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 Do you think the Fiends should've been a legit faction

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dantaefetticus

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PostSubject: Do you think the Fiends should've been a legit faction   Mon Oct 16, 2017 5:16 am

For me personally, I always felt the Fiends should've been a faction you could actually work with. They have quite a bit of lore. I think using them as your personal army of drugged up cronies(besides the securitrons) when you take over New Vegas with the Independent ending would've been a nice addition. I think doing some wicked and devilish deeds for Motor-Runner would've been good and make some sense seeing that the other Fiend Honchos are fucking insane and almost animalistic. You're the only sane guy that could actually do some work for him. I think that Obsidian was hinting at the possibility of an actual Fiend faction with the cut content where you can talk to the Fiend honchos. I guess they didn't have enough time or didn't really feel it would make sense.

So, do you agree with me or nah? Let's talk about it. Do you have any ideas for any cool Fiend quests?

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PostSubject: Re: Do you think the Fiends should've been a legit faction   Mon Oct 16, 2017 6:56 am

Yeah the fiends were somewhat underwritten, although I think most of the game is underwritten, there just wasn't enough time to flesh everything out.

I think it'd be a bit Mary Sue'ie for the player be able to recruit them, but there could be some interesting antics with trying to recruit each raider band, not all bands would want to work with one another, maybe somehow convincing or forcing the fiends to go through rehab, could be cool; Someguy2000 has created a similar quest in The Inheritance, though it doesn't make a difference to the endgame.
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PostSubject: Re: Do you think the Fiends should've been a legit faction   Mon Oct 16, 2017 12:04 pm

It's really kinda iffy because fiends attack anybody trying to get to Vegas and only spare you if you're a Khan. It would've been nice to have them as a faction, but it would feel just too cliched to have a group of raiders you could just befriend for simply being evil.

However, they did have much more development than other generic gangs in the wasteland.

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PostSubject: Re: Do you think the Fiends should've been a legit faction   Mon Oct 16, 2017 12:29 pm

I know there is dialogue for the fiend leaders you hunt down during the NCR bounty hunter quest, so there was at least some plan to incorporate them into the game as a larger faction it would seem, and some quests, like the Great Khan drug smuggling, Legion and Omerta's quests seem like they were at some point angling towards more interaction with these groups. However, I'm gonna guess that due to a lack of time as well as the group not being too important to the end game, these options were cut, and they decided to just make the fiends an immediately hostile faction, like the Raiders in Fallout 3 and 4. That kind of sucked, because up to that point, every faction, excluding the Vipers or Jackals, who are purely just raiders, was at least on some level negotiable. Even groups like the Powder Gangers or the Legion, who are both factions hostile against the establishment within the Mojave are potential allies to the courier.
It kind of sucks that there is no opportunity for the Courier to aid the Fiends, considering an evil, independent would literally be anarchy, and enlisting the aid of the Fiends would really make sense.
It also seems the fiends were cut from the games ultimate outcome. They are the only major force in the Mojave that do not seem to concern the Major factions. However from both the NCR quest in McCarran involving the security leak, and the end game slides, it seems Caesar was actively supporting the fiends. I assume there was some greater plan, however the NCR side of this seems to be condensed into the 2 side quests involving the fiends and the other factions were simply not given the opportunity. I find it odd that of all people, House would not seek to remove them. Their proximity to Vegas, and their growing numbers has to pose a threat to security, especially in the event of chaos on the Strip, like the Omertas had planned to create. Instead he ignores them.

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PostSubject: Re: Do you think the Fiends should've been a legit faction   Mon Oct 16, 2017 6:21 pm

I think if Obsidian got the time to at least develop the Fiends into an actual faction, I think it would go like this:
Getting access to Vault 3 and talking to Motor-Runner
1. One way you can work for the Fiends is doing the Great Khan drug runner quest to get to Motor Runner. You can also just sweet talk yourself into Vault 3 or just disguise yourself as a Great Khan. The Fiends want drugs so whenever they see a Khan they think it’s Christmas.

2. Another way is to gain the trust of all three Fiend Honchos. Show all three of them that you’re as messed up as they are and they’ll order the other Fiends not to fuck with you. This will later gain you access to Vault 3 since you’re already cool with all the Fiends.

3. Get addicted to a chem and/or dress as Fiend yourself. There are some mods out there for FNV that let’s you become friendly with the Fiends under specific conditions. I think the best mod that handles this is Take Chems Make Fiends. What it does is that whenever you become addicted to a chem, you’ll get a message pop-up saying that your addiction makes you look like a Fiend and that if you wear raider armor they’ll see you as one of their own. I think this could be the easiest way to get to Vault 3 and interact with Motor-Runner, seeing that getting addicted to a chem and gaining access to raider armor is relatively easy.

Convincing Motor-Runner to work with you

1. Have a speech of probably 60 or 70.

2. Have an intelligence of 7 or 8. The dialogue option will probably detail how disorganized the Fiends are in terms of leadership, and that with your help, you can make them an actual force to be reckoned with. This will show Motor Runner that you’re probably the best person he can get his hands on since you’re not “officially” a Fiend in the eyes of the general public.

