DLC Suggestions #4

Post » Tue May 10, 2011 6:21 pm

-Introduces you to my suit/tuxedo wearing character that solves any quest with a peaceful solution and speech- :hubbahubba:

ring a ding baby!
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Flesh Tunnel
 
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Post » Tue May 10, 2011 12:29 pm

I'd like a DLC without a main story which just expands the main games area with a new companion or two, more perks to leveled lists, more WW moments, random encounter zones, side-quests, traits, weapons added to main game, open up invisible walls, open up boarded buildings, add more locations etc.
So no 3 to 5 quest long story that vows together.
Just more content to the main game.

I really dislike it when DLC's take us to completely new areas.
That's not expanding the game.
That's just giving us an arcade sized game which works with the same gameplay mechanics as the main game.

I want DLC's that actually expand the main games area and content.
(Not the main story. I don't want to continue after the final quest and I do not mean I want a raised level cap)


OH! I GOT ANOTHER ON!!!
Please add Skilled trait back and a trait called:
With armor I feel safe
You gain health every other level but gain a 20% DT increase in your overall DT. (If you have 30 base DT with armors and stuff then you get 36 in DT with it.)

They're nerftastic!


Great ideas /\ Bethesda listen to him.

Fallout New Vegas is a very good game, but not great. When I first starting playing this game (maybe for the first 50 hours) I thought it was great and I kept expecting it to get even better... but it never did. After my second playthrough I think I've been able to figure out the elements that are missing and I think the DLC is really the only way to fix the problems that keep this game from being great. If the sales of this game teach us anything it's that we want more! And you'll really screw the pooch if you release DLC in the same manner as FO3. The DLC for FNV should be overhauls expanding the Mojave, not little stand-alone expansion packs. (And if you're thinking "We've got all that in store for the MMO" then you don't understand the implications of an aging gamer population... ie, we dont have time/money for that crap).

Look, you released the game early to get the holiday sales. We know it, you know it, the whole game just screams it. And it's not just the bugs, it's things like modders going into the GECK and finding numerous half-finished quests (like returning Vance's 9mm submachine gun to Slim Primm) or little items here and there that seem to indicate something but in fact go nowhere (like the Auto-Docs). But it's still a great game and we've all been very forgiving about this.

The critical element that needs fixing is that the quests in FNV are all short, faction based tasks. Whereas in FO3 quests were epic journeys across the wasteland, FNV quests seem to be "go to this town, complete your tasks, move on". Sure there are some standout areas like Vault 34 and the REPCONN testing facility but nothing that compares to the kinds of quests you find in FO3. The difference is that in FO3, it's a series of quests that all tie in together. You go to Megaton and talk to some blond girl, who sends you over to her hometown, where you meet the old man who wants you to investigate the local gang, so you checkout a few areas before you finally find them, who you find out like to pretend to be vampires and so on. By the end of it you feel spent and accomplished. In FNV I often felt OVER prepared. You give us all these great new weapons, and mods, and ammo types but not enough bad guys to use em on! Same with the work bench. All those misc items and only a handful of crafting recipes? Sure the survival thing is nice, but why bother when you're already carrying 60+ stimpaks? (I remember the FO2 days where you'd sell everything you had just to get 1 stimpak).

So that's the problem with this game. It's great, but you're not quite done yet. If the DLC is exactly like The Pitt or Operation Anchorage you will have killed your cash cow. If, however, you can use it to flesh out and expand what's already there you'll probably find FNV: Game of the Year Edition the top seller for Christmas 2011.

this guy said everything... you know the game is great.. but was not finished, well another cool thing mentioned its the misc item need to be there for a reason.. and the game need to pass a image that you is in a post-apocalyptic world and try to survive should be more exciting.. i dont know its so much stuff to tell and i have sure that them will not listen to us, well sorry about my english im learning =)

I think when a DLC is released, they should update the dialogs, events, and the atmosphere, for example in fallout 3 after finishing the broken steel I remember some characters that look like they are in the past and not even noticed a difference in the water lol, It would be nice if they update all areas of the map with new dialogues, quests, and random events ... but anyway my vote goes to The Strip because i was expecting something much bigger than it really is.

some of my ideas =)
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lucile
 
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Post » Tue May 10, 2011 3:18 pm

I have a couple Ideas for an FO:NV Add-on. The first is just a simple weapons add-on

One add-on idea I've had was the return of the Dart gun, But without using a Radscorpion gland to create it. Instead it can shoot standard darts after that've been poisoned by using the campfire recipies. This way those who prefer using ranged weapons can have more fun with the poison recipies.
The second I'd like to see is a shield (Old riot shield or maybe just a hunk of metal with hand holds) for single handed weapons like Pistols or Melee weapons like Machete's.

the other Idea I've had was another location with either Elder Scrolls mentions/encounter/Full blown Side story. Of course Bethesda would need to OK it but i think the side mission might be worth it.

