely radio starts broadcasting a message...one that never ends until the missions done. It says that we received footage from one of our old probes in space that an army of alien ships were coming. They needed help. Help from soldiers, from scientists, from doctors, and from the whole world. Every known rocket, ship, and space involved technology has been brought to the organization that started this message. The world is united for one brief moment in this DLC. join a crew of multiple ships and rank up as you go along. Maybe by the end of the mission you'll have your own ship, depending on the choices you made. Take full control of your ship and change the tides of battle in the epic and intense finale that will leave you speechless and covered in goosebumps.


Sunshine- This is more of an opinion than anything. Have you ever seen the movie sunshine? Group of eight people get in a ship called Icarus 2 in an attempt to restart the dying sun. They soon encounter problems when they pick up transmissions from the Icarus 1, the first ship to try and restart the sun, but they failed. Things happen throughout the movie that get people killed, like fixing a panel on the outside and getting hit with a flare, freezing to death in a tank of coolant while trying to fix the mainframe, committing suicide in a room that creates beautiful scenery from earth so you don't get space madness, and the crazy captain of Icarus 1 who's survived for seven years by himself until those metal doors to his ship creaked open. The difference between most sci-fi movies and sunshine is that most movies have an idiot who makes a bad decision and everyone dies. In this movie, everyone's smart, selfless, and logical. Every choice and decision they make they have a sound argument behind it. When it comes down to someone having to sacrifice themselves, they do it without hesitation, for the sake of the world. Which is why I think this could be a good idea. Maybe not exactly like sunshine cause fallout needs to have its own element to it, but the main story is good. They fly into the surface of the sun with a nuke the size of Manhattan and ignite it. In the end, one member is left and caught in between a nuclear explosion and the surface of the sun. Between the magnets, electrical force, matter, and whatever the hell else they said, time stops for just a few moments and the crew member is able to spend his last remaining moment staring at the beautiful twisting morphing fire and blue nuclear matter. This scene was so beautiful it touched me. Imagine being able to play the same kind of story but with your character. Teamed up with the perfect team as you head towards the sun and who knows, maybe in the end you'll take a selfless road and manually activate the bomb, ending your life the way it happens in the movie. Truly an epic ending for the greatest hero ever-You. But, then again you mightv'e had someone else take your place and you watch from a safe distance as the nuke goes off, brightening the sun and filling your screen with a bright light. You took the selfish road and you're now heading home. Hopefully someone else survived because its a long trip home.


-Ocean Nebula This one would be kind of like point lookout. A big place to run around in and do whatever you wanted instead of sticking to a main story. In this one you find a device that's fallen to earth. When you activate it, you teleport halfway across the galaxy into the Ocean Nebula, a beautiful blue hazy nebula. You find yourself on a space station. This is your fallback area, your home if you will. It's occupied by some types of robots youve never seen before. They tell you what you found was a MARK AND RECALL probe. expensive devices that can be planted anywhere you want an instantly teleport to that exact location. You team up with these robots to build your own ship from scratch and then head out into the nebula. You can fly around wherever you want and do the alien missions as you please and in any order.

So I think these would be fun. Which one of these sounds the best? And what are your ideas?
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Conor Byrne
 
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Post » Sun Mar 06, 2011 11:45 am

DLC being on more than just Xbox Live would be a good start. :<
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Je suis
 
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Post » Sun Mar 06, 2011 9:33 pm

All right, despite being a big NCR fan, I'd like to see a Legion DLC.

Location: Flagstaff, Arizona (The strategy guide CE says this has been the capital of the Legion since 2255)
Description: Enter Caesar's land to his capital of Flagstaff, see what life is like on the other side of the river, and learn more information on the Legion

Gameplay Area: Flagstaff, Arizona and the surrounding wastes.
Major Locations:
Flagstaff - Legion
Eastern Outpost - NCR (NCR's eastern outpost from Bullhead City, attacked by Legionaries almost daily)
Grand Canyon - Unoccupied, the most dangerous place in the DLC. Highly radioactive, filled with mutant cannibals. And uranium. And an old orbital missile station called B.O.M.B.-002.

