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2014-10-07, 07:49 PM (ISO 8601)
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Filling in plot holes yourself doesn't stop them being plot holes. Bethesda wanted to have the super special awesome destiny sacrifice ending and they ignored the possibilities inherent in the scenario they themselves had created in order to get it.
Fortunately, after the internet told them how silly they were they did fix it for Broken Steel and you can take the sensible options.Last edited by GloatingSwine; 2014-10-07 at 07:50 PM.
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2014-10-07, 07:50 PM (ISO 8601)
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- Apr 2013
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- Indianapolis Indiana
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
that is till the brotherhood expansion came out which allowed for those alternate endings to happen.
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2014-10-07, 07:55 PM (ISO 8601)
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- Aug 2011
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
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2014-10-08, 06:21 AM (ISO 8601)
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- Aug 2006
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Except you'll actually find the caravan stopping there.
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2014-10-08, 06:46 AM (ISO 8601)
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- Aug 2011
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
This is probably a consequence of the vanilla caravan routes going to Evergreen Mills. They'll also show up at Paradise Falls sometimes for the same reason. As far as I can tell, this is a result of Bethesda not thinking things through all the way rather than clear evidence. Alternately, they're ignoring mission orders and pocketing the profit.
I'm getting my information from Scribe Bigsley's dialogue, where he at one point half-jokingly suggests selling water to Raiders and Slavers to supplement income before dismissing the thought because Lyons would have his head for it. I suppose that statement doesn't entirely preclude the possibility of the Brotherhood of Steel happily handing out free resources to their hated enemies, but it implies that they're at least not currently selling.
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2014-10-08, 07:27 AM (ISO 8601)
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- Jan 2012
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- Montreal
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Providing water to the raiders kind of make sure the Raiders dont start targeting the folks you are helping for water. Or targeting your caravans.
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2014-10-10, 08:49 AM (ISO 8601)
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- Apr 2005
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- Back in the USSR
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Last edited by Nerd-o-rama; 2014-10-10 at 09:10 AM.
Spoiler
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2014-10-10, 01:50 PM (ISO 8601)
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- Jan 2012
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- Montreal
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
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2014-10-11, 02:43 PM (ISO 8601)
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- Apr 2013
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- Indianapolis Indiana
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Wasn't Project Purity a generator as much as a purifying system? It was able to power itself with hydro-power.
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2014-10-11, 03:03 PM (ISO 8601)
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- Aug 2011
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Sure. But even if it were producing significantly more power than it were using (which isn't demonstrably true or falsifiable but I'll accept the premise), there really isn't any infrastructure to take it anywhere. You could maybe run a line to Rivet City since it's right next door, but really nobody else has any reason to care.
Hoover Dam, on the other hand, is apparently attached to a functional power grid and administered by a faction with both the technical knowhow and manpower to maintain and repair an electrical infrastructure.
@V: I didn't mean to suggest that it was difficult or that the NCR couldn't do it, though I can see how it might have been read that way.Last edited by BladeofObliviom; 2014-10-11 at 05:12 PM.
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2014-10-11, 04:48 PM (ISO 8601)
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- Aug 2006
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Well, figure that they probably had manuals for the dam, and presumably the local technical schools which would have survived due to simple proximity to the New Vegas safe zone. (Safe being defined as in reach of the bombs House was able to stop from going off.) So getting it up and running probably wasn't that difficult. Keeping it going is probably more of an issue, depending on the kind of maintenance it requires. Though I'm pretty sure it was NOT designed to handle sucking in Lakelurks.
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2014-10-11, 06:22 PM (ISO 8601)
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- Nov 2012
Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
I don't think it's really something intrinsic to them as a company, but rather to the specific writers of Fallout 3. The comparison between "pushing the button" in Fallout 3 and the climax of, say, Daggerfall is pretty stark.
This is more convincing than the arguments presented in the text itself, but it still contradicts the entirety of some of the followers' characterization. For example, Charon's whole schtick is that he never disobeys the person with his contract.
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2014-10-11, 08:28 PM (ISO 8601)
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- Aug 2006
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
The other thing is that it only really works with a good character. An evil one would in theory be implanting the FEV. Unfortunately, that would still require them to step inside and commit suicide to do it. Why? What's the motivation for an evil character?
