Feral Ghoul Oriented DLC?

Post » Wed Feb 16, 2011 5:29 am

I was thinking, Ghouls are some of the coolest and scariest enemies of the FO universe, yet they haven't really been captilized on. They're the only ones that make me think "Oh S**T!" when I hear one behind me. Radiated Zombies on drugs is what they seem like to me haha, but they're pretty unique.

How about a DLC where you have to rescue an important character, maybe a rich person who was being escorted and somehow got forced into a Ghoul infested city, maybe half the size of Honest Hearts considering a lot more things that you could enter/travel through.

You receive a radio broadcast for help and an offer for wholesome reward. The safest way in is through a subway where you meet some mercenaries who also received the call, you can choose to join 1 of them or go on your own, maybe clashing with them along the way or backstabbing/being backstabbed. Escorting the person out safely at the end all etc.

Maybe introduce some new Feral Ghoul enemies too? Maybe some even stronger ones and high numbers for a real challenge. A radiation factor too possibly? I was also thinking of somekind of Ghoul/Feral Ghoul Hybrid evil character who was capable of rational thoughts whilst still being crazy and having Feral Ghoul and regular Ghoul characteristics

Maybe you guys could elaborate some more on the idea and what you think. There's a lot more that could be added.
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xxLindsAffec
 
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Post » Wed Feb 16, 2011 1:36 am

I honestly am not a fan of escort missions, largely do to the fact that the AI loves to run in front of everybody's bullets.
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josie treuberg
 
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Post » Tue Feb 15, 2011 10:27 pm

I think it'd give it a cool aspect of you protecting them and having to get them out alive, which hasn't been done to such an extreme. I've found the A.I. to actually be good in this game, a lot better than how Ashley was in RE4 :banghead:
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A Boy called Marilyn
 
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Post » Tue Feb 15, 2011 11:42 pm

Feral ghouls are absolutely boring.
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Sara Johanna Scenariste
 
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Post » Wed Feb 16, 2011 12:40 am

Feral ghouls are absolutely boring.


Why bother posting if you have nothing constructive to add?
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Chris Johnston
 
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Post » Wed Feb 16, 2011 4:58 am

All right: I think DLC centered around feral ghouls would be an absolute bore and wouldn't be received very well. That and escort missions flat-out svck. They are just bad.
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Music Show
 
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Post » Wed Feb 16, 2011 7:57 am

It could work. I mean, I hate how every. single. DLC has to have some kind of new mutant to fight (for the most part), so I can see how focusing on super mutants or ghouls would be pretty cool.

For example, what if Old World Blues has you follow the radio broadcast of some ghouls wanting to clear out a nest of ferals, only to be ambushed by lobotomites and dragged to the Big Empty?

With the right presentation, ghouls and super mutants could totally have a place in a DLC.
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John Moore
 
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Post » Tue Feb 15, 2011 8:34 pm

All right: I think DLC centered around feral ghouls would be an absolute bore and wouldn't be received very well. That and escort missions flat-out svck. They are just bad.

i'm with you that would be pretty boring, i want some exotic enemies like super mutant behemoth or a ghoul that throws energy blasts, more types of death claws :toughninja:
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Lisa
 
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Post » Tue Feb 15, 2011 11:37 pm

All right: I think DLC centered around feral ghouls would be an absolute bore and wouldn't be received very well. That and escort missions flat-out svck. They are just bad.


So far every DLC has had pretty dull enemies, save the Aliens and Inbreds in Fo3. Last DLC we got to fight Scorpions, Yao Guai from Fo3 and Caeser Legion rejects.

Feral Ghouls have been pretty unused so it'd be cool to see them at large.

The entire DLC wouldn't be focused on the escort/escape, it would be using strategy and choices on how to manuever through the area to get to the VIP.

I can't change your opinion so :shrug:
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Lisa
 
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Post » Wed Feb 16, 2011 4:02 am

Dead Money was pretty much the feral ghoul DLC. All the Ghost People where was badass feral ghouls.
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Emma Parkinson
 
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Post » Wed Feb 16, 2011 4:57 am

Dead Money was pretty much the feral ghoul DLC. All the Ghost People where was badass feral ghouls.


But the entire thing was pretty much on rails and extremely linear, and you get your gear removed and the radios we're annoying as hell. Not to mention toxic gas at every corner and a very small area of exploration.

And an entirely different goal.
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maya papps
 
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Post » Wed Feb 16, 2011 6:05 am

I would rather deal with any type of ghoul, Than a bunch of slow dumb zombies that every one wants in FNV.
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Richard Thompson
 
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Post » Wed Feb 16, 2011 2:47 am

i'm with you that would be pretty boring, i want some exotic enemies like super mutant behemoth or a ghoul that throws energy blasts, more types of death claws :toughninja:


A ghoul deathclaw? Or a ghoul super mutant behemoth?

