The Idea
So, I was thinking about this. There are a few factors that have been screwing around with my mind for a bit now, and I just can't keep this to myself. The thing is, a lot of the key factors of this are already in the Mojave.For example:On the eastern edge of the map, we have a Deathclaw promontory of sorts, a hive, a lair, with so many of the little buggers running around. We have our old friends from Novarro, we have Doctor Henry, an Enclave Scientist, we have an old Enclave bunker. We have a great deal of the ingredients we'd need to do something completely crazy!! To hell with intentions, it'd be a wonderfully rebellious thing to do.
The Execution
Step 1: The Discovery.The player learns of the history of the Deathclaws and what happened in Vault City, and through Doctor Henry and a five-fingered deal they further learn of the means as to how these creatures came about. The Deathclaws are a huge problem for the Mojave, what with the clutch at Quarry Junction and all, stopping easy travel between New Vegas and Goodsprings, essentially cutting off a valuable avenue of tourist trade for those poor 'springers!
Step 2: The Conception.The player has a choice, being an ethical person, instead of simply wiping out the Deathclaws, they could try and create a new strain of intelligent Deathclaws. This wouldn't be easy, but it would be fun. Wouldn't it be fun? Playing fast and loose with the laws of nature, pretending to be certain named deities and so forth? Who wouldn't want that. You can't lie to me, we all want that. Well, the player could have the option of simply wiping them out... or doing something amazing, something brilliant.The seed is planted.
Step 3: The Plan.The player needs to devise a way to deliver the FEV virus to all of the deathclaw in the area; there could be a number of ways to do this, either outright stealth to setup a number of devices in the area to distribute the virus, or going in with a weapon that would render the Deathclaws unconscious but otherwise unharmed before setting up those handy dandy FEV dispensers.
Step 4: Not Quite Yet.The FEV dispensers would activate a number of times over a period of a number of in-game weeks, the player might have to refill them occasionally as the process follows along, until the virus is at such a point of saturation that it can alter the genetic build of the Deathclaws, essentially rendering them (and their future generations) notably more intelligent and capable of language.
Step 5: Building the Future.You now have a lot of Deathclaws on hand with the impressionable minds of youngsters. You'll need a whole stash of pre-war books, caps, and hired help to make this work. You can influence the Deathclaws in different ways, to like or dislike certain factions. Basically to tie in with the ending. These people will require facilities, so you'll have to supply a great deal of caps to have places built; you'll need installations to teach them about culture, society, science, military, and all of that.
Step 6: A New Face in the Mojave.The Deathclaws learn fast, and quickly learn to make use of these facilities themselves, they become self-sufficient and carve out their own little niche of the wasteland, becoming less a threat, and more a peoples. As a faction, you'll have a lot to do to help them out, there will be missions you can run for them to earn their trust. You can teach the wasteland to fear them, or you can use your suave ways to talk the peoples of the wastes into accepting them as a diplomatic power unto themselves, something that the Mojave would need to survive.One of the quests could be to setup a secondary Deathclaw outpost in Quarry Junction, bringing the feral Deathclaws there around to the new way of life that your first experiment now enjoys.
Step 7: Your Reward.One of these intelligent buggers becomes fairly attached to you and your ideals, they grow over time and gain different perks based upon how you educate the Deathclaw peoples. This Deathclaw will be a fully voiced companion, with his own quest tied into his faction. And depending on which way you went with educating his peoples, he'll have a choice of a few unique weapons to choose from, sort of akin to how Lily's Vertibird Blade works. And being a Deathclaw, he's going to pack quite the punch, and I'm not talking about alcoholic beverages here, neither.
Step 8: The End.The Deathclaws will accompany you to the final battle at Hoover Dam. And they'll have their own spot in the ending based upon the decisions you made when helping their race to grow and learn. Also, your companion will have his own slot there, too. Thus tying up their story, and making them a part of the Mojave. Either as their own peoples, proud and so far detached from the shame of Vault City, as residents of the NCR, or as slaves and warriors in Caesar's Legion.
So That's the Pitch
I'm not really a modder myself. I can do a little coding/fixing, but I don't really have much in the way of talents beyond being an idea man. Ideas are what I do, and I tend to have some fairly interesting ones. And seeing how all the elements of Fallout 2 came together in New Vegas, it was driving me crazy that the game itself didn't do this. It certainly could have... but it's all there, and waiting, for a group of talented community modders to unlock its potential.And besides, Deathclaws kicking [censored] at Hoover Dam, wouldn't that be amazing?
