DLC suggestions #2

Post » Sun Mar 06, 2011 10:49 am

No, that it has to access a ton of files is the reason it's a resource hog. Seriously. If it were practical to have a console GECK, Bethesda would have done it for FO3. Your idea isn't new. There's lots of half-baked "Oh gee, I just want a nerfed GECK to have any editor at all" posts out there, so Beth's aware of the desire, but they still haven't made any such program.



You can run the GECK on linux with a windows emulator. That should tell you all you need to know.


I am sorry but agree to disagree here again. The whole "If X Game Company wanted it they would have done it by now" is no excuse. Mainly because you got marketing people advising them what will and wont sell. And I havent met a marketing person or department yet that had the "pulse" of a product's community. Marketing people are the biggest liars and idiots out there. They make lawyers look like boy scouts. 9 times out of 10 they are just pulling crap out of thin air. There are literally tons of examples that had some useless waste of a marketing yahoo telling the developers "Oh no this will work great. This is what they want." but in actuality it turned out bad or not what the community wanted.

Now its no secret my hatred of marketing people is the stuff of legend. My bane of marketing in general is ghost stories told to junior advertising employees in marketing agencies across the globe to scare them. But this is one area I am well versed in.

Just because they havent done it, doesnt mean its not doable, viable, or wouldnt work. It most likely means some moron marketing Llama is telling them it wouldnt be financially viable or not worth their time. It means some loser waste of space advertising idiot is sitting there advising them "Oh no they dont want that. Yes I know there are 50,000 posts wanting it. But trust me here. They dont know what they want. I know what they want. I am the guy with the degree after all."

At a gaming convention a few years back I was talking to a game developer about player housing in a popular MMO they are doing. I had asked him why they hadnt done it. This other guy standing next to me answered "Because it would be too difficult" or something like that. Cant remember his exact words but that was the jest of it. The developer piped in "Oh no we can do it. Wouldn't be too difficult. We have tested it in the past and have most of it done already. Its not something the community wants." I was literally dumb founded. Almost every post on the forums was about wanting player housing. After questioning him further I found out some yahoo marketing jerk told them the community doesnt want that. Sadly they are still listening to this idiot marketing loser and his department.

And yes running the GECK on linux with Wine does tell me all I need to know. It tells me that it can be done. It is possible.

Res
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Georgia Fullalove
 
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Post » Sun Mar 06, 2011 6:30 am

New article at NMA News, Chis Avellone interview.
Have you ever written a quest or character that you loved but for whatever reason could not implement in the final game?

Yep, it happened in Fallout: New Vegas. There’s a character on one of the trading cards, Ulysses, who was supposed to be a companion. Oddly enough, tearing him out of the game was almost as hard as putting him in because companion scripts touch almost everything (and he also was a complicated character in terms of some of the hooks into the storyline). Maybe he’ll come back at some point. I miss him.

Companion DLC?
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Alexandra walker
 
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Post » Sun Mar 06, 2011 4:30 am

Companion DLC?


I really hope not, unless that companion is simply a bonus in a full-blown add-on. I don't want DLCs that just add companions, just like I don't want DLCs that just add weapons, armor, a few quests, or anything small like that.
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Jason King
 
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Post » Sun Mar 06, 2011 4:47 pm

the problem with ANY dlc, as I see it, is that is HAS to be integrated into the final slideshow (unless it is a post-final dlc, like Broken Steel).

So if there was a dlc like The Pitt, for example: I would be well gutted if I did a big side-adventure like that, and then got to the end and it wasn't even mentioned. Stuff like Ancorage, Point Lookout, Zeta, well there is little point in following up on those. But a major quest, that has real wasteland consequences, needs a section in the end show.

Unless it has its own slideshow.
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A Lo RIkIton'ton
 
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Post » Sun Mar 06, 2011 1:40 pm

I really hope not, unless that companion is simply a bonus in a full-blown add-on. I don't want DLCs that just add companions, just like I don't want DLCs that just add weapons, armor, a few quests, or anything small like that.

