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Wish Fulfillment: The Washington (DC) Trail

General mod discussion and requests.
Jeffman12
Posts: 12
Joined: Sun Feb 16, 2014 9:42 pm

Wish Fulfillment: The Washington (DC) Trail

Post by Jeffman12 » Tue Feb 18, 2014 9:08 am

One of the topics that came up in the chat recently was a way in which the Followers of the Apocalypse could be brought to DC. As a sort of one-time event, they could request the assistance of the player after the initial trip to DC and completion of several Follower quests.


A large group of Followers will be waiting outside the fort or potentially just outside of Freeside. Their task is to push East through hostile, barren, and hazardous territories to the Capitol, to establish an embassy.


Why would they send all these resources and assets out across the other end of the States? Because this is gonna be fun, that's why, and if I've learned anything about fallout, it's about the fun one finds in absurdity.


The quest's prologue consists of identifying a suitable location, gathering resources for the journey, and convincing or recruiting members of other groups to tag along. It's a toss up what might pass as a suitable location, Justanatom and I talked for a while about the possibility for multiple start locations, each providing a different focus and set of advantages for the followers once they arrive, however that can be determined later. Materials can consist of vehicles such as freight trucks, potentially a vertibird that can be outfitted for a number of tasks(As well as a truck to transport it when not in use, they aren't exactly jet liners), extra non-inventory supplies(Spare parts, etc), and better armor/weapons for the crew. Recruitable groups might be NCR deserters, BOS dissidents looking to hook up with the more altruistic East Coast Chapter, and potentially refugees and/or tribals from various settlements in the Mojave looking for a fresh start.


When the trek begins, the player can expect easy sailing. Just kidding, the Legion is there for the first leg of the journey, and they're not likely to be too happy about seeing a bunch of free-spirited individuals trespassing. Some early decisions can make or break the journey, but nothing will necessarily doom you yet, but the route south of the grand canyon might lead you straight through flagstaff, the heart of the legion. A decisions, that would at the very best result in significant losses.


After an initial gauntlet of sorts, most of the journey could probably be summed up as a series of random encounters including hunting challenges, fighting off tribal raids, scav expeditions, fording rivers, finding materials to fashion a splint for Jim 'cuz he done gone broke his leg paw, he was just try'n ta be like you! Enough of that, though. You should understand by now this is all one huge Oregon Trail reference. The only difference being that defeat won't always be a coin toss. 


When you arrive, the party will either have been a success or a failure, if too many critical characters died, the party will disband and go their own ways, the party will have been a success if the greater majority of NPCs made it, but will replace any critical staff with less functional versions. Maybe a doctor was a cybernetics surgeon before, but he died, so his replacement can just heal you, nothing more, etc.


I think the trip should be divided up into days with no option to stay awake between them, the caravan stops at night, and you aren't given a choice on when to sleep due to a strict shift schedule, the caravan needs their guide in the best possible condition.


So, here's some lists:


[collapsed title=Critical Personel] Medical Doctor


Chemist


Anthropologist


Archeologist


Financier


Yourself, you are the guide[/collapsed] 


[collapsed title=Equipment] Freight Trucks: Party starts with one, can obtain one more


Vertibird & Modules: Requires a third truck, sold separately


Truck parts: Any truck can break down, one set of parts is good for one full repair or two minor repairs


Food store: Provisions for X people for Y days(or just drop one of those variables)


Armor: Each of these upgrades the level of armor all members of the party has.


Armory: A personal gun locker for the player to distribute weapons to NPCs[/collapsed] 


[collapsed title=Vertibird Functions]Each function has a different module, they take a day to refit the vertibird with a new module, survey requires no modules, but has one anyways, more information is divulged if it is active at the time.


Survey: Gives you information on path branches


Harass/Strafe/Distract: Draws attention of would be attackers with a chance to avert them, or to lose the bird if they're well armed.


AirLift: Can be used to hasten a fording and reduce equipment loss, or bring injured party members back from the wilderness.[/collapsed] 


[collapsed title=Tagalongs] *town or something* refugees: They're found in a cave, hiding because fiends/legion/deathclaws/feral ghouls invaded their home(s)


BoS Dissidents: They're well armed and equipped for dealing with tech, as if to make up for their lack of social skills and relative clumsiness when roughing it.


NCR Deserters: Face it man, they weren't cut out for the trenches!


Bright Brotherhood Missionaries: Eh, why not? Don't glow on me though.[/collapsed]


[collapsed title=Encounters] Circle of Steel: Nasty bunch, the IA division of the BoS.


Ruins: Good for a scavenging.


Wildlife "Preserve": Any sort of creature colony may have arisen in these areas, with a very rare chance of an "eden" containing a little of everything


Vaults: Containing anything a vault may, people, corpses, friends, foes, or it might just be sealed up.


Town: These little places spring up from time to time. They might provide goods or services, or just a port in the storm.