So, I was thinking about this. There are a few factors that have been screwing around with my mind for a bit now, and I just can't keep this to myself. The thing is, a lot of the key factors of this are already in the Mojave.For example:On the eastern edge of the map, we have a Deathclaw promontory of sorts, a hive, a lair, with so many of the little buggers running around. We have our old friends from Novarro, we have Doctor Henry, an Enclave Scientist, we have an old Enclave bunker. We have a great deal of the ingredients we'd need to do something completely crazy!! To hell with intentions, it'd be a wonderfully rebellious thing to do.
The Execution
Step 1: The Discovery.The player learns of the history of the Deathclaws and what happened in Vault City, and through Doctor Henry and a five-fingered deal they further learn of the means as to how these creatures came about. The Deathclaws are a huge problem for the Mojave, what with the clutch at Quarry Junction and all, stopping easy travel between New Vegas and Goodsprings, essentially cutting off a valuable avenue of tourist trade for those poor 'springers!
Step 2: The Conception.The player has a choice, being an ethical person, instead of simply wiping out the Deathclaws, they could try and create a new strain of intelligent Deathclaws. This wouldn't be easy, but it would be fun. Wouldn't it be fun? Playing fast and loose with the laws of nature, pretending to be certain named deities and so forth? Who wouldn't want that. You can't lie to me, we all want that. Well, the player could have the option of simply wiping them out... or doing something amazing, something brilliant.The seed is planted.
Step 3: The Plan.The player needs to devise a way to deliver the FEV virus to all of the deathclaw in the area; there could be a number of ways to do this, either outright stealth to setup a number of devices in the area to distribute the virus, or going in with a weapon that would render the Deathclaws unconscious but otherwise unharmed before setting up those handy dandy FEV dispensers.
Step 4: Not Quite Yet.The FEV dispensers would activate a number of times over a period of a number of in-game weeks, the player might have to refill them occasionally as the process follows along, until the virus is at such a point of saturation that it can alter the genetic build of the Deathclaws, essentially rendering them (and their future generations) notably more intelligent and capable of language.
Step 5: Building the Future.You now have a lot of Deathclaws on hand with the impressionable minds of youngsters. You'll need a whole stash of pre-war books, caps, and hired help to make this work. You can influence the Deathclaws in different ways, to like or dislike certain factions. Basically to tie in with the ending. These people will require facilities, so you'll have to supply a great deal of caps to have places built; you'll need installations to teach them about culture, society, science, military, and all of that.
Step 6: A New Face in the Mojave.The Deathclaws learn fast, and quickly learn to make use of these facilities themselves, they become self-sufficient and carve out their own little niche of the wasteland, becoming less a threat, and more a peoples. As a faction, you'll have a lot to do to help them out, there will be missions you can run for them to earn their trust. You can teach the wasteland to fear them, or you can use your suave ways to talk the peoples of the wastes into accepting them as a diplomatic power unto themselves, something that the Mojave would need to survive.One of the quests could be to setup a secondary Deathclaw outpost in Quarry Junction, bringing the feral Deathclaws there around to the new way of life that your first experiment now enjoys.
Step 7: Your Reward.One of these intelligent buggers becomes fairly attached to you and your ideals, they grow over time and gain different perks based upon how you educate the Deathclaw peoples. This Deathclaw will be a fully voiced companion, with his own quest tied into his faction. And depending on which way you went with educating his peoples, he'll have a choice of a few unique weapons to choose from, sort of akin to how Lily's Vertibird Blade works. And being a Deathclaw, he's going to pack quite the punch, and I'm not talking about alcoholic beverages here, neither.
Step 8: The End.The Deathclaws will accompany you to the final battle at Hoover Dam. And they'll have their own spot in the ending based upon the decisions you made when helping their race to grow and learn. Also, your companion will have his own slot there, too. Thus tying up their story, and making them a part of the Mojave. Either as their own peoples, proud and so far detached from the shame of Vault City, as residents of the NCR, or as slaves and warriors in Caesar's Legion.
So That's the Pitch
I'm not really a modder myself. I can do a little coding/fixing, but I don't really have much in the way of talents beyond being an idea man. Ideas are what I do, and I tend to have some fairly interesting ones. And seeing how all the elements of Fallout 2 came together in New Vegas, it was driving me crazy that the game itself didn't do this. It certainly could have... but it's all there, and waiting, for a group of talented community modders to unlock its potential.And besides, Deathclaws kicking [censored] at Hoover Dam, wouldn't that be amazing?
i saw this mod request here: http://www.gamesas.com/index.php?/topic/1142475-reqidea-talking-deathclaws-the-new-strain/ , and was thinking i would do this.more info later when i have woken up proper.I will just start of with a companion who will trigger this quest.
Nexus:http://www.thenexusforums.com/index.php?showtopic=286529&st=
it will probaly be more detailed over there so check it out.