I wouldn't mind it to have companion/trait/weapon/difficulty packs really.
Would be better to have the added in the DLC's though.
Just checked the Caravan Card for Ulysses and he looks freakin bad-ass.
He would have been a Legion companion too. (well, at least it seems that way because the entire clover set is for Legion members.)
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Roberto Gaeta
 
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Post » Sun Mar 06, 2011 7:09 am

I am sorry but agree to disagree here again. The whole "If X Game Company wanted it they would have done it by now" is no excuse. *snip*


Your argument does not ring true, considering that fan outcry was sufficient to get Bethesda to release Broken Steel. There's almost as many posts asking for GECK on consoles as there was for a fixed ending way back when; arguably more if you look at them over a long period. Bethesda definitely reads the forums, so there must be some reason why there's no GECK for consoles. I'm 99% certain that it's not simply a matter of evil marketing people not realizing console players want it.

And yes running the GECK on linux with Wine does tell me all I need to know. It tells me that it can be done. It is possible.


Dude, it tells you that you need a windows emulator to run it. Key words, windows and emulator. That is, you're basically running the relevant parts of windows from within linux.

Anyway, to drag this post back on topic, here's another DLC idea I've been thinking about:

DLC: Mariposa Facility

Basically, the NCR has the Mariposa military facility in their control. Therefore, if the NCR wanted to, they could make new super mutants as shock troops, since they've got FEV. Heck, the Chosen One left the door wide open, even. :P

The premise of the DLC is that they're doing exactly that, in order to fight the Legion. Except there are darker rumors afoot; NCR prisons seem to have sharply declining populations due to "prison riots." People speak in hushed whispers about how not all the newly made mutants were volunteers. (Lorewise this works out because mutants typically suffer permanent amnesia about their previous life; you could literally dip a powder ganger and get a model NCR trooper with the right training and indoctrination program.)

You are hired by the widow of one of these "rioting" prisoners, a fairly wealthy independent caravaneer, to find out the truth. Alternatively, this quest could also be given by the legion, or by Marcus in Jacobstown, who's concerned about his people being created as expendable cannon fodder. Or even a NCR ranger veteran who's a genuinely good person and wants to make sure his government isn't really doing experiments that are rather reminiscent of the Enclave's.

We'd follow a trail of breadcrumbs added first to the NCRCF (notes and holotapes), which eventually lead us to the facility and give the Obsidian writers a good opportunity to showcase the horror here by letting us get to know the soon-to-be-dipped convicts via notes, journal entries, and the like, ala the superb storytelling in Vault 11. Some of the cons will be scum who're better off dipped, but some will be relatively innocent people who're in the prison for minor crimes and who get scooped up due to bad luck or callous bureaucracy.

The truth being that the NCR is dipping unwilling victims, but that they're doing it for the right reasons (to them anyway); the NCR ranger/officer in charge of the base will make a persuasive case that it's a necessary evil, that life under the legion would be worse, and how he/she regrets sacrificing the few to save the many. They know what they're doing is wrong, but they feel it's the only way to save their people. This has the benefit of making the NCR seem even more morally ambiguous than they already were, and lends the situation a sense of gravitas and player agency.

At which point the player has the option of destroying the base, leaving it in operation, or convincing the officer in charge to stop (requires high speech and a high NCR rep; speech for persuasion and NCR rep for evidence that the NCR might actually win without his/her unethical project.) There will be no karma rewards or penalties for any of the decisions. Don't want the players getting off easy.

For fun, we could have a suit of Frank-Horriganesque power armor available for Lilly built from salvaged Enclave PA, and perhaps introduce some more classic Fallout guns like the Wattz 1000/2000 in the base's armory, leftover from the days of the master. Or we could include the YK-family of pulse guns, under the rationale that the NCR has rebuilt and restocked the base.

Combatwise, the DLC would be harder than average because the primary foes are super mutants, including a new "heavy" super mutant wearing salvaged PA ala NCR heavy troops. We could also stuff in some experiments like intelligent deathclaws (preferably not talking deathclaws), or wanamingos too, to ratchet up the moral ambiguity even more.

Since the facility is secret, no NCR rep would be lost or gained from the DLC, but it'd definitely have to have an ending slide. Since the endings are voiced by the most prominent character in that quest rather than Perlman in NV, this should be a lot easier than it would be in previous Fallout games.

I figure the new worldspace (maybe Pitt size, or perhaps even smaller since you really only need the facility and some area around it) would be accessible from Mojave Outpost, with every trip giving a chance for a random encounter in a separate "wasteland" cell, similar to how the GTS mod handled random encounters when traveling. Encounters could include escaped mutants or critters, NCR patrols, or even some Wild Wasteland ones, like a wanamingo named Ripley who drops a flamer and assault carbine when killed. Or not, but that'd be awesome and shouldn't be *too* hard to code.