You can leave without completing the DLC's main quest (cough Operation Anchorage/ The Pitt/ Mothership Zeta cough)

Plot:
Three different questlines:

After arriving outside Flagstaff, you see a sign that reads "The Burned Man is a myth, anyone spreading stories about the Burned Man will be crucified." You can either continue and enter the city, or wander the wastes surrounding Flagstaff. However, the only enemies are wild animals, and the mutant cannibals in the Grand Canyon; there are no raiders. (the Legion has already dealt with them)

Low Legion Reputation: Eventually, you will recive a note to meet someone in the Grand Canyon, after you find him and talk to him, he tell you that he is Joshua Graham, the Burned Man. He will ask you to help him destroy Flagstaff. He will ask you to gather intel on Legion activites in the area, and when patrols change in the city. The end of this questline is assaulting Flagstaff, and killing the centurion temporaily in charge and burning down the city. You can loot him for Legendary Centurion Armour and a key. Graham will tell you to spread the message to the Mojave about what happened here. In the ruins of Flagstaff, you find a chest that the centurion's key fits labeled "Legate Graham's equipment", it includes equipable Legate armour, and Graham's sword.

High Legion Reputation: You are told to meet the Centurion in the old city hall to discuss the Burned Man, he knows it is a myth, but traders have been reporting a burnt body walking around the wastes. No name was mentioned, but some people are worried. Graham eventually attacks Flagstaff and you have to defend the city from him. Graham has an army of angry tribals who avoided Caesar's conquests. After eventualy taking Graham down, you are told to finish him off and dismember the corpse, just to make sure. You are given Legendary Centurion Armour and the key to Legate Graham's chest under city hall.

Third Option: Attack Flagstaff yourself. This is the hardest path. You have to fight the centurion, and Graham. Not at the same time, after the centurion dies, and you destroy the city, Graham arrives and is angry that some "Mojave Punk" could do what he had been planning for years. After taking down Graham, you can take the Legendary Centurion Armour and a key from the centurion's corpse. The key is the same one looted from thr centurion on Graham's path.
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chinadoll
 
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Post » Sun Mar 06, 2011 3:33 pm

Originally this was a seperate thread because it's not about any specific idea, but a question about your preference for DLC design philosophy. But a moderator directed me here, so here it is:



There's a profusion of threads with suggestions for DLC out there, or demands for free DLC or questions about DLC.

It certainly seems we're clamouring for more New Vegas.

But how should they give it to us?




Would you rather DLC be self-contained side quest areas like that in FO3? Would you prefer it be minor locations integrated into the main world like in Oblivion?



Would you rather see minor DLCs like recipe or craftable item packs, or housing locations like Oblivion's profusion of player house packs, or fewer large quest-intensive DLCs like those for FO3?

If you'd prefer larger DLCs, would you prefer 1-2 mega DLCs, like Oblivion's Shivering Isles, or multiple mid-sized one-chain locations similar to The Pitt for FO3, or Mothership Zeta.



Personally my preference would be for more like Oblivion than FO3: Many small packs that let you customize your play experience along with some very large DLCs that expand your game into an entire new location at least as large as New Vegas with at least 3-4 major quest chains and side quests.

My ultimate wish for the mega-DLC area? Reno.
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HARDHEAD
 
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Post » Sun Mar 06, 2011 4:09 pm

topic of space: van buren (original FO3) had an awesome space adventure/quest area known as BOMB or some such -- check it out, van buren design documents FTW

DLC wanted most: grand canyon + burning man as recruitable NPC, complete with awesome quest. Grand Canyon bottom should have some unique monsters and the radiation should be incredibly high as in the design documents - forcing the player to wear radiation protection gear... or not.
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Kevan Olson
 
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Post » Sun Mar 06, 2011 8:46 pm

It would be cool to go see Vault 13. You could get a vertibird ride from NCR or something to go check out whatever's going on with what's left of the mutants (even though we all know the first gen. are pretty much dead) and go inside to see everyone dead.