Dustbowl: A large, multi day, dangerous inconvenience, Entirely avoidable with surveying, but once you're in one, you just need to eek forward or wait it out.[/collapsed]


 


Well, that's everything I've got for now, I know it might be kinda daunting, but I've already seen a fair amount of talent at work here, and heck, I'd be willing to learn just to be able to contribute to this. I hope this can become a collection of ideas and eventually a release to be proud of. Or I could just be getting sappy because it's late.



justanatom
Posts: 11
Joined: Sun Feb 02, 2014 9:21 pm

Okay, to start off where they

Post by justanatom » Tue Feb 18, 2014 9:42 pm

Okay, to start off where they set up shop won't have that much of an effect.


second. i have narrowed down three possible locations for the followers to set up. i would make it a vote for you guys but i don't know how. they are as follows:




  • 1) Rivet City runway, (since rivet city is very crash-happy i don't think it would be a good idea


  • 2) Springvale Elementary (after a short mission to clear it of raiders)


  • 3) Vault 106 (after a short mission to go through it and turn off the gas. i am partial to this option)


Third. where you pick up the quest is at the mormon fort where Julia mentions a field study group who is roming the wastes to find new technologies. you find them up north. with a speech check you can convince them to go to DC with you. they mention that they already sent people on the train but they haven't come back. you can get random encounters with dead followers doctors in DC with notes that can also give you the quest.


and fourth, there will be two new companions one is Jeremiah Sandars, a former brotherhood scribe who left after Elija's Defeat at Helios One and Macnamara returning to his old ways. and another one who is a girl that i haven't gotten around to writing yet. and the companions can get upgrades depending on the tech you research.


this is a WiP. tell me what you think so far



ElvenScoundrel
Posts: 80
Joined: Tue Sep 18, 2012 6:47 am

I think the most logical

Post by ElvenScoundrel » Tue Feb 18, 2014 10:06 pm

I think the most logical place the Followers would set their base would be in Canterbury Commons. Why? It's the trading hub of the Capital Wasteland. They generally provide medicine as well as other services to the wasteland, and the best way for them to do this is with the caravans that set forth from the Commons. Not only that, they got enough space there to set up camp (maybe in the cul-de-sac), as well as a fenced field where they can grow crops and teach people HOW to rotate crops and how to raise them in general, which is one of the goals they have, teaching people about pre-war knowledge.


 


They're also able to send their own trained members with said caravans to go around the major settlements of the Wasteland to provide whatever services they can provide, which is a big plus.



Jeffman12
Posts: 12
Joined: Sun Feb 16, 2014 9:42 pm

Think there'd be enough under

Post by Jeffman12 » Thu Feb 20, 2014 4:44 pm

Think there'd be enough under-utelized space there for them to have one of those enclosed out-door cells?



CourierSix
Posts: 181
Joined: Sun Nov 17, 2013 5:07 pm

Canterbury Commons would be a

Post by CourierSix » Sat Feb 22, 2014 2:26 pm

Canterbury Commons would be a good idea, but I'm wary. This seems like a big quest. I'd love to play through it, but you'll multiple voice actors, at least one modeller/texturer, and most importantly you'll need playtesters who've played through FO3, legitimately gotten to Vegas and all the way up to Freeside... and then are willing to go back. There aren't many of them around.


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I'm glad we understand one another.



cosmicdataworld
Posts: 75
Joined: Mon Jan 27, 2014 12:47 pm

i like Vault 106 but what

Post by cosmicdataworld » Sat Mar 01, 2014 10:34 pm

i like Vault 106 but what about Grayditch? also i have an idea for a Companion. Her Name would be Evangelyne. She is an Ex-NCR Ranger. her Father a Nameless Former NCR Colonel Turn politician. Spending the first 20 years of her life in Military School and another 4 in Ranger training and Clad in NCR Ranger combat armor, her first mission also turn out to be her last. the mission was to Clear out some raiders from a little town in the Baja, she and her team was able to kill most of the raiders when one of her team shot a kid. enraged she pulled a knife out on him and presided to stab his dick off. because of her father she was able to be discharged to be locked up in a mental hospital but not before she took her armor, some food and ammo and fled the NCR. she could join up after the Caravan Starts seeing this as a second chance at life. 


Sam: "The Prison Showers, Gee if these walls could talk!"
Max: "I think it's best if they keep their mouth's shut"

Zenny
Posts: 153
Joined: Tue Feb 18, 2014 6:47 am

Is the name a reference to

Post by Zenny » Sun Mar 02, 2014 12:03 am

Is the name a reference to the Oregon Trail? Being that Washington State and Oregon are both in the Pacific Northwest?



cosmicdataworld
Posts: 75
Joined: Mon Jan 27, 2014 12:47 pm

yeah zen. 

Post by cosmicdataworld » Sun Mar 02, 2014 2:48 am

yeah zen. 


Sam: "The Prison Showers, Gee if these walls could talk!"
Max: "I think it's best if they keep their mouth's shut"

LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

Wulfhound wrote:

Post by LaEspada » Thu Mar 13, 2014 4:45 am

[quote=Wulfhound]


You and I has died from Dysentery and Me has drowned in the river. Ah, I remember the Oregon Trail game so fondly from way back when I was in school. At least we never died from starvation.


[/quote]


Game simulation game ever conceived :D



KennyMcCormick
Posts: 46
Joined: Thu Feb 14, 2013 7:18 am

If I can carry a shipment of

Post by KennyMcCormick » Sat Mar 22, 2014 11:39 pm

If I can carry a shipment of grandfather clocks alongside I'd play the hell out of this...


Patrollin' the Capitol Wasteland makes me wish for a nuclear winter...

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