New Non-Human Companions DLC

Post » Fri May 27, 2011 6:18 am

I apologize ahead of time if this idea has been stated before I am new to the forums ^ ^

I am in no way disappointed with the selection already available I just want one or two more options. I disliked how Dogmeat was the only animal in Fallout 3 you could recruit permanently and in New Vegas at least you had a option. Either robo dogmeat or a eyebot (I heart ED-E) still there should be at least one more to give you a variety. So here's my idea.

yao guai companion. The Mojave is out of their bear resource so just like ED-E he be unique and the only one available. He would be more powerful in melee compared to Rex but I think his perk should work like a trait where you give one thing for another. His perk would be a 15% chance of making hostile enemies flee in fear. In exchange for his fleeing power and strength anytime this companion is active he would null all sneak rendering it useless. Could be explained as bears aren't sneaky. Also he should have a little less strength then the Fallout 3 variant to even things out. As for defense maybe DT of 7 or 6 to keep ED-E the strongest defense (with Brotherhood upgrade). So you gain a tank, but lose sneak and all its instant crit glory.

Thoughts? Overpowered idea, just plain unfeasible? Please comment
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri May 27, 2011 5:47 am

I don't really have anything against packs DLC's but I doubt they'd make one.

Anyway, what I'd like in a companion DLC:

Make Harland and Dead Sea companions.
Harland didn't follow them on their trip since he doesn't believe in their religion, so now what? He has no where to go. Might as well join up with the PC.
And Dead Sea should be our Legion companion, he will agree to disguise but certain NCR people can still sniff him out.

Here's another thread: http://www.gamesas.com/index.php?/topic/1148266-they-shoulda-been-companions/
Some of the NPC's in that thread would be great companions.

On the other hand, completely new companions...
Erm... How about a Van Buren trog or a lobotomite?
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Thu May 26, 2011 10:28 pm

Thats a good thread but those are for humanoid companions. Unlike Fallout 3 where there was companions I didn't like (Namely Fawkes. Yeah yeah he was epic, but to overpowered for me) there is a wide and good selection for companions. Only thing I see wrong really is the lack of Legion companion but I really don't care becuase I never side with them. Still I could see it for other players. I am only talking for non-human companions. I want more variety. I would just be happy with one more. Both companions are robotic (Rex is a cyber puppy) so something non-robotic.
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Fri May 27, 2011 11:27 am

Would be fun to reprogram Fisto or Slim into a companion.
He'd be more of a comic relief than of practical use though.

And maybe through that doctor in jacobstown to get ourselves a stealthboy eating nightstalker.

Would be nice with a regular super mutant companion as well. O_O
What about a first generation super mutant legionnaire? That.. Would.. Be [censored] awesome!

It'd be nice to see a tribal like Sulik again, with tattoos all over her body and a tribal hair-cut with some strange bones as earrings.
She'd be a human of course but she'd be kinda unique due to her tribal appearance.

Oooor.. An albino human. :)
Incredibly pale, blood red eyes and a nice white afro to top it all off.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Fri May 27, 2011 9:34 am

Yes that would be epic lol. Again though I guess its becuase they were once human but the mutants are registered as humanoid. A protectron would make a interesting companion. I guess he would have high defense with very slow speed. Slim would be a useless companion becuase he can't fight, yet he is the most durable character in the game. Fully leveled he has more health then the effing legendary deathclaw! I wonder if he was suppose to become a companion at one point? Mean Sonofa[censored] I think was suppose to be a companion to becuase of his unique unobtainable weapon. As for the other cut guy I think he's being saved for a big dlc. Still off topic>< Anyone else reading have a non-humanoid idea?
User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Fri May 27, 2011 3:04 am

Aintelligent death claw but takes both companion spots perk HOLY **** its a death claw *causes unrest and fear into enemies aka decreased stats.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Fri May 27, 2011 4:46 am

Aintelligent death claw but takes both companion spots perk HOLY **** its a death claw *causes unrest and fear into enemies aka decreased stats.