Option 1 Mention) The player stumbles across a dalapidated science facility. Among the wreckage are a few computers still in working condition.
the deeper the player goes into the building the more information they find about an experimental dimensional rift making machine scientiks were working on.
The final entry mentions a man in heavy armor coming through asking "Where in Tamriel." he is.
There will be a few locked computers and doors. A few boxes with some randomized supplies and junk and possiply something Tamriel-ish like a clannafer claw or Bloodgrass or something.

Option 2 Encounter) Same as the above but upon approching the site of the building player finds an Imperial Legionnare fighting any random Tamriel creature.
Of course the player can help or hinder, But should the Legionarre happen to die perhaps there could be some kind of Tamriel armor or weapon.
If player decides to talk then speech options take place about how he's from a different land and wonders if he's in on one of the planes of Oblivion yada yada yada.
In the end there could be a new companion in the knight if you play your cards right (Horrible joke i know).

Option 3 Story)Same as option one and two but Caesar/ NCR asks the player to investigate the building after noticing energy spikes from it's location.
Troops are already spread thin so the player is asked to go since they seem to be able to take care of themself.
Of course the player can decline but where would the fun in that be? The player finds computers refering to a dimensional rift experiment that shows promise. A few failed attemts at the experiment and finally after talking about "Option one" the player reads about the radiation from the bombs killing off the scientists inside or turning them into ghouls.
Upon finally arriving at the machine the rift flickers and allows a Tamreal knight to crossover into the Mojave.
After a short confrontation The player agrees to follow the knight. If the player has a follower at the time (Preferably Arcade Gannon. All robotic followers would have to stay behind as well) they could be asked to stay behind and "Watch the machine for fluxuations".
At which the follower might suggest the player leave their guns in the Mojave (Sneak check for pistols) As soon as the player goes through the "Oblivion Gate" it closes immediatley until Tamriel has been investigated a bit,
but opens and closes periodicaly (Unless Arcade is at the helm, in which it will remain open.)
The player will have to sweep the city/area/country and report back after a certain amount of confronations.
The player can use the shops and purchase melee weapons of all types (Possibly even a bow and arrow), Purchaceable poisons (Since Melee would be the prefered medium in Tamriel), Armor, clothing, food, survival recipes
(and wonderful Hairstyles that can be brought back to Sergio in the Kings HQ).
The player would be questioned about their strange weapons and attire/armor unless they wear/use Tamrealian items. After a while the two worlds could cross over to each other.
Claymores and Greatswords start circulating through out Casears legion (Who later finds out about the rift and begin invading.)
the player wouldn't be able to take their weapons with them (save for sneak checks) which of course would be seen as some kind of deadra magic in town but in the field anything goes.
But anyway there would have to be some kind of quick battles and encounters until the first portion of the quest is achieved and the portal re-opens allowing the player to report back to their respctive faction.
Speech checks, barter checks, hell maybe even a house to buy to store equiptment, cook, rest, repair.
the player would have to deal with encounters, forts, caves, that could include Ghouls (Roamers glowing ones and reavers) co-existing with zombies, skeletons And liches.
Super Mutants with Ogres, Raiders, Mauraders and Bandits working together, Wild dogs and timber wolfs creating packs, Deathclaws and Minotaurs that see similarities in each other.
Not to metion having to deal with ancient magic and traps while fighting Bandit hedge wizards with a chainsaw, Necromancers with a super sledge, Vampires with a 9mm.
On that note Silver bullets could be a new ammo type by melting down silver cups or plates at camp fires and bringing it back to the Mojave to create the bullets for the pistols.

