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Poll

What do you think about the idea?

I'd like that.
- 8 (66.7%)
No, thanks.
- 4 (33.3%)

Total Members Voted: 12


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Author Topic: Gunrunners at Sierra Army Depot  (Read 1480 times)

Alvarez

  • Forget the past, go outside and have a blast
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Gunrunners at Sierra Army Depot
« on: January 01, 2010, 08:34:22 pm »

As you know, in Fallout 1, the Gunrunners were about to move away from LA.

I think, SAD will be the perfect new base for them, since they're clever enough not only to disable the defense and security systems, but also reprogram them to a new purpose.
Also, except for intact defense, the base has everything a gunsmith would need: technology, work- and living space, electricity and (albeit dangerous) neighbours to trade with.
The place would be then more just than a empty location with a superbench.

What do you think about it?
Feel free to comment and add details.

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Re: Gunrunners at Sierra Army Depot
« Reply #1 on: January 01, 2010, 08:43:54 pm »

Good idea, many towns and areas lacks of content and are like ghost towns.
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Reconite

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Re: Gunrunners at Sierra Army Depot
« Reply #2 on: January 01, 2010, 09:58:59 pm »

Yes, I added my thoughts on this back at NMA. This is a very nice idea.
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Re: Gunrunners at Sierra Army Depot
« Reply #3 on: January 01, 2010, 10:55:17 pm »

NO MORE CHANCE
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Bartosz

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Re: Gunrunners at Sierra Army Depot
« Reply #4 on: January 01, 2010, 11:05:54 pm »

NO MORE CHANCE

And what was that supposed to mean? Explain or face the spam warning.
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Alvarez

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Re: Gunrunners at Sierra Army Depot
« Reply #5 on: January 02, 2010, 10:13:14 am »

NO MORE CHANCE

Well, i'm interested now.
What is the reason for that, except that some party claim to own it? (shooting everyone on sight)

Perhaps it would be more interesting for you to overcome the defenses, towncontrol it and gain profit, instead of sitting on it like a dog on haystack?

edit: i actually have a idea about claiming.

Instead just beaming Gunrunners there, our devs could arrange it as a event.
1. The scouting party of GR with a trusted player (perhaps GM in disguise) arrives at SAD. If they find noone, they call in the reinforcements. If it get slaughtered or be sent away then...
2. The negotiator arrives (a not resentful GM with ordinary HP and no superweapons) to discuss the matter. In case of failed negotiations...
3. GR are gathering recruits in South for a RL week. Anyone without affiliation with enough XP can join - time for leveling is provided.
4. The GR announce their assault on SAD. Attacks are performed by NPCs and player recruits in Recruit Armour (weaker version of Combat Armor, just to distingush members)
5. The goal for GR is to get a specialist to a SkyNet in basement/eliminate present opponents.
...more to follow...
« Last Edit: January 02, 2010, 10:59:56 am by Alvarez »
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Nice_Boat

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Re: Gunrunners at Sierra Army Depot
« Reply #6 on: January 02, 2010, 01:47:39 pm »

SAD used to be a good place for leveling up (fighting the robots, I've heard they've been removed tho so it's pretty much deserted right now) and as such has seen a lot of PvP. Turning it into some sort of a shop is wasted potential considering how good small-unit PvP was there - I'd say bring the robots back and let it be until some nice quests arrive.

Izual

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Re: Gunrunners at Sierra Army Depot
« Reply #7 on: May 28, 2010, 06:21:57 pm »

That forgotten suggestion doesn't fit Fallout's cannon.
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