The base itself would have several segments; rebuilt FEV vats, a training area for mutants, labs, bunkhalls, etc etc.

The DLC would definitely add mutants in NCR uniforms to NCR levelled lists in the Mojave (and remove them should you destroy the base, meaning that any NCR-muties no longer respawn if killed.)

One thing I'd really not want to see in a DLC like this is the mutants running amok and taking over the facility though. That's cliche and detracts heavily from the intended moral thrust of the story. The NCR should be in full control here. At the end of the DLC, the player should be left questioning whether their decision was right, so the project has to be successful before the player's intervention to do that.
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Darlene Delk
 
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Post » Sun Mar 06, 2011 5:31 pm

I'd like to see a Ranger School, for people who have non hate-filled standing with the NCR, heh. They have that wicked armor, which seemed like it should have been a key point in the game, but ends up only available if you KILL KILL KILL. Perhaps, since we wouldn't want to have too many missions that are 'Go Here, Kill This" or "Go Here, Fetch This", maybe there could be some weapons training, like at the range, with timed drills and stuff. I dunno, I'm just spitballing.

Of course, if you sided with the Legion, they could have a similar sort of training to go through so they would open up a vendor or something that you could buy whatever legion armor you want from or whatever. Maybe become the new Ceasar and take over, coordinating attacks on NCR hotspots. Which may be easier, if you had discovered them(Like the Ranger Stations.)

And the Strip, well I dunno, I haven't gotten far enough into House's deal to know much about it, so I would have to get back to ya.
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Silencio
 
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Post » Sun Mar 06, 2011 6:45 am

I feel like an area 51 DLC will probably be made - but if they do it without aliens I will love them to death! The idea of what the gov. (whatever gov. or organisation) could have gotten up to (or could still be getting up to ingame) could play out in so many fantastic ways. The only reference to aliens should be how they put that rumour out as a cover up (maybe some alien costumes in a closet somewhere? :P ). I for one would find it faaar more interesting to play than the predictable alien route.
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Emilie Joseph
 
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Post » Sun Mar 06, 2011 11:51 am

1. Bring back the .32 snub, I miss it!

2. Give us a .22 pistol that isn't silenced, maybe a little revolver or a smaller .22 auto.

3. At least put the guns in the back of Mick and Ralphs shop in the actual game. Being able to see them and not get them drives me nuts. Chinese Pistol and Infiltrator, don't screw with me by putting them in the game but not allowing me to get them.

4. Put the generic version of This Machine back in the game.

5. A vault that isn't destroyed/filled with cement in which you could do a quest for player housing would be nice.

I'll probably buy the DLC anyways but I'd like to see an unsilenced .22 pistol and the .32 snub in future DLC, what can I say I'm easy to please. Just add a few quests and some of the cut weapons, plus a few others and I'll be happy.
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victoria gillis
 
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Post » Sun Mar 06, 2011 11:26 am

Someone just inspired me towards a new great DLC idea. Probably not an original idea by any stretch, but it's great. A new casino. With a quest revolving around orchestrating a heist. Maybe they have some Macguffin everyone wants hidden in the vault. Maybe you just want the caps. Great opportunities for various skills and new companions.
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lauraa
 
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Post » Sun Mar 06, 2011 9:10 am

Id like to see a DLC Which you can travel to the big cities of america especially back to the capital wasteland and Hear GNR Radio station again!! Threedog Rules ( the radios are so bland in New Vegas ) also id like to see a DLC where you could travel to the UK or somewhere in europe like Spain or France hahaha.... also maby a new DLC where you can start to build up the vegas strip if you take the path to own the strip like be able to manage the strip and manage casinos and choose to add new casinos and add hotels also i liked the Idea of the Casion Heists like all three of the Oceans ( 11 12 and 13). :vaultboy:

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Neliel Kudoh
 
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Post » Sun Mar 06, 2011 5:02 pm

Bring the Burning Man into the fold.
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Rob
 
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Post » Sun Mar 06, 2011 5:20 am