Could be cool!
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Isabell Hoffmann
 
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Post » Tue Feb 15, 2011 10:37 pm

Feral ghouls (and anything remotely zombie-like) absolutely terrify me, so if it were done well it could be the most gripping DLC imaginable for me. I still haven't mustered the guts to go into Camp Searchlight, so there's also the option that I'd buy it and never grow enough spine to play it. :P I think a decent backstory would be key for me - Fallout has always been good for this, and it helps rack up the spookiness or even pathos if done well. I doubt they will play much of a part, although you never know.
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Add Meeh
 
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Post » Wed Feb 16, 2011 5:36 am

Feral ghouls (and anything remotely zombie-like) absolutely terrify me, so if it were done well it could be the most gripping DLC imaginable for me. I still haven't mustered the guts to go into Camp Searchlight, so there's also the option that I'd buy it and never grow enough spine to play it. :P I think a decent backstory would be key for me - Fallout has always been good for this, and it helps rack up the spookiness or even pathos if done well. I doubt they will play much of a part, although you never know.

Ahh I remember that feeling in FO3, I was always scared of the metros. Until one day I realized most of them are really squishy so I went in a metro guns blazing and I had a blast. From that day on ghouls never scared me
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Emily Graham
 
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Post » Wed Feb 16, 2011 10:44 am

So a DLC filled with feral ghouls?
Just a DLC for some bang bang boom boom swish clonk bam?
Sounds awfully boring.
Combat is fine but paying 90 kronors for a dungeon crawler just to shoot stuff?
Hell no, I just got Brink so I have my game for shooting stuff.
Fallout is about dialogue and quests, you want to kill zombies and stuff?
Then go play Zombie Panic, Brainbread, Dead Rising, Dead Rising 2, Resident Evil 1/2/3/Veronica/Outbreak/File#2, Modern Warfare 2, Dead Island.
They shouldn't waste time and resources on a DLC who's only purpose is to kill stuff.
Hell, that's one of the reasons I dislike Honest Hearts, too much killing and too little interaction with NPC's.
To put it very simple: Fallout is an RPG first and an FPS second.
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Roisan Sweeney
 
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Post » Wed Feb 16, 2011 9:20 am

So a DLC filled with feral ghouls?
Just a DLC for some bang bang boom boom swish clonk bam?
Sounds awfully boring.
Combat is fine but paying 90 kronors for a dungeon crawler just to shoot stuff?
Hell no, I just got Brink so I have my game for shooting stuff.
Fallout is about dialogue and quests, you want to kill zombies and stuff?
Then go play Zombie Panic, Brainbread, Dead Rising, Dead Rising 2, Resident Evil 1/2/3/Veronica/Outbreak/File#2, Modern Warfare 2, Dead Island.
They shouldn't waste time and resources on a DLC who's only purpose is to kill stuff.
Hell, that's one of the reasons I dislike Honest Hearts, too much killing and too little interaction with NPC's.
To put it very simple: Fallout is an RPG first and an FPS second.


That is why I said "Maybe you guys could elaborate some more on the idea and what you think. There's a lot more that could be added."
Who knows? Maybe you could meet an entire group who has been surviving in the subways or a structure topside that you can choose to help or leave. Maybe one of the characters is from a past Fo. Who knows.

Maybe if someone would add some ideas instead of saying 'durr it'z dumb this is fallout not rezident evul'
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Minako
 
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Post » Wed Feb 16, 2011 5:03 am

Why should we fill in the blanks of your idea?
Right now it's only a zombie shoot 'em up.
Flesh it out yourself, cause right now it sounds real boring.
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Portions
 
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Post » Wed Feb 16, 2011 9:50 am

Why should we fill in the blanks of your idea?
Right now it's only a zombie shoot 'em up.
Flesh it out yourself, cause right now it sounds real boring.


Oh gosh, I thought I posted this spark discussion about ideas people had about DLC's for fun. I forgot you hired me to make this for you, how silly of me to ask my boss for help with my hw, I'll get right on it sir!
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Anna Kyselova
 
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Post » Wed Feb 16, 2011 10:41 am

Well come up with more ideas yourself first to make it more than just a zombie shooter and it might be of interest to discuss ideas with.
Right now the only thing I picture in my head is a bunch of feral ghouls going "HRRR????AA!!!!" and then cue the bullet storm.
I have no idea of what to suggest to save this pitch from being a shoot 'em up only.

So let's do this, I ask some questions and you think up some answers to flesh it out:
Why are there tons of feral ghouls there anyway?
How come some ghouls have mutated differently?
Why is there someone in this city?
Who is this special someone?
Why is he important enough to risk going through an army of feral ghouls?
Why are The Courier contracted?
Who's the other merc?
Why only two mercs on a suicide mission?
If this person is really important then whoever wants to get a hold of him could easily get enough money to buy a dozen mercs, so why only two?
If it's because that the contractor doesn't have a lot of money then why would the other merc want to risk his life for this mission?
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Lew.p
 
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Post » Wed Feb 16, 2011 2:54 am

they are an interesting enemy, and maybe should be included in a DLC, but I think there is a reason that there is not a DLC focused on them, it simply would not be that fun.
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Suzy Santana
 
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Post » Wed Feb 16, 2011 6:48 am

Well come up with more ideas yourself first to make it more than just a zombie shooter and it might be of interest to discuss ideas with.
Right now the only thing I picture in my head is a bunch of feral ghouls going "HRRR????AA!!!!" and then cue the bullet storm.
I have no idea of what to suggest to save this pitch from being a shoot 'em up only.