3. Have a charisma of 6 or 7. I don’t really know a logical dialogue option for this. Maybe just humor him or show him that you have the mental strength to work alongside him as a leader of the Fiends.

4. Gain the trust of the Fiend honchos. Gaining their trust will automatically make him intrigued by you, seeing that they haven’t fucked you up beyond repair.

5. If you’re allied with the Great Khans, you can convince him to work with you by offering him a chance to form an alliance with the Great Khans. They’re already doing each other favors. The Great Khans keep giving that high while the Fiends keep messing with the NCR.

Quests

1. Help them conquer Westside, the sewers, and pretty much all of east New Vegas aside from the Strip and Freeside.

2. This may be too dark, even for New Vegas, but I think this will help show how fucking devilish the Fiends(specifically the Honchos)are.
WARNING:
 

3. Supply Violet with human flesh for her dogs. You can probably get it from killing random people or get a supply of it from Mortimer from the Ultra Lux.

4. If you have a considerable amount of points put into survival(probably around 40-60), you can expose Cook-Cook to a whole array of new food recipes.

5. Lure the 1st Recon into a trap for Driver Nephi(this could play in coherts with kidnapping Betsy).

6. Help Motor Runner set up a drug lab and make improved drugs.

7. Cause a scheme between the Van Graffs and Gunrunners to get the best deal in weaponry for the Fiends.

8. Gain the heads of Major Dhatri, Colonel Hsu, and lieutenant Carrie Boyd.

9. Take over the Sharecropper Farms and turn it into another base of operations for the Fiends.

10. If you have the proper combat skills(Explosives, Guns, Melee, Unarmed, Energy Weapons), you can convince Motor-Runner that you can train the Fiends to be better skilled in combat.

11. Steal a schematic for a prototype incinerator from the Gunrunners for Cook-Cook.

12. Convince Contreras that working with the Fiends will really be in his favor in the near future(when you take over the Mojave). Contreras is already a shady ass guy, I think with the right words you can actually sway him to work with you and the Fiends.

13. Make drugs that are specifically for combat for the Fiends.

14. OPTIONAL: Convince Papa Khan to align himself and the Khans with the Fiends. To do this, however, you have to break their current alliance with the Legion.

15. Take over Camp Mccarran and make it the second main base of operations for the Fiends.

16. Now that you and Motor-Runner have made the ultimate Fiend army, you can easily convince him to help you in your plan to kick the NCR and Legion out of the Mojave and take it for yourselves.

That’s all I got. If you have any other ideas or criticisms, lay them out. Smile

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PostSubject: Re: Do you think the Fiends should've been a legit faction   Tue Oct 17, 2017 4:04 am

Yes! It's always a good thing when developers give people more choices. It would've been fun to go on a murderous rampage while high on jet. Many people in the mojave need a good killin'. Make sure none slip through the cracks: Alice McLafferty, the Atomic Wrangler crier, Don Hostetler, Santiago and Cassandra Moore.

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PostSubject: Re: Do you think the Fiends should've been a legit faction   Tue Oct 17, 2017 9:28 am

I personally think it will be great because the Fiends in my opinion are crazy, and attack everyone they see, so that mean there will be a lot of action going on if the protagonist work for them and since I think nv is lack of big action quest like the battle of the hoover dam, Fiends becoming a faction will definitely be a great idea, and there will be more people in the game to test the awesome weapons mods that i download on Nexus and here. lol
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PostSubject: Re: Do you think the Fiends should've been a legit faction   Tue Oct 17, 2017 9:50 am

This idea may be a bit stupid considering the Fiend's nature and the actual suspension of disbelief that would be needed for it to work, but what if, for one small or medium side quest, you could either get the Fiends to run one of the main casinos inside New Vegas after dealing with the faction you like of the 3 Families you like the least, the choices being either the Omertas or the White Glove Society, or, after a small side quest involving the Saint James and Dermont sneaking either Fiend cannon fodder as a distraction, or taking your choices of a mix of Cook-Cook, Violet, and Driver Nephi and letting them use their weaponry or minions to take over the Van Graffs or Atomic Wrangler and turn them into either weapon, armor, and drug factories with some schematics and machinery involved in a side quest or ambushing NCR outposts/bases and Prospector caravans or smaller towns to get what you need, or a "Gentlemen's Club" flesh trade and cage fight arena center, and, in the case if Mr. House comes and asks them to either pay up or get massacred, you can try and drum up business by doing optional objectives involved in the quests Dante thought up, along with some speech checks and perhaps a survival or stealth check, anyway, as much as a pain it would be to actually implement, it still would make for a good minor quest-line and making the Fiends a bit more realistic and involved, though Dante did create some very good quests and reasonable ways of making them more involved, but that's just my opinion of an optional additional quest line, so take it how you will.
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