/fog/ - Fallout General

The interrogation itself occurs at Cambridge Police Station where there is an actual room for such. You, the interviewer, are charged with getting everything you need to know: What the Gunners were doing there, where they came from, and where they took the nukes. At first, the gunner only tells you his rank, service number, and blood type. You only learn what you need to know by passing a Charisma check, or beating it out of him. Doing the latter yields dislikes/hates from "peaceful" companions and likes/loves from "aggressive" companions, and vice versa.
Eventually, the Gunner spills his beans. Gunner HQ is located in the city of Providence, which is contradictory to Brotherhood reports as the city was supposedly destroyed in the Great War. The Gunners there were startled when the Prydwen overflew them on its way to Boston: Up until they saw that massive airship, the Gunners believed themselves to be the most powerful faction in the Commonwealth (if not the entire East Coast) and immediately began preparations for a violent confrontation. They immediately began scouring for a means to take down the Prydwen and the BoS with it, and finally found their solution in SSP's nukes.

The Gunner himself is pathetic and terrified. You again make a decision here to either execute him, leave him imprisoned at Cambridge, or let him go for another round of companion likes/dislikes. Reveille is concluded when you instruct local communications to radio your findings back to the Prydwen. You are instructed to return to the Prydwen with your team for further orders, immediate action is required.

RECON TEAM AURELIUS

The characters and their personalities are based off of three possible archetypes of players who decided to go with the BoS.
First, a PC who is at heart, a good person. They admire the BoS' order and generally support the faction's goals and decisions, but disagree with more extreme elements of the Brotherhood and may take actions contrary to what is expected of them to fit their own morality. These types of people chose to spare Danse, perhaps Virgil as well, but still supported some of the morally ambiguous decisions made by the BoS.
Secondly. a PC who is nearly fanatical in their devotion to the Brotherhood's cause. They may have gone out of their own way to ensure the outcome of any quest or action is one that would be approved by Maxson himself. These types of people gladly executed Danse, Virgil, and anyone else they were ordered to.
Third, a PC who supports the Brotherhood as they believe they are the best option for the Commonwealth's future, but may have become disillusioned with the core philosophies of the Brotherhood and tend to "serve without serving". These types of people may have either been forced to kill Danse, or made Maxson do it for them.

As the quest develops, I hope to write a story that challenges and subverts the expectations of each archetype, trying to make sure that the implications or morals don't fall flat because people think differently.

>Its purpose
>it's motives
>its own
FIX THIS

Knight-Sergeant Barca: token black guy who fits the first archetype. Served Lyons' Brotherhood and still believes in the Lyons doctrine at heart. Even if naive, he believes in hearts and minds and hopes the BoS purify the Commonwealth's water like they did in the Capital Wastes. Skilled mechanic.

Knight Livia: A Commonwealth native just like yourself born and raised in DC. She still remembers the Broken Mask incident and the massacre of the CPG, and has come to hate Synths, Mutants, and any other scum of the wastes. When the Brotherhood arrived, she was one of the first to sign up. Carries the big guns, Second Archetype.

Knight Zachariah (Or just Zach): Grew up in Goodneighbor and so was used to being around ghouls and other "undesirables". Nonetheless, he saw security and order in the Brotherhood, and joined up. Despite making his way to Knight, he is not happy with how the Brotherhood treats prisoners and has been on many "visits" to settlements where food and technology were being confiscated from innocents. Has been brought up on charges for insubordination in the past, but nonetheless he is a talented warrior. Third Archetype.

Knight ???: Haven't thought anything up for this guy. Don't get used to him, he dies first.

Initiate Linda: Waifu bait. Should look and sound cute as possible. Hearing everything about you, you are her hero and she adores and idolizes you. She sounds relatively calm around other members of the Brotherhood, but becomes a stuttering mess around you and she strives to do whatever she can to impress you. Nonetheless, Linda is an extremely talented markswoman and is on fast track for promotion. In fact, one of the last messages you receive from Maxson is permission to promote her in the field to Knight if she proves herself yet again. And as you would expect, her story doesn't end well.

Scribe Diaz: Booksmart but aloof, she's a skilled field medic and knows her way around a terminal or a robot.