Got some more suggestions.
I'd like these kinds of weapons in the game
  • High-powered plasma rifle (it's DAM shouldn't be 80 or anything, 35 would do, the special thing about it is that it ignores half the enemies DT)
  • Weapon mod for Tri-Beam that increases damage on all three beams and another mod that decreases it's ammo consumption from 3 to 2.
  • Plasma Fist
  • Mega Power-Fist
  • A Flamer V2 which does a 3 second continous burst of fire when you press the trigger. (Cannot be stopped once started firing, will continue to fire for three seconds, it will have twice the reach of the normal flamer.)
  • Throwing Axe
  • Cluster Grenade
  • Continous Laser Projector (This weapon is like the Flamer in it's ammo consumption, it doesn't shoot away a beam with each shot, instead it fires a continous beam, it's speciality is that it will break down enemies DT.
  • Shock Fist, not like the Zap Glove, this weapon has a 5% chance to stun an enemy, combine it with a bunch of knockout perks and it's effecft will truly be great, enemies also take 2dmg/3sec for each punch and it's effect will stack.
  • Paralyzing Gas Vial, this is a vial of chemicals which can be created with high science skill, when you throw it at your enemies it will break and they will become paralyzed if they walk into the gas from the chemicals. It is a very very very powerful support weapon so it's requirements should be pretty high.
  • Rock (for throwing)
  • Flame Pistol, a smg looking weapon which is a small flamethrower, it's a low-level weapon really.
  • Shock Sword (Like Jingweis)
  • Plasma Grenade Launcher
  • Acid Charger, energy weapon I guess, it would be the same range as the flamer, have no direct damage but tremendous damage over time, what it does is that it sort of flushes out acid all over your enemy. (Dunno if this would be an Energy Weapon though, but it isn't really a Guns weapon..)

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Trey Johnson
 
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Post » Sun Mar 06, 2011 2:42 am

I'd love a horror DLC. Your radio is all static-y and you get the occasional voice in there that's barley audible, where you're not sure if you really heard it or it's just in your head. Low visibility and low combat but filled with horror and a deep story. I'd love that [censored]
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Adrian Powers
 
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Post » Sun Mar 06, 2011 12:49 pm

Fixing the game DLC.
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Chloe Mayo
 
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Post » Sun Mar 06, 2011 2:17 pm

There is an Enclave facility still functioning in Chicago. That would be perfect for an Obsidian game: the Gangster history, civil rights movement (a-la FO3), Sears tower, and the Manhattan project was started in the university there. Also airports, lakes.. and the whole thing could have a cool jazz soundtrack.

(realise that's more of a full Fallout game than a DLC, put putting it into the hat anyway)

I'd really like a game extender mostly though: post Hoover dam. Opening up the rest of the towns and areas on the map, who aren't too happy about the NCR/House/Legion/You stamping your authority on them.
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Allison C
 
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Post » Sun Mar 06, 2011 10:47 am

I think it could be a BOS east with all their much more Hi-Tech gear meeting NCR and the Legion. The factions think that the BOS East are evil and we have an all-out war.
This could occur in a separate map like the one in the Pitt but only bigger.
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rheanna bruining
 
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Post » Sun Mar 06, 2011 2:17 pm

It would be good, to have some DLC that let you become say a Ranger, and then play the game from that prospective, helping people out, clearing the land of "issues" and generally being good :)
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Sami Blackburn
 
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Post » Sun Mar 06, 2011 11:46 am

I'd love a horror DLC. Your radio is all static-y and you get the occasional voice in there that's barley audible, where you're not sure if you really heard it or it's just in your head. Low visibility and low combat but filled with horror and a deep story. I'd love that [censored]





You're right. a horror DLC, if done right, could be badass. like werewolves or something lol
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Matthew Aaron Evans
 
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Post » Sun Mar 06, 2011 3:12 pm

I'd love a horror DLC. Your radio is all static-y and you get the occasional voice in there that's barley audible, where you're not sure if you really heard it or it's just in your head. Low visibility and low combat but filled with horror and a deep story. I'd love that [censored]

You should play Silent Hill, Resident Evil, Amnesia or Dead Space if you want horror.
Fallout isn't about that.
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Emilie M
 
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Post » Sun Mar 06, 2011 11:34 am

Fixing the game DLC.


