Fallout 5 A New Lore Concept

Content of the article: "Fallout 5 A New Lore Concept"

Fallout 5 could potentially reset the series with a new lore. Here is a concept of what that lore could be. Instead of the bombs being dropped in the Cold War, an alternate World War 2 occurs. Germany is not lead by the forces in our timeline, rather the occultist Thule society who become more fanatical over time and takeover the Wiemar Republic. They do not have the same focus as the Germany in our timeline, they are just occultists that want their land back, this is all they want. This leads to a Cold war with the Capitalist Western powers and the Occultist Eastern European Powers The countries in our timeline are captured by Thule Germany but nothing is done about it. Eventually pressures rise and a war breaks out in 1945. This war lasts 5 years. When it is clear to Thule Germany that they were losing so they launched their nuclear weapons to reset the world. This started a nuclear war. What they did not know was the technology (Cobalt Thorium G) would have a radioactive half life of 100 years. This would make Fallout 5 occur in the year 2050. The player would be the descendant of a family who survived in the vaults. Knowing nothing of the outside world you and a group of vault dwellers are sent outside to see if it is safe to open the vault. You are the only survivor of the group when you are attacked by a group of mutated ghouls. You go back to find everyone in the vault was killed, setting you on a revenge mission to find out who killed everyone and took the resources inside the vault.
Factions: Fallout 5 would have seven different factions the player could join. Most are joinable, some are not. Beware that joining one faction may make another hostile and necessitate their destruction.

Red Claw Raider Gang: One gripe I had with Fallout 4 was in inability to join a raider gang in the base vanilla game and fight the other factions with them. The raiders operate the same way they did in the other games, operating through sheer brutality towards those not in their gang. Note that joining this group will make you enemies with the settlers and wastelanders and vice versa. They will start off hostile until you can kill their leader and take over. Note that the other raider factions will remain hostile even if you join the Red Claw due to fighting over resources and land.

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Wastelanders: Groups of people who are trying to rebuild society or at least trying to make an honest living. They start off neutral unless you join The Kleptocrats or The Red Claw. They are not hostile to the Thule or the Egoists. Technically you are a part of this faction in the beginning and can stay a part of it unless you join a faction that the Wastelanders hate such as the raiders or the Kleptocrats.

The Kleptocrats: The main antagonists, a megacorporation made up of the profiteering survivors of head companies and government officials that existed pre war. Their goal is profit at any cost. They desire to horde resources so eventually the whole New York wastleland will be under their authority. You will be hated by every other faction if you join the kleptocrats. Most of them are ghouls, or humans who were mutated by the rad-flu. Their troops mostly joined joined for the shot that stops further mutations from the rad-flu.

The Thule: Not every American hated Thule Germany, some were sympathetic and their descendants still exist to this day. This faction would be the most difficult to play since they are hated by many in New York. Other than the Kleptocrats and the Hunters, all other factions will be hostile if you join this faction.

The Hunters: A contract mercenary group. There is not much more to it than that. They do not seek direct conflict with other factions, only killing for their contracts. Beware: If you attack the other factions outside of a Hunter contract, you will be kicked out of the faction for causing hostilities. The Egoists: Inspired by the philosophy of Jack Steiner (Max Stirner in real life). The Egoists seek to destroy all other factions so people can live as individuals. Joining Egoists will make all other factions hostile.

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The Oathkeepers: A group of doctors and scientists who are trying to cure the rad-flu. A new virus that affects both humans ghoul and non-ghoul. Most of the Kleptocrats' mercenaries and troops are infected and have suffered from hidious mutations. You will become hostile to the Kleptocrats if you join this faction. Since the Kleptocrats are using the rad-flu to enhance the combat efficiency of their troops.

Factions you cannot join:

The Loyalists: A group of robots who deny the nuclear war ever happened. Trying to enforce their last orders, to continue fighting the war. (Since you are not a robot you cannot join) Weapon Type: Energy weapons

Other raider gangs: The Red Claw are the only raider gang you can join, all others are hostile. Weapon type: pipe, ballistic

Super Mutants: Since you are not one, you cannot join. Weapon type: ballistic, heavy weapons, melee

Feral Ghouls: Since you aren't a feral ghoul, you cannot join. Weapon type:melee

Rogues: The remnants of destroyed factions, must be eliminated to take the territory. Weapon type: random

New game mechanics: Disguise: If the player is wearing a gas mask or face covering, they will not be recognized by witness of an attack. You will get a unique mask if you join the Hunters since all the hunters wear unique masks.

Territorial Control: The Pip Boy will have colors on map locations to indicate which faction controls the territory. Each faction has a base (said base can only be destroyed via player quest) that when destroyed will destroy said faction turning all the territory they own into "rogue zones" meaning that you will find the remaining troops of that faction there they will not try and take over other territories and must be eliminated to take the territory. Eliminating all the rogues there will take the territory.

Faction benefits: Each faction's purchasable armor and weaponry has perks to it.

Red Claw Raider Gang: Since they are raiders, their weapons and their armor starts out poor, but since you can capture weapons from the other factions this can quickly be remidied. Weapon type: Ballistic, Pipe

Wastelanders: Their weapons and armor start out poor also, but if you stay friendly with the Wastelanders you can improve their weapons by selling them better ones. Weapon type: Ballistic, Pipe

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The Egoists: Their weapons are strong along with their armor since they believe in the value of the individual. Weapon Type: Radiation.

The Kleptocrats: The Kleptocrats view their troops as investments so they invest highly in them. The Kleptocrats have the best weapons in the game and average armor. The Kleptocrats are cheap so they think if you cannot survive with the advanced weapons, you aren't worthy in serving in their army. Weapon type: Dark Energy (Pulse)

The Thule: The Thule have the most powerful armor and the second best weapons with the exception of the STG-50 a powerful assault rifle. Weapon type: Ballistic

The Hunters: The Hunters have both average armor and weapons since they operate covertly and are neutral with the other factions. Weapon type: Ballistic (can capture enemy weapons while in mid combat)

The Oathkeepers: The Oathkeepers are scientist and doctors, they try to avoid combat. Their grenades and mines are the best in the game, their armor and weapons are average. Type: Plasma

Source: reddit.com

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