I think a good Fury Road mod with a good Fallout modmod is the way to go.
Fair enough, this sounds like it will please all parties better; a separately developed modmod that doesn't treat on anyone's toes.
Imagine 4 tiers based on the rough tech levels I posted earlier.
I think a good design would be "tier3" salvagables (tanks, arty etc) eventually running out but becoming constructible in tier4, and then tier4 getting its own set of spawnables (power armor, robots, energy weapon troops) that spawn from Vaults, that are revealed with an initial tier4 tech.
This could also lead to an interesting dynamic over time; civs that grabbed lots of city ruins in tier2/3 would have big bonuses and big armies there, but then the Vaults that are the spawners for tier4 things would pop up elsewhere on the map, and civs that controlled more of the general countryside would be more likely to have more Vaults.
For example, who would be heroes for those factions? We need some creative effort if those civs are to make it into the modmod.
From memory Beastlords and Reavers basically only really appear in Fallout Tactics, in 2-3 missions each. Beastlords appear in
http://fallout.wikia.com/wiki/Quincy_(location) and in
http://fallout.wikia.com/wiki/Mardin
Seems like they have some telepathic powers, as well as animal control.
Reavers appear in
http://fallout.wikia.com/wiki/Junction_City
and in
http://fallout.wikia.com/wiki/Newton , which has some named characters.
Speaking of rivers, did you notice that David made grain resources in Fury Road not spawn on river banks? This is a great idea because rivers would carry highly irradiated water in post-nuclear world. For the same reason, I think rivers should give not commerce bonus and sea tiles should have quite low yield.
This actually doesn't really make sense. Rivers that are actually decent flowing bodies of water wouldn't stay irradiated; the water flows away and is replaced by rainwater. Fast-flowing water would carry away any irradiated water or soil in a few years, let alone many decades.
And the ocean is just too huge to be able to irradiate significantly; if the ocean were still significantly irradiated, then the land surface would be uninhabitable.
Basically, by the time of Fallout, the surface is mostly habitable radiationwise, except for some hotspots.
Radiation levels should also fall over time as stuff decays. A cool mechanic would be for the map to start with more fallout tiles, but have them slowly degrade (by randomly disappearing).
The Potomac is irradiated in Fallout3, but its basically a tidal estuary at this point (I should know; I live in DC). Really wide, very slow moving. Its basically just a big irradiated puddle in FO3.
And as far as gameplay goes; you still need rivers or lakes to provide water to build farms, so its not like you're not using the water. I'd be fine with putting trade on rivers back in, but I don't feel strongly about it.
It only needs a nice addition to David's map script so that those other features are placed outside the clustered ruins.
Agreed. Exploring the dungeon could lead to bandit or animal spawns, caravans with loot, turn the tile into a resource, or turn the tile into some new/interesting improvement (power plant, factory, etc) or any of a bunch of other things.
I think the idea was to have horses as a species that didn't survive the apocalypse.
I still think that horses (or some type of mutated counterpart that could perform a similar role if that is more canon - hell, make them mutant zebras) would make a ton of sense in this mod. Basically, you need a mobile, fuelless unit type for the non-scavengers to make use of. It just feels wrong for tribals to be driving around in jeeps or utes, whereas it feels totally in "feel" of fallout (and the general Western cowboys and indians feel) to have mounted units with spears charging light infantry with shotguns and bolt-action rifles, and to have carbine and pistol wielding cavalry against infantry with semi-automatics and the occasional machine gun.
btw, Ossian did implement horses in Wyvern Crown of Cormyr mod for NWN
And did he manage to get mounted combat to work? Or did you just ride up to them and then start swinging in melee?
The Total War games are the only PC games that have ever really got across the "feel" of cavalry.
Religions, in one shape or another, are part of almost every mod.
Well, they're already part of this mod using the diplomacy/influence system. Do you want to drop that?
A way of getting in something like Talon Company woudl be to have a wonder (or national wonder) that let you hire mercenaries, as in FFH. Basically, any units in the city gain a "high mercenary" button, if you press it they spawn a mercenary unit and deduct X gold from your treasury.
Mercs could easily have a chance of going barbarian each turn, have a higher gold upkeep cost, or have a chance of going barb or dying after each combat they are in, all of which would make them different from ordinary units. (Using FFH tools anyway).
I think "profit-seeking trade" factions are generally better modeled by giving bonuses to trade route income, bonus trade routes, and maybe bonuses to merchant or great merchant citizens. That way it actually changes their playstyle; merchants want to keep open borders with as many factions as possible to take advantage of big trade route yields.
Corporations are a mechanism for rewarding control of multiples of a resource. We already have that here, since controlling more oil/depot/airstrip/Vault will increase your chance of unit spawns. And health/happy/strategic resources are otherwise very rare, and you won't have many, so we don't need to be rewarding people for their third grain or their fourth iron.