I know you've been waiting for this for a long time. So get a new turn.
Winning vote:
[x] - City of buses. The United States is much worse off than Europe in terms of rail services, and buses play the role. Therefore, we can easily make it from old buses, which are used both as living quarters and as walls. And all thanks to a construction crane located in the center of the settlement, which allows them to be moved.
[x] - Undercity. During the pumping of water to supply Las Vegas, cavities were formed, where after the war some part of the population could well have taken refuge. In addition, these caves can be connected to the sewerage system, forming a second communication system that allows you to move between areas of the city below. But at the same time, this is an absolutely lawless zone with PvP, even within the faction.
[x] - Call center. It is one of RobCo's businesses that has responded to calls from consumers. Oddly enough, but after the war they survived. And since they were engaged in technical support for robots, they were able to reactivate the robots that were available here, making them full-fledged defenders of their small culture, which fights off raiders in this way and trades its stocks of blank paper, rare in the Wasteland, with other factions.
[x] - Zoo and aquarium complex. It has a zoo and a huge aquarium. An entire isolationist tribe that lives on the use of traps, special mutants and actively thrives on the rare trade in water supplies that they sometimes sell. The only ones in the wasteland prepare sushi.
[x] - Football fields. Oddly enough, Vegas has a whole sports complex of classic European football. There you can create a district that hosts the local "Vega Games", once a season inviting everyone to the "Deathball" championships.
[x] - Neon Museum. Las Vegas is home to a unique neon sign museum, and accordingly, there may well be a center dedicated to restoring and reworking neon signs to keep the restored Vegas casinos running.
[x] - Feudal Paladin. We can turn to the origin of the Brotherhood of Steel in the form of a philosophical knightly order, copying the structure of real royal orders. For example, the Teutonic Order. And the paladino, accordingly, is presented as the feudal lords of this very Order. Actually, in this branch of events, the Paladin represents the right hand of the local Lord Paladin, who carries out his orders and fights against riots, agitation of the NCR and the Legion, sometimes with medieval cruelty.
[x] - Tradeк-diplomat. Also, most of the contact with the inhabitants of the Wasteland goes through the knights, for it is they who are responsible for such trivial issues as supplying the rest of the Brotherhood with food. He will have to solve the problems of lack of supplies from the Brotherhood of Steel, balancing between the Brotherhood's inability to deal with commodity-money relations and the need to seize property from farmers and merchants by force.
[x] - Fighter of survivors. The Brotherhood of Steel is far from the most humane organization, besides, it has an extremely long memory. And certain circles within the Brotherhood of Steel itself may believe that mutants, like super mutants, simply have no right to exist. And the squire will have to decide - whether it really should be so, or the example of people like Marcus proves the opposite.
[x] - Robotic machine scientist. The Brotherhood of Steel is, in fact, the only faction in the Wasteland that actively uses robots. But are all robots just robots? Isn't there real Artificial Intelligence among them, and who will it be in the eyes of the Brotherhood of Steel itself? Is it just another technology? A fully-fledged sentient being? A dangerous relic better to destroy? These questions can be answered by his campaign.
We continue to work on our Neo Vegas, and work on the main locations of the map has almost come to its natural end. We decided to focus on the minor factions of Vegas, as cruel, albeit in a somewhat technological community, while maintaining their identity. This will be one of the fundamental differences between the world we created and what Bethesda has. Our raiders are not just psychopaths, raping, dismembering and cannibalizing. Each of these communities has its own history, in the context of which their lifestyle takes on meaning and it becomes clear why they have just such a lifestyle.
But for us this is not the time to stop, we need to move on in terms of development, and move on to the next stage - the main game factions.
Take the New California Republic, for example. Something is already clear to us. We have several factions representing the NKR. Four of these are the factions to which the players belong - the New California Republic Ground Forces, the Heavy Corps, the Ranger Corps, and the Bureau of Science and Industry. Plus, there is General Lee Oliver's expedition to the Mojave. But this is a large state that is not limited only to them. And according to the above, a feeling is created rather of a military dictatorship.
Let's start with the choice of the first person of the state, the President of the New California Republic, one of the most influential people in all of post-apocalyptic America. The choice of the president sets the tone for NKR itself, telling somewhat different stories.
New California Republic President's Choice:
[] Hawk. President Kimball presents a classic Fallout satire, in this case on American Republicans. And to be absolutely precise, on Nixon. He inflates the external threat, pursues an imperialist foreign policy, cooperates with the captain's big owners, and so on. All the bad that can be said about American conservatives is him. Under him, the NCR demonstrates that even a generally good faction can choose the black sheep as its leader. For him, the Mojave expedition is a way of supporting the war hysteria. Otherwise, he will be Senator from Shady Sands.
[] Socialist. Allgood Murphy, President and Boneyard's nominee, demonstrates the powerful influence of the Followers of the Apocalypse on the Republic, and is in fact a conduit of their influence. He strives for a policy of creating a network of allies to protect against Caesar's Legion and a diplomatic solution to the issue with the Brotherhood of Steel, but his overly diplomatic policy is not always successful. And the military often consider him weak and weak, unable to protect the NCR in these difficult times, and therefore will oppose him. For him, the operation in Mojave is a humanitarian operation to help the local population. Otherwise, he will be the mayor of Bounyard himself.
[] Dreamer. Grant Hayes, a Dayglow nominee, is a technocrat and dreamer of a pre-war American revival at its best in the place of the New California Republic. He is a supporter of the development of technology, as well as the revival of the symbol of the Old World. Many do not like him, as they believe that his ideas are too close to those of the Enclave. And on the one hand, they are right, since he did give shelter to many refugees from the Enclave in order to use their knowledge for the benefit of the New California Republic. But at the same time, he does not have crazy ideas for the destruction of all mutants, and he is much more democratic. For him, the operation in Mojave is a search for new technologies to revive the Old World. Otherwise, he will be Mayor of Dayglow.