Plus, like many people have previously said, A51 would be beastly.
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Matthew Barrows
 
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Post » Sun Mar 06, 2011 6:27 pm

http://fallout.wikia.com/wiki/Area_2
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Alycia Leann grace
 
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Post » Sun Mar 06, 2011 11:15 pm

I hate to rain on your parade but you guys should know that it is ILLEGAL for Bethesda/Obsidian to take any of your guys' ideas for the simple reason that they can get sued for using someone elses ideas. They are going to put the DLCs THEY came up with while the game was under production. So do NOT expect any of your ideas to be used by them unless you have such a good detailed idea (dialogue fully done, scripts, every quest, every encounter) that they pay you for it, which is probably not going to happen. Sorry guys but there is the truth.



Actually that's not true. The fact that we are here on a forum thread titled "DLC suggestions" Means we are suggesting not selling ideas. Meaning this is archival proof that we are giving them thee ideas for free in the hope that the reward is getting to play them. This would hold up in court.
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Richus Dude
 
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Post » Mon Mar 07, 2011 12:15 am

Itd be nice to have the homemade guns again and for ALL holotapes to be audio.
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helen buchan
 
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Post » Sun Mar 06, 2011 6:50 pm

Death's Vault

A strange transmission has been detected over the radio, seeming to originate from the place known as Death Valley, an area previously thought to be completely uninhabited.

"If you can hear this message, please send help. We're stranded here. Everything is breaking down. We're running out of food and water. These... THINGS... are trying to break in. We're constantly under attack. We don't have much time. You're our only hope. Hurry..."

A Mojave Express courier who has managed to get hold of a functioning car (the one from Fallout 2) is willing to transport you to the edge of Death's Valley for a fee, and from there, you're on your own. You must journey through the scorching sands, moving from outpost to outpost, fighting off dangerous creatures, in order to reach Vault X, the first vault ever built, the prototype from which all of the other were derived.

This vault holds a secret far darker than any other vault: underneath this vault, buried deep underground, is a chamber. This chamber holds, in suspended animation, the men who founded the Vaults: those who ordered their construction, and arranged for them to be experiments in human behavior, rather than sanctuaries to preserve humanity. This was the only vault that they ever intended to use to save humanity, or to be more specific, save themselves. The owners of Vault-Tec, along with hundreds of powerful politicians, wealthy industrialists, famous generals, and other assorted pre-war figures have been sleeping since the great war. And now they have begun to awaken.

But something is wrong with them: To prepare themselves to be able to survive in the world after the nukes, they arranged to have alterations made to their bodies while they slept, these alterations overseen by an Artificial Intelligence known as Overseer. Modified versions of the FEV were pumped into their bodies, based on projections of what the world outside was like. These projections were developed by the Overseer based on information gathered by US satellites. When the nukes fell, the ground shook, the skies burned, and electromagnetic waves scrambled the satellites, causing them to feed false, scrambled, and often even conflicting data to the Overseer. The result? The Overseer has gone insane from data overload, and the men and women housed inside of the hidden chamber within Vault X have come out as freakish monsters. Super mutants, ghouls, heck, even Deathclaws have more humanity in them than the creations of the Overseer now have. And the Overseer is planning on unleashing his creations on the surface, while it downloads itself into the remains of the satellite network topside and use it to command his army or twisted monsters in a play for world conquest. In the way of the Overseer and his monsters are the inhabitants of Vault X, and their Overseer, an artificial intelligence known as MA. MA was programmed to let the Vault staff out when they awakened, and subjugate itself to Overseer once that happened. However, centuries of caring for it's charges have left MA with both self will and a strong protective instinct of it's charges (and thankfully, the whole of mankind as well), and has done everything in it's power to stop Overseer. The two forces are, at the moment, deadlocked. Your interference will break the deadlock, and can decide the future of the Vault, and possibly all of mankind.

But the choices aren't as cut and dry as things first appear. The Overseer offers you caps, pre-war tech, anything you want, and his creatures won't attack you (initially) until provoked, but which side you choose (with Overseer, with MA, or against both of them) isn't the end of the story. You choose what the future will bring: will you eradicate the creatures and their leader? Eradicate Ma and the vault dwellers? Or just hack Overseer and use his controls to make his monsters YOUR army of destruction? Hack MA and have her flood the Vault with deadly neurotoxin? Hack both and use them to manipulate the humans and monsters into wiping each other out? Convince the Overseer and MA to join forces and use their combined power to take over the world? The choice... is yours.
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Amy Cooper
 
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