>does it effect graphical fidelity at all?
Not from what I can remember, although I've been using these settings for over a year now so I honestly can't say for sure.

Do you already have your .ini files tweaked out?
Do you have shadowboost + ENB added?
Do you have settings optimized in nvidia inspector?

POST-APOCALYPSE NOW

The DLC begins proper a week or so later when Maxson calls a meeting with you and your team. You learn that the special operations forces have uncovered disturbing news: Providence is totally intact along with a large pre-war military base. The Gunners there have grown in so much power as to form a military government, and have also acquired the means to repair and refit large amounts of pre-war military equipment, including vehicles such as APCs, tanks, and Vertibirds of their own. Ordered to track the nukes, they found they were taken to an underground facility where major construction is underway. The team itself however was unable to interrupt any of the goings-on there and suggests that a full-scale assault will be necessary to eliminate this threat.

An ideal staging area has been identified north-east of Providence. It is guarded by active SAM sites, but the special operations team has already sabotaged them in advance of the attack. Your new orders are clear: a fast and hard air assault consisting of your team and two others will clear the way while a slower main force on the ground (Liberty Prime with them) traverses the GS.

At this point, your companions are auto dismissed and a tooltip urges you to store all of your non-essential loot somewhere safe, as you're going to lose everything you take with yourself once you arrive in Providence.

Maxson and a host of other Brotherhood officers wish you and your team good luck. All four vertibirds detach from the Prydwen and another four take off from Boston Airport, you turn south, and fade to loading...

I'm a scatterbrainlet and my writing is not consistent. I overuse uhh... some type of sentence and I can't remember what they're called. But it's when you do "xxx, yyy" over and over again. I've also only recently begun recognizing the proper distinction between its and it's and thus still get it wrong most of the time.

The rest of the fleet comes into view as you see each SAM site detonate. The Vertibirds open up with a hail of autocannon and minigun fire and you have permission to fire, spraying down fleeing silhouettes too small to even be identified. A gunner on another Vertibird doesn't stop screaming "Get Some!". Vehicles are strafed by autocannon fire and destroyed, before you begin receiving small arms fire and flak. Just before you touch down, the vertibird you're in is struck, eliminating the minigun. Your Lancer informs you that he'll make it back home, but you and your team have to jump.
What ensues is a hectic battle on the ground at 10 FPS lel where your objective is simply to kill, kill, kill. The fight is decisive, and when the dust settles, Barca ignites your team's flare.
"Waiting on signals now... That's Aurelius. Waiting on... That's Tacitus! And finally..."
You make your way to the last known position of Team Ptahhotep, and find a squad of power armored troops... but it's the Gunner reserve, all geared up in a mix of T-45 and T-51 and armed with heavy Weaponry. A lengthy fight in which Knight ??? is killed ensues. and after collecting the necessary holotags, you ignite Ptahhotep's flare. Despite their losses, the initial landing has gone very well. The second wave of vertibirds is touching down already and in the distance you can observe the unmistakable figure of Liberty Prime making its way to you.
Scribe Diaz notes that something isn't quite right. Usually Gunners are ferocious in battle and possess a technology level almost rivaling the Brotherhood's. Here, they abandoned their positions seemingly too eagerly and the amount of heavy equipment was noticeably lower than the estimates suggested. Your team regroups, you have a bit of dialogue, and discuss your next move. Linda identifies a smoky trail in the sky...
Everything goes white.

That actually makes the Fatman semi-useful on survival with its 12 fucking pound ammo and ridiculously heavy weapon.

Its kinda cheese but I'm considering actually using this.

Oh: And does it work with the Striker? Raining bowling balls on foes heads? :D
I'm gonna guess and say it probably doesn't, since I have an idea of how the gun works.

...
That's all for now, I had more ideas but they're not too refined.
And yes, I'm sorry. This was just as painful to write as it was for you to read it, and what I propose has much more in common with CoD than what you'd expect from Fallout. Most of the roleplaying and decision making comes up in the second half though, where you find there's a lot more going on than just a simple military operation.

Feel free to hide everything I posted and let me know if you'd prefer that I never post again.

ah.. glorious 15 fps with a 1080ti