About a
vehicle in Fallout 4.
I like
the idea of one be in game in a functional way.
In
Fallout 3, in case of being a car, the landscape allows you to have access to
some locations without much trouble, for example from Megaton to Tempenny
Tower, Big Town, Canterbury Commons and many others, but not to River City for
example. You only could get there by walking the road (and in a part take a
short-cut through water swimming across the river if you want).
In
Fallout 4 could be a “Taxi service” that take you to some places in a secure
way, and/or let you close to some place in the map you want to go.
Implement some change in the Fast Travel
system where you can have all kind of random encounters when you use it, from
dangerous things that cross your road, to nonsenses, but when you use the “Taxi
Service” no special encounter happens, no threat cross your path. You can travel secure from one place to
another.
Some places would not have access through this
system and you still going to have to walk your way to there. Explore the surroundings area.
Could be a combination system (like in TES:
Morrowind), that from one place you can go to other three but many stay out of
your reach, so if you want to go there or to another really far in the game
map, you are going to have to hire another delivery service. Combine with the
Fast Travel system from Fallout 2 with random encounters in your way.
Some of the benefit will be that: You can fast
travel secure; carry more weight, discover some location early in the game and
play it different every time by exploring and doing quest in the order you
want/can.
When Hardcore mode applies: Will not consume
water, food bullets non add much sleep neither.
Some of
the counters will be: you lost special and or unique encounters when using the
car, had a limit space, so if you have to many companions, not all could travel
with you, the driver could refuse to take a Super-mutant, ghouls, dogs, robots
or any other creature because of fear, space or whatever excuse he/she gives,
still will be places that you cannot have access because are on the top of a
mountain, in the other side of some ruins, guarded place, a river, etc. Some
obstacles only can be cross by Walking (and face whatever is in the way)
because the landscape does not allow a vehicle to transit through it.
And, of course, Always will cost you money
(bottlecaps).
Obviously,
you still have the “normal” fast Travel chance, but should be add something to
it, as mentioned before, random encounters (Good, Bad, Neutral, or just weird).
·
Consume
water, food, bullets and add sleep. Farther you travel (square in the map)more
consume;
·
Depending
of your character Luck special encounters
could happens;
·
Depending of your character Luck evade
problems (like cross your path with a wandering Deathclaw or some riders), as
higher the Luck stat, less probability of danger, as lower the Luck Stat,
higher the probability of dangerous encounters when fast travel;
·
Higher
your survival skill less food and
water is consumed when fast travel;
·
Higher
your sneak skill less dangers you
face, less problems cross in your way;
With the
“Taxi service” (Fast travel with a
car):
·
Do
not consume water, food and bullets, still add sleep but a lot less;
·
Is
Safe, you can evade dangers and special encounters;
·
Will
cost you money and/or some trade.
With the
car you also can have some random encounter like land mines in the road, ambush
from riders, and stuff like that as consequences of things (quests) you did or
you did not concrete. Even could have to “clean” some road before could hire
the transport services; get some special material for the car start
functioning, make “A favor” for the driver, etc. Many thing, many quest could
be relation it to the use of a car in Fallout 4, an always with a limit use as
the ones mentioned before and any other you could think.
Some ideas for quests relation it to the Taxi
Services.
·
After
some travels, the car will stop working and let the characters in the middle of
the road. Will be needed some special items to fix the car and/or a high level
in Repair Skill to fix it. That particular car won’t work again until
being repair.
Some examples of the
item need it will be: a Fission Battery, scrap metal and a wrench. Depending of
the kind of car, some micrifusion cells, energy cells, or some other material
that makes the car works.
·
The
driver loses the key. One of the drivers get drunk and lose the car keys in a
bet, and can’t recover it, so ask to the player character that do it for him/her:
The player characters have many options to
resolve the quests:
_Pay the bet,
_Steal the keys from the new owner,
_Kill the new owner and just take it;
_Negotiate a deal between the new owner and the
previous one;
_Convince the new owner that gives the keys
away to the player character,
_Seduce the new owner and reclaimed as “token
of his/her appreciation”,
_Intimidate the new owner to give the keys to
the player character;
_Make a new bet and gains it back.