Option 3 Scenario 1 (Siding with the NCR or House or Independant) A general of the NCR has been reciving reports of energy spikes coming from an old building in the mojave wastes.
The location is marked on the players map and is asked to deal with the problem. After looking for a bit and saving the immediate town the from it's threat the player notices a few people in Roman battle raiments that don't quite fit in Tamreal.
As mentioned above the follower watching the gate would need to be saved and the portal brought back under player's (NCR) control to keep Caersars legionarres from wiping out Tamreal's legionarres (Or side with Caesar and persue Scenario 2). The appearance of Caesar's boys allows the player to bring their guns.
Ceasars boys would be using Melee class weapons at first until the player is recognized. One of Ceasars boys authorizes Guns prematurly to deal with the player.
Tamrealians have to be convinced to ally with the NCR and begin pushing Caesar's boys back until the final fight between the player and one of Ceasar's generals, or Caesar himself if the player has yet to kill him.
In the end when it is time for the player to make a chioce to destroy the machine and close the portal forever leaving tamreal to it's own devices, or to leave the portal in the "Open" postion allowing the player to travel to and from Tamreal at the risk of allowing more mutations and legionnares access.
If sided with the NCR, or atleast on good terms with them the player could convice an NCR officer to guard the old facility while allowing scientist to fix the place up to keep the machine operational (Or to ensure no one ever uses it again).
If the player decideds to keep the machine operational the NCR may be persuaded to "Recruit" a few inhabitants of Tamreil to help fight for the Mojave's fate.
The races of Tamreal begin co-mingling with the humans of the wasteland and some races are given uniforms and modern weaponry after a bit of boot camp at Camp Golf under command of "The Misfits", while others are allowed to wander the Mojave (And vice versa) until the two worlds are eventualy absorbed into each other.

Otion 3 Scenario 2 (Sided with ceasar) Ceasar has found the facility and marked it on the player's map. He wants to know what exactly is in that portal but doesn't want to use any of his brave warriors (Or males if the player is female) since they are spread thin fighting the NCR. He want's the player to enter the portal and learn as much as possible and then report back.
The player reports back (or doesn't) and describes a world ripe for the taking. A place where Caesar can easily take over with automatic weapons. Of course Ceasar will want to prove his superiority by wanting to take over using his warrior's melee skills first and once they have overpowered the Tamriel inhabitants with their own weapons he will then introduce guns.
The player will be hostile with every city and group (except the Dark Hand) until they have been pacified and forced to cooperate (Stores re-open to the player). The more the player takes the more legionares caesar has to send to occupy the towns, and the more the NCR begins to take notice and eventually figures out where the legionares are going.
The NCR takes control of the facility and the player must re-take the facility (Or Side with the NCR and persue Scenario 1).
Once every town has been taken the Guild resistors flee the city and organize themselves with the NCR that are still inside Tamriel in order to take back their world from the player (Caesar).
Once Tamrial is taken over, Ceasar (or his successor) decideds to allow the Dark Hand into his ranks after destroying the other guilds.
And since Ceasar tends to cross breed people, Dark elfves, orcs, High Elves and the like begin showing up all over the area's where the Legion is concetrated As he begins breeding the ultimate soldiers for his legion.

This is of course my mind at work so you can read between the lines and run it through the filters or whatever. And before claiming that the whole idea is impracticle remember that the "Wild Wastland" trait was created to filter things like this from people that take gaming a little too seriously.
If people don't like the idea they don't have to download it, but I assure you I'm not the only person that has thought of this, i just had the idea to actully send it in with some kind of storyline attach to show how long I've been thinking of this (since FO3). Bethesda will have to give the go-ahead of course.

Thank you for your time and I look forward to hearing back from you even if it's to decline the idea. At least I'll have known it was looked at and considered.
Please let me know what you all think.
Sincerily,
Senior Airmen David Shassetz
United States Air Force.
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Trish
 
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Post » Wed May 11, 2011 12:12 am




No thank you.

Fallout and Elder Scrolls are TWO COMPLETELY DIFFERENT SERIES.

They should not be mixed EVER.
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:)Colleenn
 
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Post » Tue May 10, 2011 11:36 am

does anyone think that having a weapon /armor add on pack would be a good idea but in order to stop this affecting how easy the game is there must be something not impossible but difficult at early levels that player would need to overcome to aquire this stuff. if yes, what idea do you have for what to include and how to get it. and if not, dont complain about the suggestion please :D
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roxanna matoorah
 
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Post » Wed May 11, 2011 12:52 am

Weapon/armor add-ons are always popular, but I think they'd have to be pretty near equivalent to existing stuff in terms of stats. More powerful items would make the game too easy.