That's called a "patch" and they're working on that. For free, even. :)
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Lance Vannortwick
 
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Post » Sun Mar 06, 2011 12:51 pm

[Wall of text - Scroll down for a TLDR]

I don't want an encounter every 30 meters like in Fallout 3 but seriously, I would really like some Random Encounter zones in New Vegas.
Meaning that if I go to one of these zones, (not a fixed location but rather a random spawn in that zone) I could find something completely random to meet.
For example, I've never seen any generic Khans outside of Red Rock Canyon or Khans Encampment.
I mean, I would like to actually be able to meet these guys in combat outside of their main base.
The zones need to be fixed to certain levels though, like for example, one zone could be west of New Vegas, a rather large zone to that.
In this zone deathclaws, dehydrated lakelurks, Van Graff caravans, Desert Ranger patrols, Khans scouting parties or crazed Nightkin groups can be found.
To the east of Goodsprings there could be a smaller zone where something random can spawn as well.
Ranging from mole-rats to Jackals.

You might think "Well don't we sort of have this?"
And no, we don't.
There are two powder gangers which will spawn on the railroad to the south-east of Goodsprings.
If you kill them and wait three days they will respawn on that exact location. (It's like this with every enemy outside at the moment, kill a coyote and wait three days and it will have respawned in the exact location)
Killing something from a random encounter and waiting three days means that something new will have spawned and that it won't be on that exact location.

But the encounters have to make sense to their area, spore carries and spore plants could possibly spawn in an encounter zone close to their vault cause that could sort of make sense (Spore carries traveling outside the vault to populate outer areas and has placed a spore plant seed which has grown up) but it wouldn't make sense for them to spawn in an encounter zone close to Cottonwood Cove.

Again, I do NOT want Fallout 3's "encounter every 30 meters" thing because that svcked, and I like the fixed locations for stuff but I would also like to be able to face something random from time to time.
At the moment I know exactly what is around Goodsprings and where it is.
So the encounter zones should not be all over the entire map, but enough to encounter them, the encounters should not be too close together either, neither should they be scaled to player level but rather zone level and hell, maybe even have some of the special random encounters like in New Vegas.
The encounters shouldn't be too few but not too many either.

This is not a "DLC" I want, this is something for either a patch or to come along with a DLC as a bonus but not a DLC called "Random Encounters DLC".
Why I would like this?
Because it could freshen up the exploration aspect of the game a little.

And it could be a way for us to meet generic faction soldiers without having to slaughter an entire town/outpost/town just to meet them.

Too Long : Didn't Read
I want zones where I can get random encounters like in FO3 but not every 30 meters, rather every 150 meters or something.
I still want the fixed npc spawns to remain intact, just want some zones for random encounters as well.
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WTW
 
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Post » Sun Mar 06, 2011 6:01 am

dont know what peolpe think about this but what about if its an enclave dlc, stay with me, the enclave have a mast a vast army whilst hiding away in the east (i think thats where the game said they went too) and they plane to attach new vegas and the mojave wasteland, so my i idea is you have to help the ncr or the legion which ever one you helped out the most and you have to help them build a stronger army ie try to get supermutants from jacobtown to help and join the army etc

not too sure if ive explained myself very clearly but see what you think about it, and it doesn't have to be the enclave it could be a completly new fighting force


i would also like the to add ne locations to the current map, especially in the west where theres a lot of open un used space
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victoria gillis
 
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Post » Sun Mar 06, 2011 3:04 am

There are several virtual reality machine around. Using Boomer's would be best. In the simulation you crash your plane (think Bat 21) and must find a way back to safety with your companions.
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Emma Parkinson
 
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Post » Sun Mar 06, 2011 7:39 am

Id really love the idea of a lost city of Atlantis thing, dont get me wrong the whole plane thing would be awesome, but I wouldnt mind a secret underwater city where some of the people want to be a part of the rest of the world and some dont.
And like the Boomers plane it some how could to be raised from the bottom of the ocean.
Imagine an Underwater dubai skyline with huge beautiful buildings, It could have started out as a goverment experiment that was cancelled and was found by people who's ship sank for some mysterious reason (something you have to find out why), but now they need your help to either fix or sabotage parts of the city and eventually halp raise the city from the bottom of the ocean...or dont. Another questline for this city could be a Tenpenny tower idea, the Lakelurks actually arent all that violent and with the right sonar technology you can understand them, and learn that some want to be a part of the city.

play bioshock!
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Flutterby
 
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