Other > General Game Discussion

A Vault Roleplay Project

<< < (10/38) > >>

Amrok:
If I like the RP exp offer,
I really dont see any soluce to anim a fully sealed vault.

By RP I mean behavior, not only litterature.
And behavior become from situations/need... the best situation is the danger, and the best need stayin alive.

Without fear of death, I dont see how interest players in RP.
Only "teamwork" as I have read before cannot be enough in my mind.

That's said I continue searching concept for this project.

Arminius:
Whoa, a vault RP? Now things are getting interesting! Being it Vault 13, there are a few things we should bear in mind:

-It's 2238, way after the Dweller left, and the overseer, according to vault dwellers interrogated in the Enclave Rig, might be dead or missing due to a mob that judged him guilty for expelling the Vault Dweller. I'm not sure if we should take Fallout 2's cannon as a scenario, but instead of that supercomputer occupying the overseer's room, as it was in Fallout 2, perhaps someone could be the overseer, sitting down in that room all day and dispatching orders. Overseer skin walks, right? By the way, let's forget about all that talking deathclaw crap!

-The song remains the same: we need a central plot, and it could be as well the old question: if we have a new overseer, why can't we leave yet? Of course, part could be wanting to leave, part could be wanting to stay, and why not, let's innovate with other sorts of alignment: Vault Dweller radical worshipers, nationalists, megalomaniacs, pacifists, environmentalists preventing human interference, who knows?

-Everyone will need a role: a Vault is a small community, thus to earn their rations and water everyone needs to have a job. There'll be need for security guards, doctors, nurses, computer technicians, librarians (for the computer data), mechanics, storage keepers, scientists (all sorts of science), perhaps entertainers, perhaps a chaplain, and whatever else you guys can come up with. For the roles in a rather enclosed society, we might as well look upon the example of the Brotherhood and its Knights, Scribes and Paladins. It's too simple, but we can develop those classes further specifying more job roles.

-There'll be couples for most people in vaults form families, it's basic survival.  This is where lies a big behavioral problem, aforementioned above, so players will have to be mature to rp ADEQUATELY these situations. And maybe the vaults could have kids (only they wouldn't wear jumpsuits I'm afraid).Each room would go to a family, they would work on wherever floor they do, then return to the second to sleep. Assuming a Vault's 2nd level has 8 rooms, we'd have maximum capacity at ~16. That without taking into account that not many women will play.

-Speaking of jobs, crafting would have, the way I see it, less importance within the Vault's walls. Most raw materials are outside the vault, and inside the vault there are processors of all sorts of equipment and food, so the most important jobs wouldn't be those who create, but those who maintain the machinery that creates. Again, pre-war society was very automated.

That's all I can think of saying right now. Will be watching this very closely! [/iliketopost]

Lordus:
 I like this idea. I want to join this RP.
 
 I think that life in vault must be under constant pressure.

 Pressure from threat from inside:

 - old technics, broken power generator (only half of levels of vault is electrized  at one time and power must be switched to do neccesary things),
 - lack of resources, which must be taken from cave in front of vault where is radiation, rats, maybe something more powerful)
 - 2 big opinions about Vault future: stay in and try to repair all things X maximalize effort to get out soon
    - players should choose their leaders themselfs.. i mean hidden leaders (leader of we need go out faction). leader of hidden police will be named by overseer
 - i like the ideas of mini roleplay in this big one.. murders, traitors, ...
 - respawn after death should be in one special room in vault.. that room can be in closed for some time because of lack of energy (switching power)
 - all experienced players are death.. so we need to level up from level 1.. and we need highest levels with highest skills to repair something, use science on computers to switch power,...
 - communication with outside should be broken and it will be one of the biggest chalenges to repair it (but communication from vault can be deadly for vault)
 - there should be no weapons and armors at start.. we will need everything to craft.. resources will be valuable, so there must be democratic vote or overseer order to produce something (medicals, weapons, ....) this can be good backround for some revolts
 
Threat from outside:

- constantinously attacking rats and molerats thru old ventilation...
- rat attacks in some levels
- maybe one deathclaws attack with one smart deathclaw surrender (what do with him? kill/inprisonment/release/asimilation)
- maybe little trip outside, only few yards near main gate to get some resources from cave
- at some moment, there will be need for special equip and some players should go out and find that stuff in wasteland (water chip  :)) ). so it will be nice quest(s)


 
 
 




 

Nyan:
vault-tec didn't really care about survival, just look at all those vaults. They just wanted to know how long will it take for dwellers to kill each other, go insane or run away. So couples are not a necessity, yet there is a serious space limit problem. Is there a way to create 3 lvl 2s? ;3 you know, we use teleports anyway, so just use second floor from different vault that are already in game.

Lexx:
Adding more floors in future is no problem. It is already planned to add some additional levels (but not right on start). As seen on various vault images, the vaults have more than just 3 levels anyway.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version