Variety is good though. I kinda just like seeing in-game versions of real weapons...though really bizarre fantasy stuff is fun too.
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Jesus Duran
 
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Post » Tue May 10, 2011 7:45 pm

does anyone think that having a weapon /armor add on pack would be a good idea but in order to stop this affecting how easy the game is there must be something not impossible but difficult at early levels that player would need to overcome to aquire this stuff. if yes, what idea do you have for what to include and how to get it. and if not, dont complain about the suggestion please :D

Depends, if only we get to use the new items then no.
If enemies get to use the new items then yes.
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Siobhan Thompson
 
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Post » Wed May 11, 2011 2:58 am

Weapon shelfs and armor places in hideouts..so we can put and watch our unique weapons at home..
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Avril Louise
 
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Post » Tue May 10, 2011 6:55 pm

Weapon shelfs and armor places in hideouts..so we can put and watch our unique weapons at home..

Only if we get an elevator tune and if the mannequin the armor is on rotates.
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Sheila Reyes
 
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Post » Wed May 11, 2011 2:20 am

Please put out DLC for PC, not just consoles. I'm not going to go buy FNV for PS3 just for DLC after I bought it for PC. I can't believe you'd be losing more money pushing a PC version out than you would be making from those of us that are die-hard PC gamers. Had to get that off my chest.
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GRAEME
 
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Post » Tue May 10, 2011 9:36 pm

Weapon shelfs and armor places in hideouts..so we can put and watch our unique weapons at home..
Just to repeat from the closed thread:

Actually very difficult to do. Or at least time and space consuming.

Requires dummy versions of all possible weapons, and a specific space for each weapon (so you couldn't move them around to suit yourself). Armor would still have skin portions on it unless new dummy armors were made for each armor with this issue.

Anything more advanced than that requires the extra scripting commands of NVSE, and for a truly universal version would require a specialized addition to NVSE.
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Madeleine Rose Walsh
 
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Post » Tue May 10, 2011 6:47 pm

A Dlc i want to see would be Vault-tech park- mutated dinosaurs and raptors for everybody and the final boss would be a mutated 2 headed t-rex .
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Jessica Nash
 
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Post » Tue May 10, 2011 11:38 pm

A Dlc i want to see would be Vault-tech park- mutated dinosaurs and raptors for everybody and the final boss would be a mutated 2 headed t-rex .

o_O
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Darrell Fawcett
 
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Post » Tue May 10, 2011 4:51 pm

A Dlc i want to see would be Vault-tech park- mutated dinosaurs and raptors for everybody and the final boss would be a mutated 2 headed t-rex .


I bet €20 you are a console player :banghead: ;)
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Rachie Stout
 
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Post » Tue May 10, 2011 8:51 pm

In the fallout series there has always been great weapons and im hoping to see a DLC with just a massive pack of more weapons involved. As a stealthy player i love sniping fiends from 50 feet away without anyone knowing what just happend. I would love to see some sniper variants introduced into the game such as M24, Dragonov, Remmington 700 etc. Any views on the matter?

P.S. E-mail me vids of your best sniper shots - chrisomahony10@aol.com
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Kim Kay
 
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Post » Tue May 10, 2011 4:20 pm

In the fallout series there has always been great weapons and im hoping to see a DLC with just a massive pack of more weapons involved.

If existing NPC's or new NPC's get to use them then sure.
But if only we, the players, get to use them then hell no.
I really hate it that there are weapons that only we, the players, use.
I've hated it since Fallout 1 and hope they will finally allow every single weapon in the game to be used by various generic spawning humanoids.

Hmm.

Hey Obsidain, mind adding a new faction in the wastes which use completely random weapons and start showing up at lvl 20 around a lot of places in the wasteland?
From 9mm pistol to grenade machine gun, these guys and gals will use everything. (Except mines, I don't know if NPC's can plant mines or how their AI would work with that)
I wouldn't mind it if they had about as much info as Vipers have in the game (none) but it would be better with some new dialogue or holodisks explaining a teeny weeny bit about them.
This faction could really switch up the gameplay.
One time you're meeting four of them with knife, sawed off shotgun, plasma pistol, flamer and the next time you might meet eight of them but this time with knife, riot shotgun, scoped hunting rifle (Yes, these guys are allowed to use modded weapons as well), plasma grenades, brass knuckles, grenade launcher.
It would mean that sometimes these guys can pose a real threat.

