So here's what's going to happen in the coming updates:
- Remove vanilla NPCs/Quests - Make DLC areas accessible - Improve the settlement system (more settlers spawn, but also they can permanently die, etc...) - Decide the fate of the companions. (Some fit the story better than others.) - Enable more stuff. (Still trying to come up with a good way to introduce the Prydwen for example) - Create .esm file so it's easier to patch/modify things. (Will happen at 1.0 release.) - Make it possible to play as the CSR. - Add some cool content integration patches for stuff. (I won't even approach for permission to use some of the cool Call of Duty ports and what have you since unless you have a 5000$+ computer, you're not gonna be able to handle twenty NPCs dressed top to bottom in 4k resolution armours. But it can be a fun optional thing for those who can use it.) - Implement Tanks (I've never been good at making robots work properly so at some point I'm just gonna sit down and learn everything about it, and make some cool tanks) - Set up research system for new late game technologies. - Overhaul power armours. - Remove Quests - Make food more rare - Add more flavour to the game in terms of culture and religion to reflect the lives of ordinary people and make the world feel more interesting. - Make the institute into an underground base of operations for the player to use for especially research. - Implement chemical warfare and gasmask usage.
After 1.0, I will be adding additional conversions on top of the already finished overhaul for additional gameplay. So far I've planned two of them:
Zombie Apocalypse: Replaces friends and foes alike with zombies. Classic Romero style gameplay with all the tropes one might expect.
Fight Land: A more Mad Max themed overhaul where guns no longer exist. Everything is melee weapons, all NPCs are hostile, and you need to survive as a ruthless warrior in a land of blood and dust. Even settlers will be replaced with hostile encounters, all the recruitment beacon is good for is to challenge people to a fight. Nothing will respawn, neither loot nor enemies. So not only is cannibalism essential, but it will also be possible to murder the entire wasteland.
WW2: Add a WW2 scenario where we make use of the war mechanics to create a war between the Axis and Allies.
Fugitive: Turns the game around by using the Minutemen militia as a police force that spawns throughout the wasteland, along with civilians. All of whom are hostile to the player. Can you survive as an outlaw and a social outcast?
- New research economy that uses a "point" system to unlock technologies. - Research food cultivation, water treatment, radio technology, workbenches and settlement stuff as a replacement for perk requirements. - Assign settlers as scientists. - Research your own superweapons and next level technology to even the score with the CSR's worst encounters.
I want to at some point upgrade the way I do settlements, right now it's quite unfinished and I found the settlement framework system which looks really cool. I want to do something with that. My idea is to introduce a system of democracy to the settlements based on democratic centralism, particularly in Yugoslavia and the USSR, so:
1. Settlers no longer have a base value of happiness, that's entirely gone. Instead you must create an office of delegates which then provides a baseline of happiness. So in practice, either they get democratic representation, or they rebel. Just like in real life. 2. You can further improve happiness by also setting up offices for the labour union. 3. You need to unlock defensive NPCs (turrets give no defensive stat, you need people for that) by also making an office for the militia so people have an elected official representing the law enforcement. Etc. Etc.
So little by little, you have a democratic council of maybe 5 or 6 settlers in each jurisdiction, I think that would be cool.
Plans/Development Roadmap (4 comments)
- Remove vanilla NPCs/Quests
- Make DLC areas accessible
- Improve the settlement system (more settlers spawn, but also they can permanently die, etc...)
- Decide the fate of the companions. (Some fit the story better than others.)
- Enable more stuff. (Still trying to come up with a good way to introduce the Prydwen for example)
- Create .esm file so it's easier to patch/modify things. (Will happen at 1.0 release.)
- Make it possible to play as the CSR.
- Add some cool content integration patches for stuff. (I won't even approach for permission to use some of the cool Call of Duty ports and what have you since unless you have a 5000$+ computer, you're not gonna be able to handle twenty NPCs dressed top to bottom in 4k resolution armours. But it can be a fun optional thing for those who can use it.)
- Implement Tanks (I've never been good at making robots work properly so at some point I'm just gonna sit down and learn everything about it, and make some cool tanks)
- Set up research system for new late game technologies.
- Overhaul power armours.
- Remove Quests
- Make food more rare
- Add more flavour to the game in terms of culture and religion to reflect the lives of ordinary people and make the world feel more interesting.
- Make the institute into an underground base of operations for the player to use for especially research.
- Implement chemical warfare and gasmask usage.
After 1.0, I will be adding additional conversions on top of the already finished overhaul for additional gameplay. So far I've planned two of them:
Zombie Apocalypse:
Replaces friends and foes alike with zombies. Classic Romero style gameplay with all the tropes one might expect.
Fight Land:
A more Mad Max themed overhaul where guns no longer exist. Everything is melee weapons, all NPCs are hostile, and you need to survive as a ruthless warrior in a land of blood and dust. Even settlers will be replaced with hostile encounters, all the recruitment beacon is good for is to challenge people to a fight. Nothing will respawn, neither loot nor enemies. So not only is cannibalism essential, but it will also be possible to murder the entire wasteland.
WW2:
Add a WW2 scenario where we make use of the war mechanics to create a war between the Axis and Allies.
Fugitive:
Turns the game around by using the Minutemen militia as a police force that spawns throughout the wasteland, along with civilians. All of whom are hostile to the player. Can you survive as an outlaw and a social outcast?
- New research economy that uses a "point" system to unlock technologies.
- Research food cultivation, water treatment, radio technology, workbenches and settlement stuff as a replacement for perk requirements.
- Assign settlers as scientists.
- Research your own superweapons and next level technology to even the score with the CSR's worst encounters.
I want to at some point upgrade the way I do settlements, right now it's quite unfinished and I found the settlement framework system which looks really cool. I want to do something with that. My idea is to introduce a system of democracy to the settlements based on democratic centralism, particularly in Yugoslavia and the USSR, so:
1. Settlers no longer have a base value of happiness, that's entirely gone. Instead you must create an office of delegates which then provides a baseline of happiness. So in practice, either they get democratic representation, or they rebel. Just like in real life.
2. You can further improve happiness by also setting up offices for the labour union.
3. You need to unlock defensive NPCs (turrets give no defensive stat, you need people for that) by also making an office for the militia so people have an elected official representing the law enforcement.
Etc. Etc.
So little by little, you have a democratic council of maybe 5 or 6 settlers in each jurisdiction, I think that would be cool.