So let's do this, I ask some questions and you think up some answers to flesh it out:
Why are there tons of feral ghouls there anyway?
How come some ghouls have mutated differently?
Why is there someone in this city?
Who is this special someone?
Why is he important enough to risk going through an army of feral ghouls?
Why are The Courier contracted?
Who's the other merc?
Why only two mercs on a suicide mission?
If this person is really important then whoever wants to get a hold of him could easily get enough money to buy a dozen mercs, so why only two?
If it's because that the contractor doesn't have a lot of money then why would the other merc want to risk his life for this mission?


A nuclear facility of some sort that put out massive amounts of radiation during the Great War, maybe something like Yucca Mountain in Nevada but obviously not the same facility considering that it's 100 miles away from Las Vegas. A fictional facility which turned many people into Ghouls and Feral Ghouls which soon consumed survivors of any relatively close cities(Far enough not to affect NV), what city this would take place in I don't know considering in the Fo universe real places are used and I'm not a native inhabitant of Nevada so who knows. There are a group of Ghouls who have hidden out under the city for years whom you could choose to help and in turn they could help you find the person you are looking for.

The majority of the story and dialogue would take place with the Ghouls taking refuge, and also with the mercenaries and survivors of the treasure hunting group.

The person could be a rich treasure hunter who has reason to believe there is something valuable in the city and traversed into the area with a team to find the area more dangerous than they thought, as the only survivor he/she finds a place topside to radio for help. Maybe they don't do it soley for the money but the thrill and hires mercs to help his missions. Hell maybe when you find him he's some weird Feral Ghoul hybrid who is just luring people into the city for prey!

Some Ghouls have mutated differently because not all we're exposed to the same amount of radiation, some in the city just turned into Ghouls while those closer the plant went feral.

You would run into a dozen or so wreckless merc's who are also looking for a good payout, there could be double crossing involved and maybe some companions. You would have to choose who to trust. The mercs could be really tough as only someone crazy would respond to the signal. And obviously there would be other enemies to fight other than Ghouls like radiated animals or Super Mutants somehow, not to mention other Mercanaries. Also you could run into survivors of the treasure hunter group. Maybe new Feral Ghoul enemies also? Bring back Albino Radscorpions?

Also the area would be extremely dangerous so you would have to strategically map out your plans and routes to take.

How you could get to the city I have no idea, would it be possible for Ghouls to travel far enough to whatever city would be close enough to a nuclear facility? I have no idea. But considering Zion National Park is over 150 miles away from Las Vegas and you and a caravan travel to it in 5 seconds it's not really that big of a stretch.

I'm not a professional writer nor ever proclaimed to be, I'm just throwing ideas out there for fun and thought maybe others had their own ideas for a DLC they'd like to see. Apparantly I have to have an entire backstory that ties in with the Fo universe otherwise people will just hate the idea. But it was fun thinking it up so win-win.
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Charles Mckinna
 
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Post » Wed Feb 16, 2011 1:03 am

I could see a DLC that expanded on the Tenpenny situation from FO3. Feral Ghouls, normal Ghouls and humans who can't tell the difference. You have to try to keep the peace (or not.)

Perhaps the DLC starts with a distress call, and you save the leader of the humans from a pack of Ferals, and at the end of the mission, he kills a non-feral (scripted event) sparking a big feud, and you're right in the middle of it. Bonus points if the non feral gets a few lines, apologizing for the trouble, making sure you know he's not a threat and *blammo* headshot right in the middle of conversation.

Just a thought. It could work.
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Mandi Norton
 
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Post » Wed Feb 16, 2011 5:56 am

I'm on board with anything zombie-related. It's a sickness. The perfect game, for me, would be a huge open-world zombie survival game.

Anyhow, Ghouls are sadly underutilized in the Fallout series. Many non-feral ones remember before the war; how much knowledge is being lost because of bigotry? I liked the nasty ones in Fallout, too -- not Feral, but mean as hell.
A Ghoul faction, with intelligent individuals using Ferals as troops, is long overdue.
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Lalla Vu
 
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Post » Wed Feb 16, 2011 12:06 am

They could have it set up like the cow level on Diablo 2.

Of course we dont use gemz, runes, and any thing for socketed equipment.

But we do use equipment upgrades, But nothing for armor.

So the only thing they could put for that level would be caps, armor, guns, ect, ect, so on and so forth.

Bethesda, I want a cow level like on Diablo 2 for FNV. It would be fun and interesting.
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Trevor Bostwick
 
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