As reward, the character can get:
_A discount on all upcoming trips you make with that particular vehicle;
_A free ride;
_Greatest disposition from part of the
driver/company and access to something that didn’t have before (like that now
could travel with a companion that wasn’t allowed before, etc.);
Depending of how the quest was resolve, new
problems and/or quest can be active it, reputation with some particular faction
gain, etc.
·
Get
a bigger vehicle. Some companions won’t get into the cars because of their size
(A Super-mutant or a big robot for example), so the player character has to go
out to find a new and bigger car, and or some complement (as a container) to
the car so his/her companions can travel with.
·
The
Taxi Company can’t have access to some places for several reasons: Raiders,
hostile Super-Mutants, wild creatures or any other threat that block the path.
The player character can “fix” this particular problem of several ways
(depending of the threat):
_Can go and convince that is good for they that
the taxis pass by the territory;
_Killing everything and remove the threats;
_Negotiate some arraignment between the Taxi
Company and the threat (pay a toll or something),
_Gain the approval of the leader of the threat
so the taxis can cross by;
_Make some quest and “favors” for “the threat”
and as reward (among other things) gains permission so the taxis can cross by.
As a
general reward from the Taxi Company, the player character gain: One
free trip anywhere he/she wants, a discount of the fee from now on, higher
predisposition from the drivers and other people, access (with the car) to
areas that wasn´t enabled for that particular way of fast travel before.
Also,
any quest and resolution should have some kind of repercussion in the world.
For example, if a new road is open, caravans
can past through it too and take supplies to places that didn’t get it before,
some people can move and towns grow, and many other things that an “open road”
and new ways of communications brings.
This
post assumes several things:
_That there is in fact a Taxi Service;
_That you can have several companions
(something like Charisma/2=amount of companions allowed*),
_You don’t get your own vehicle.
_That Fast Travel affects Hardcore mode,
_That there is a Hardcore mode,
_That exist special encounters when Fast
Travel,
_That
the taxi Service reassemble something like the Silt Strider service in The Elder Scrolls III: Morrowind.
*See post about Charisma and companions.
Another
series of characteristics for the “Taxi Service”:
_Only works between settlements and not inside
cities/towns,
_If a driver dies, another will replaced in some
days, but the services for that particular vehicle will not be available until
the new driver arrives (Maybe a quest where to convince someone to becomes a
driver could be add);
_Should be consider an individual Faction (And
no as the Crimson Caravan that belongs to the NCR for example), but still, the
player character actions relation it to the Taxi Company should affect his/her
Reputation with other factions too;
_Have some kind of boss, secretary and
pertinent staff besides the drivers.
_If the move over the map is display on scene
when a trip is made, that also appears a counter of the fee and the character
player have the chance to get off the vehicle in the middle of the trip and
explore that particular area, and/or move on from there. When the character get
off the vehicle, the car returns to where it departure.
_ There should be something like 4 or 5 drivers
in total working at the same time, one for settlement, maybe some more can be
add through new quests, or after finishing some (like open a new road to a new
settlement).
_Each driver only take the player character to
3 other places, that way, the PC must make some combination between the
services.
_All drivers provide information about the
settlements they travel to, and maybe about some places in between and
surroundings.
_All company members should be involved in some
minor and/or mayor quest.
_All company members should have some
background history.
_The taxi Company should be something
completely optional, characters take it or not, do the quest involving it or
not, and definitely should not be part of the Main Quest, just something to
show that civilization can be rebuild and grow even after and nuclear
apocalypse and its consequences.
_That a character can go to wherever the player
wants to take it, by walking, facing the roads, exploring, etc. The Taxi
Company should be just an addition to the “normal” gameplay.
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