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2014-10-11, 08:31 PM (ISO 8601)
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- Nov 2007
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2014-10-12, 06:14 AM (ISO 8601)
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- Feb 2006
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- Elemental Plane Of D20
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
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2014-10-12, 06:47 AM (ISO 8601)
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- Nov 2009
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
At that point we already know we aren't Vault-born, so we are very likely to be harmed by the FEV. Unless our idea would be to implant it and get as far away as possible from the Capital Wasteland as possible, the action would create a situation where every meal and drink (with the exception of pre-war stuff) can be fatal (if the "purified" water was used to prepare it).
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2014-10-12, 09:01 AM (ISO 8601)
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- Jan 2012
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- Montreal
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
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2014-10-12, 09:15 AM (ISO 8601)
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- May 2008
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- Orlando, FL
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
It be funny to install some large ship propeller screws to chop up the lurks XD
Now we have power and snacks!
Considering ghouls seem to need radiation for survival, and super-mutants need an ever-more rare gas to make more super-mutants, I would think a lot of the problems would be resolved with time. Maybe.
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2014-10-12, 09:32 AM (ISO 8601)
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- Apr 2011
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
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2014-10-12, 12:36 PM (ISO 8601)
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- Feb 2006
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- Elemental Plane Of D20
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2014-10-14, 10:52 AM (ISO 8601)
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- Aug 2006
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- Germany
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Si non confectus, non reficiat.
The beautiful girl is courtesy of Serpentine
My S.T.A.L.K.E.R. Call of Pripjat Let's Play! Please give it a read, more than one constant reader would be nice!
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2014-10-14, 10:54 AM (ISO 8601)
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- Apr 2013
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- Indianapolis Indiana
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
that is if you were a good person in Tactics and ya they are in the mid west.
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2014-10-14, 10:58 AM (ISO 8601)
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- Feb 2007
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- Land of Stone and Stars
Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Spoiler: My inventory:
1 Sentient Sword
1 Jammy Dodger (I was promised tea)
1 Godwin Point.
Originally Posted by Kairos Theodosian
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2014-10-14, 11:01 AM (ISO 8601)
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- Aug 2011
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Last edited by BladeofObliviom; 2014-10-14 at 11:02 AM.
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2014-10-14, 11:03 AM (ISO 8601)
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
In tactics there was a whole line of the story when you fight the Super mutants where they are on the verge of curing their sterility. By the end of the game they have done if you the player had not destroyed their work.
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2014-10-15, 07:33 AM (ISO 8601)
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- May 2008
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- Orlando, FL
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
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2014-10-15, 07:36 AM (ISO 8601)
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- Jan 2012
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Silly question. Was it possible to side with the White Legs and kill Joshua in Honest Hearts?
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2014-10-15, 09:55 AM (ISO 8601)
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Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
They were of Mariposa stock that made the trip over the Rockies after the events of Fallout, and therefore intelligence and social capacity varied almost entirely based on the amount of radiation damage prior to FEV exposure. Presumably the ones who were still alive by 2198 were the smartest ones and the ones who were just smart enough to take orders from the smartest ones.
They were also lead by an insane ex-Brotherhood Paladin by the time they're encountered by the Fallout Tactics player faction, but he was not exactly compos mentis.
Then there was the similar plot in Fallout: Brotherhood of Steel but that involved less Super Mutant researchers and more one Super Mutant jamming himself with syringes and accidentally turning into Akira.Spoiler
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2014-10-15, 11:37 AM (ISO 8601)
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- Mar 2007
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2014-10-15, 11:52 AM (ISO 8601)
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- Jul 2009
Re: Fallout Fluff Forum - Plasma Guns, Power Armors, Mutants and Tribals, no it's not
Since all the quest-essential NPCs are effectively fighting against the White Legs, you implicitly end up helping them win even if you don't a) care about their goals or b) ever meet their leader (salt-upon-wounds).
Considering they're just as likely to kill you as look at you, even if you're going around Zion wiping out their enemies, it's not exactly a winning scenario.
Question is, is the Burned Man as much of a pain to kill when fighting against you as your companion?