[] Oligarch. Flynn is a livestock spokesman for the northern New California Republic who also has close ties to the Hub's trading corporations, giving him incredible finances to win his presidential campaign despite widespread hatred. He is a classic image of a large cattle dealer from the Wild West who bought up absolutely everything, up to the status of mayor, and in this case - president. He seeks water in the Mojave so that he can continue to expand his own influence. Otherwise, he will head the NCR cattle farmers.
[] Crisis manager. Alexander Drummond. A genius general who was forced to lead the NKR after the presidents that quickly changed after the death of Tandi. In the end, this leapfrog threatened the collapse of the Republic, so he had no choice but to take the situation into his own hands and lead the Republic through it, even against its own will. He is an honest warrior and a simple person who does not like his post, but knows that he cannot leave her. For him, the operation in Mojave is the defense of the NCR from a formidable external enemy.
Also, in addition to the above factions of the New California Republic, we can show a few more. The next choices are unlikely to directly affect the gameplay, nor will they fundamentally change the plot. Unless they provide NPCs to fill the game world. In the first version, their influence will be reduced to participation in the plot of individual locations, and several tasks. However, from this we can already develop ideas for changes in NCR in future parts of the games.
Choose five options:
[] Gamma Corps. We can show players that despite the actual oppression of ghouls and super mutants, even among the NCR military, there is a place for them in a special Gamma Corps, where only radiation resistant and ageless mutants are recruited, capable of operating in conditions impossible for humans. On the one hand, this is the honest use of their greatest strengths, but at the same time, a certain segregation can be traced here. They will also lobby for the rights of non-humans in the Republic.
[] Robotic body. We could increase the influence of the Bureau of Science and Manufacturing by creating for them virtually their own paramilitary branch, which deals with participation in battles with the help of robots. Not all of them, of course. These are heavily armed robots. There are also robotic loaders and robot-eyed scouts, but they are science in the New California Republic and are directly related to the army.
[] Tribes from reservations. We can continue the analogy between the NCR and the United States while also adding tribes to the New California Republic that live on reservations, often without civil rights. This is a complex topic that allows us to show the New California Republic from very different angles. After all, they give the tribes reservations rather than assimilate by force. Or, on the contrary, to arrange a tragedy for the local Indians. And do not forget that in real history, the first US snipers were mainly from among the Indians.
[] Stockton Association. These are the financial circles of the New California Republic, rather than the military, although they often decide where the military goes. This organization is a union of livestock farmers, which by its very existence violates any antitrust law of the pre-war world. They are by far a dark organization that players should enjoy fighting against.
[] Republican Bureau of Intelligence. This organization is a cross between the FBI and the people in black in the post-apocalyptic universe who work for the president of the New California Republic. Not only do they do the dirty work that the rangers will refuse, but they also deal with technology that many would call unnatural. For example, psionics or alien technology.
[] Artillery Corps. Why don't we take the Republic's big guns theme? And already through their influence to show the growth of the industrial sector, specializing in the creation of new weapons, as well as shells for them. It is not only extremely effective, but also extremely expensive. Also, players love explosions. And artillery is a great source of explosions.
[] Gunrunners. This is an organization from the first part of the game, which was based in Boneyard, producing the best weapons in the wasteland. But at the same time, they are in fact not some kind of corporation, but a rather anarchic community of mechanics-gunsmiths. Agree, this is quite unusual and deserves attention? At the same time, which is funny, they can be in opposition with the government. They are gunsmithing artists, not chippers of the same type of rifle for the new Republic battalions.
[] Republican Committee of Farmers. As opposed to the livestock farmers, we could also place those who earn their living from crops, potatoes and corn. Together with the former, they could not only represent a powerful economic lobby, but also act as opponents for each other, fighting for land.
[] Association of Prospectors. They could represent a rather specific society, since they are associated with the Bureau of Science and Production. But at the same time, they are also associated with cities, seeking permission from them to conduct excavations and search for technologies. Not to mention, an organization like this is an excellent source of missions for players of all kinds.
But in addition to the members of the Republic itself, it may also have unconditional opponents who have a grudge against the New California Republic. Moreover, these are enemies specifically for the characters of the New California Republic, not associated with other game factions.
Choose two options:
[] True Republic. This faction represents refugees from the Enclave hiding inside the New California Republic, who have gained serious influence inside it and are still sharpening their teeth on it, considering its very existence an insult to the United States, and therefore are trying with all their might to end it.
[] Jackals. They have at the moment, in fact, remained completely unclaimed, unlike the Khans and the Vipers. But we could make these raiders still live in the mountains near Shady Sands, where they are trying to survive and take revenge on the New California Republic.
[] Party Free America. We have an idea of the Followers of the Apocalypse as a democratic and somewhat anarchic faction of doctors and scientists. But what if they decide to put aside their humanistic principles, choosing the forceful path of fighting for the rights of others. We, in fact, received an anarcho-communist underground on the territory of the New California Republic, which arose as a response to the bourgeois system of New California itself, as opposed to the feudal one in the Brotherhood of Steel or the slave-owning one in the Caesar's Legion.
[] Cult of Shivaists. The first president of the New California Republic, Tandi's father, was a Hindu, judging by the first part of the game. So why don't we introduce something like a rather aggressive cult inspired by Hindu traits and standing in opposition to the democratic and humanistic NCR. For example, the destructive religious cult of murderers who tattoo their bodies from the ashes of cremated enemies.
Also, you always can vote for another my quest. I'm just waiting for new voices there to start releasing the next tour.
The land is on the verge of destruction for environmental reasons. We urgently need to do something about it so that things don't get worse.
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