And if not completely random, how about them spawning at lvl 1 but gaining leveled equipment alongside the player?
So that by lvl 30 the only items they will use are the top of the line weaponry like multiplas rifle, grenade machine gun, ballistic fist, AMR, super sledge etc.

This faction would also wear either random armor (if going by the first example) or leveled armor.

Where should they spawn?
These guys take over other npc's and creature spawns temporarily.
So for example, at the first dry lake there are tons of giant ants.
But when you go there you might meet this faction who has replaced their spawns.
After you kill them and wait three days the spawned creature will once again be giant ants.
If this is too complicated and can't be done then just add at least 30 new spawns for these guys around the wastes.

Don't get me wrong.
I don't want this faction to be it's own DLC.
But rather have this faction be included as a bonus with Dead Money or Honest Hearts.

One problem I see with this is that we might have it too easy to earn money by killing them.
So how about this, these guys have explosives on them which are rigged to a small heart monitor so that when they die they automatically blow up into tiny pieces and all equipment they have will be lost. (I think I saw this on a Lost episode.)
Why they do this? Maybe they don't want their enemy to get the upper hand if one of their members were to die.
You can still pick-pocket their stuff though but they have a raised awareness so it might prove more challenging than with regular npc's.

This faction might actually be a faction that is challenging to meet.
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Emma louise Wendelk
 
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Post » Wed May 11, 2011 1:44 am

Ok all I want is some kind of mounts . . Not horses and stuff but dirt bikes or dune buggies or something fun to et around in and some new companions and special type weapOns Ike the ones in point lookout DlC for fallout 3 . . I miss that lever action rifle and prefer it a hundred to one over the trail carbine on FNV . . Just some more oldy type guns like a real Double Barrel shotgun But please just expand the map to new borders and add new "Dungeons" and such but dont add a whole new place like point lookout
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Marnesia Steele
 
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Post » Tue May 10, 2011 1:06 pm

Ok all I want is some kind of mounts . . Not horses and stuff but dirt bikes or dune buggies or something fun to et around in.

Been suggested tons of times before and it always come back the same way, it would be awful.
Anyone here played Half-life mods?
Yknow when we can "drive" cars in that game and it's mods?
Yeah, New Vegas would probably handle cars like that.

and some new companions

http://fallout.wikia.com/wiki/Ulysses
But please just expand the map to new borders and add new "Dungeons" and such but dont add a whole new place like point lookout

Depends on the DLC but yes I would like for new content to take place in the actual main game and not be some arcade-game played out with the same gameplay.
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sara OMAR
 
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Post » Tue May 10, 2011 5:29 pm

I think the next DLC is going to be called "Honest Hearts" and it may focus on The Burned Man and New Canaan. On the Dead Money page on the wiki in the notes section it mentions that some of the graffiti in the base game pointed towards the Sierra Madre, and there more graffiti mentioning The Burned Man, Joshua Graham, and New Canaan in the base game as well. Normally I wouldn't think anything of this except for the fact that these posters are kept in a folder in the games files called "nvdlcgraffiti" and the ones mentioning the Sierra Madre are called "nvgrafittisierra" and the others called "nvgraffitihonesthearts". Kind of put off that it looks like Obsidian had planned ahead for 2 DLCs since before the game was released, but I suppose that could be explained away as them not being able to make the DLC before the release date and realizing this early on, or an idea they wanted to do but didn't think it would fit in with vanilla New Vegas.
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NIloufar Emporio
 
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Post » Tue May 10, 2011 7:37 pm

I think the next DLC is going to be called "Honest Hearts" and it may focus on The Burned Man and New Canaan. On the Dead Money page on the wiki in the notes section it mentions that some of the graffiti in the base game pointed towards the Sierra Madre, and there more graffiti mentioning The Burned Man, Joshua Graham, and New Canaan in the base game as well. Normally I wouldn't think anything of this except for the fact that these posters are kept in a folder in the games files called "nvdlcgraffiti" and the ones mentioning the Sierra Madre are called "nvgrafittisierra" and the others called "nvgraffitihonesthearts". Kind of put off that it looks like Obsidian had planned ahead for 2 DLCs since before the game was released, but I suppose that could be explained away as them not being able to make the DLC before the release date and realizing this early on, or an idea they wanted to do but didn't think it would fit in with vanilla New Vegas.