Intelligent deathclaws are extinct.
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Fri May 27, 2011 9:38 am

Intelligent deathclaws are extinct.

Fev created them and fev still exists.So extinct maybe but quite possible they could return
User avatar
Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Fri May 27, 2011 11:14 am

Fev created them and fev still exists.So extinct maybe but quite possible they could return

Not just FEV but Enclave as well.
We only know that Enclave used FEV to create them, we don't know if they dipped them, injected it to them or gassed them or hell, maybe even bred them and manipulated the genes with FEV.
So yeah, it's possible, but highly unlikely seeing as how Oil Rig with all it's data was destroyed.
And I doubt Enclave, if they're alive at all anymore, would re-create them again since the last time didn't work out too well.
So I'm gonna go ahead and call them extinct until I see some faction out there with access to Enclave data, FEV and has the right technology and a reason to want to re-create them.
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Thu May 26, 2011 6:59 pm

mind control devices here i come
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Fri May 27, 2011 5:35 am

mind control devices here i come

Now that could actually work but that technology is on the east coast.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Thu May 26, 2011 7:24 pm

I don't think they would make a rule changing companion. but that gives me a thought! What if you could control a young deathclaw? With one of those head things. Then it would still have no overpower since you can kill a young deathclaw much easier then a advlt, goes through enemies armor, and could um...oh! Great idea for a perk. Safe Passage. While its a companion all normal and young deathclaws ignore you if you dont attack or draw a weapon.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Fri May 27, 2011 1:25 am

I don't think they would make a rule changing companion. but that gives me a thought! What if you could control a young deathclaw? With one of those head things. Then it would still have no overpower since you can kill a young deathclaw much easier then a advlt, goes through enemies armor, and could um...oh! Great idea for a perk. Safe Passage. While its a companion all normal and young deathclaws ignore you if you dont attack or draw a weapon.

Again, that brain device is a construction of the Enclave currently residing in the ruins of Crawler at the east coast.
Wouldn't make any sense for it to be in Vegas. (Just like Fire-Ants and Incinerator /:stare: @ Obsidian)
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Fri May 27, 2011 7:03 am

Well there are files apparently in the game for deathclaws with the mind control devices on. They were just removed. As for cannon we can't say for certain enclave is dead. The remnants are very much alive and ED-E made it all the way to Nevada. The incinerator should prove that tech made it over to the west. Also after being the main antagonist in two fallout games I doubt the Enclave will ever stay down. They'll be a permanent part of the story in some form. Also if a deathclaw was to be a companion it wouldn't be a simple matter like ED-E where just walk up with the parts. You'll probably have to go on a quest that involves fighting deathclaws to get such a strong companion.
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Fri May 27, 2011 3:30 am

Well there are files apparently in the game for deathclaws with the mind control devices on. They were just removed. As for cannon we can't say for certain enclave is dead. The remnants are very much alive and ED-E made it all the way to Nevada. The incinerator should prove that tech made it over to the west. Also after being the main antagonist in two fallout games I doubt the Enclave will ever stay down. They'll be a permanent part of the story in some form. Also if a deathclaw was to be a companion it wouldn't be a simple matter like ED-E where just walk up with the parts. You'll probably have to go on a quest that involves fighting deathclaws to get such a strong companion.

True just curious could u train a deathclaw if u raised it from out of the egg fresh or they pre disposed to vialate face?
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Fri May 27, 2011 6:48 am

Don't know. I enter the fallout world with 3. Apparently in 2 there was a woman who kept a deathclaw in a shed. Don't know if it was restrained or not, just know you had the option to kill it.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Thu May 26, 2011 7:12 pm

Don't know. I enter the fallout world with 3. Apparently in 2 there was a woman who kept a deathclaw in a shed. Don't know if it was restrained or not, just know you had the option to kill it.

Considering how dangerous mothers are in FNV, how the hell did she got a deathclaw mother into her shack is beyond me. >_<
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm


Return to Fallout: New Vegas