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[REQ] Expanded Abduction + Consequences


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I must get this out of the way: I love the progress that's been made in the way of abduction/kidnapping mods.  Most of all, it presents opportunity.  That is what I'm hoping to see sometime soon: taking advantage of the potential that mods like RSE: CSA and AAF Violate (+ Bad End: Purgatory) have introduced.

Having said that, let's get the harsh truth out of the way: Abductions could mean so much more!

Think about it: most PC abductions mean that you're going to watch your character get taken, abused, and mostly sit in an annoyingly small area with invisible confines.  You're going to try and grab the roughly 6 items you can reach, realize they won't do jack shit for your escape efforts, and then you're going to lose patience, say "fuck it", and leg it for the closest exit.  After a few rounds of <Sprint> <Die> <"God fucking damnit"> <Hit F9> <Run Again>, you'll either reload an older save, quit, or console command your way out of the entire scenario.  Ultimately, there's nothing much else to be gained from that gameplay experience.

So... what else is there?

Well, here's some ideas:

1) Expand the different groups of people who can abduct you.  Think about all the factions!  Triggermen, hostile BOS, hostile Railroad, the Forged, the goddamn INSTITUTE!  Even if these groups have only one or two "strongholds", you can still use those!  Respectively: Vault 114 + Goodneighbor Warehouse, Cambridge Police Station + Airport, Ticonderoga, Saugus Ironworks, the SRB Branch.

2) Have some consequences, and introduce a sense of peril and urgency to the scenario.

  • What if the Triggermen progressively drug you out of your mind and turn you into a near-braindead Goodneighbor hooker?
  • Perhaps the BOS are planning to throw you as "bait" into the Boston Airport Ruins so they can get in cleanly and exterminate all the ferals down there?
  • Suppose the Railroad finally caved to Tinker Tom's incessant Institute theories, and are going to let him use you - a violent combatant against their own people - as his test subject?  Or maybe a damaged Synth refugee needs a new face, and ripping yours off (literally) might be just the trick?
  • If the Forged get a hold of you?  Well, fuck it, they'd just toss you into the blast furnace for jollies, wouldn't they?
  • And the Institute?  SO many options!  Getting replaced by a Synth, sure, but what do they do with the real people?  Do they cut you up for spare parts or "clean" genetic material?  Do they turn you into the next generation of Synth yourself?  Or, maybe you're just moving along in a queue of people who have seen too much and need to get their brain completely wiped (after all, that reclamation chair in the SRB sure looks like it could do some damage to an organic human's nervous system, couldn't it?)
  • The Super Mutants will just keep plowing away at you, but your radiation levels start going up, and you know it's just a matter of time before death (or ghoulification) comes a-knocking.

3) At the very least, have some branching dialogue involved!  Maybe you can sweet-talk your way to a more easily-escapable situation or get one of your captors in a room alone so you can (maybe) take them out quietly.

 

There are plenty of ideas to be had.  Especially considering the disturbingly robust content we've seen for Skyrim, it's a shame that such depravity hasn't taken hold of Fallout 4 yet!  Get morbid, get vicious, and use the mod frameworks that we've seen to really raise the stakes!

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