..... If we get Hanged Man in Honest Hearts and we can't drag his sadistic psychopathic ass back to the main game I'm going to whine and rage like a five year old that really really really really wants that big red fire-truck toy.
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Cheryl Rice
 
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Post » Wed May 11, 2011 1:14 am

Variance

NPCs - I've posted elsewhere about more varied faction NPCs with different weapons and and reasons.

Weapons - More variance in all weapons, mainly everything but guns as the game is pretty biased towards regular guns.

Weapon Effects/Poison - More effects from weapons, or different poisons that had effects: and a reliable source of thrown weapons/dart gun. (I miss the mesmertron)

Luck - More things triggered by high or low luck for both you and the other NPCs, critical fails sort of thing.
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Sammie LM
 
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Post » Tue May 10, 2011 3:04 pm

Oh hell yes if Joshua Graham was ceasars second in command he'd make one helluva fighter and would wipe down legionairres like bugs lol that'd be hella cool to have him as a companion
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Johnny
 
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Post » Tue May 10, 2011 11:31 am

..... If we get Hanged Man in Honest Hearts and we can't drag his sadistic psychopathic ass back to the main game I'm going to whine and rage like a five year old that really really really really wants that big red fire-truck toy.

Can't blame you, but I honestly doubt he'll be a companion (assuming he appears at all). Honestly, I see the removed Caesar's Legion companion Ulysses showing up in it, but that's about it. I hope you can take him back to the Mojave though...
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Mylizards Dot com
 
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Post » Tue May 10, 2011 11:58 am

I mean heck we got a NCR companion in boone a BoS in Veronica and many independents and arcade Gannon for the FotA why not a legionnaire?
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Claire Jackson
 
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Post » Tue May 10, 2011 10:08 pm

DLC Title : The Long Big One.

Description: A mysterious old man wearing an eye patch, and a Sombrero with various forks and spoons dangling by string around under the rim appears in the Goodsprings saloon with tales of a land far away.. he draws a crowd of people around him, including yourself who sits at his table with another stranger who shows interest in the man's tales.. the old man recalls of a land far away but without saying where its location.. a land of endless sand and windstorm, of giant demons that come out only at night and where anything electronic cannot function, a place of crippling radiation...and of a long broken road which leads to ancient treasure that is untouched by scavengers.. he talks of a ship stranded upon sharp rocks...a ship that carries the best luxuries of the old world, a ship of unrivaled beauty and great opportunity for anyone strong, smart and determined enough to reach and plunder it.

Points:
- Nothing to scavenge of any monsters.
- No footlockers.
- No energy weapons.
- Maps do not work.
- Radiation storms.
- If you wonder off the path a certain points the Map resets and you'll wander forever.
- A supermutie Behemoth, or twelve.
- You must use all your Speech to keep your team together.

How everything goes:
You and the other stranger buy the old man drinks, as the crowd around you hears his story and ask him questions such as "If you've been there how come you're not rich already and living it up in New Vegas?".. the crowd hears his story and dissmisses him until you and the other stranger are left... the old man gets drunk after finishing multiple bottles of whisky... and you're just about to get the old man to tell you the location of the ship until the old man slurs, stiffens, and dies at the table with his only good eye still wide open.

Eventually, you search the old man's dead body and find directions on the back of a postcard that has a picture of a luxury cruise liner on it. You and the stranger chat..then eventually you organize at great expense and out of your own personal armory (miniguns, rocket launchers, combat armour, rad-x, radaway..etc) a small band of mercs for the toughest mission of the game.

Eventually after many hours of really tough gameplay you arrive at the cruise liner..now all rusted and brown..only to turn around to find the other stranger at the Goodsprings bar right behind you and armed with his two brothers a fat man each...the weather turns dark..he thanks you for cleaning the path for him.. and a fight ensues... you win the fight...and turn around just in time too see the cruise liner disintegrate before your eyes from years of rust... a member of your team gets on his knees, and blows his head out with a 357. ...after some drama the weather turns bright again to reveal gold, silver and all manner of gem encrusted jewelry resting on the rocks where the cruise liner once stood.

You catch a boat back to an earlier point on the long big one.


New Vegas was too easy, there wasn't enough fun things too shoot at...and I've got so much perfect condition armour and weapons its stupid... fat mans, rocket launchers, miniguns, sniper rifles, 3 mk2 combat armors, gatling lasers, 2 enclave power armors.. all perfect conditions... I'd hate to parrot others..but..not everyone who likes Rpgs are mentally underdeveloped dullards who have difficulty clicking buttons to move a game along.
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Quick Draw III
 
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