- Joined
- Dec 9, 2015
Give the Rad Child perk a spin while you're at it, you'll become Wolverine when you make it to over 800 rads.I should replay New Vegas again.
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Give the Rad Child perk a spin while you're at it, you'll become Wolverine when you make it to over 800 rads.I should replay New Vegas again.
they explicitly don't and people say as much constantly besides the general bureaucratic incompetence of the NCRBesides, are "safe trade routes" really that extraordinary when the NCR more or less has that back in California anyway?
I could argue that High-INT couriers could come from all sorts of places in the NCR, simply because it's made clear that the Core Territories have obtained an industrial capacity at least on par with the Gilded Age by the time of NV. They could have been educated in Shady and moved eastward for adventure, be former Brotherhood with the technological education that entails, or just have been raised with a good access to knowledge. With that, they could go any way: NCR Couriers were raised there and see its industrial development and stable society as a boon for the Mojave, House Couriers are technocrats who believe that they and Robert are smart enough to lead the way to the Mojave's success through their two-man Industrial Revolution, Independents were your stereotypical college-educated anarchist who is convinced that history proves states are just too useless to keep around, and Legion couriers see the brutality of a post-apocalyptic state as necessary to provide the pathway for civilization (though I consider this a bit of a stretch since an intelligent Courier should also be able to see the massive holes in Sallow's ideology and government structure).
thats one of the weird things about fallout 2, the whole post-apocalypse aspect of 1 is pretty much done with in 2. its not barely surviving, its roughly 1890s-1910s era advanced. with factories and governments and the acceptance of a currency backed by something real. sure you had to walk everywhere and violence was natural. but overall life probably wasn't that bad for most people. a lot of the chosen one's antics were because of his own fuck ups. i bet most of the NCR is like New Vegas, not a lot of violence and danger outside of muggers or the odd wild animal. you're only likely to get shot if you decide to rough up the wrong people or antagonize the people in power.I could argue that High-INT couriers could come from all sorts of places in the NCR, simply because it's made clear that the Core Territories have obtained an industrial capacity at least on par with the Gilded Age by the time of NV.
I get where they were going at in Fallout 2, but I still feel that continuing stories in the now-developing wastelands the players previously played in wouldn't be as fun when you mostly move between cities with the occasional animal encounter. That's why I honestly prefer the Fallout games to find new and semi-unique settings for their sequels: you get to see new locales, find how they're handling the wasteland, and begin the path to restoration. Of course, I could see some spin-offs set in the new territories, but it would always struggle with having to solidify certain endings, and nobody likes their preferred ending being decanonized.thats one of the weird things about fallout 2, the whole post-apocalypse aspect of 1 is pretty much done with in 2. its not barely surviving, its roughly 1890s-1910s era advanced. with factories and governments and the acceptance of a currency backed by something real. sure you had to walk everywhere and violence was natural. but overall life probably wasn't that bad for most people. a lot of the chosen one's antics were because of his own fuck ups. i bet most of the NCR is like New Vegas, not a lot of violence and danger outside of muggers or the odd wild animal. you're only likely to get shot if you decide to rough up the wrong people or antagonize the people in power.
New Vegas as a game really doesn't have a lot of violence compared to 3/4. outside of wild animals there are very few roving gangs, the powder gangers is a recent problem, but overall there isn't a lot of danger or reason to be trained in combat like there is in the DC wasteland. society has mostly rebuilt outside of mass production of cars.
Or maybe female courier that hates NCR and sees pragmatic alliance with Legion as best way to kick NCRs ass.Power pretty much in my eyes. Even in societies that women were significantly inferior to me, including ancient Rome, a handful of truly powerful and talented ones tend to appear. You could roleplay as one wanting to be the bride of ceaser, or a Wasteland Cleopatra. Plus even in game, ceaser has shown himself willing to make use of people and tech that doesn't really fit with the legions stated ideals. Really we got jewed by obsidian fleshing out the legion less than the other factions, they had the most cut content, including legion towns and significantly more to do at the fort.
No. Canyon-Runner at Cottonwood Cove is a proud Blackfoot in addition to being a legionary, despite the Blackfoots being the tribe Caesar took over to start making his legion with. The dog breeder was a Hangdog before his initiation, and maintains his tribal affinities with such creatures. Caesar hasn't created a true Legion, but more of a tribal confederation. He himself refers to the Legion as one greater tribe.I think Courier knows, but given how most tribes don't leave behind a legacy and even if the Legion collapse, Sallow's lessons won't disappear to the dust in the wind unless something better comes along the way. It's a lot stronger than oral tradition and superstition. The only time a tribal survives the Legion indoctrination and influence intact was the Great Khans and that is only if you give them something else as inspiration.
Obviously Caesar lets the Followers in New Vegas leave unharmed, but there was probably the unspoken requirement that they not attempt to disclose his past history. I would also presume that, should Caesar succeed, in the "civilized" territories west of the Colorado River an attitude of "Well, he's earned it" would largely pervade."Many years have passed, and by post-apocalyptic standards, Caesar's accomplishments have been prodigious. But the man's hunger for greatness has never been sated. Having assembled a loose nation of slavers and slaves, having won countless "wars" against inferior peoples, secretly he still feels like an upstart, an amateur-a barbaric King of the Gauls, instead of a lofty emperor of Rome.
To advance, he needs two things: a Carthage and a Rome. In the NCR he has at last found a great adversary, against which he can wage a military campaign worthy of history books. (Indeed, worth teaching his subordinates how to read and write, so that future generations can read his own Commentarii.) And in Vegas, powered and watered by its great dam, he has found a capital worthy of, well, a Caesar. Contrary to the old saw, Rome will be built in a day. With that out of the way, the next step will be to proclaim his apotheosis. All good Roman emperors became gods, although that was usually done posthumously...
Besides a (highly unlikely) military defeat, Caesar fears one thing only: exposure. The denizens of the wastes are too ignorant to realize that his entire empire is a grand act of plagiarism, but the Followers of the Apocalypse know exactly who he is and what he has done. Should his tribe discover that he cribbed the entire culture from books about ancient Rome, rather than having its customs dictates dictated to him by Mars...well, it's very unlikely that could happen. And he won't let it happen. That is why his forces have a standing order to kill all Followers of the Apocalypse on sight, and to brutalize all 'civilized' or learned captives and haul them before Caesar's interrogators. Those who make the mistake of saying, 'Hey, you guys, it's like you're emulating the ancient Roman empire,' end up as severed heads on poles."
New Vegas is explicitly on the fringes of NCR territory, too. Its unsettled, unconquered land, with Powder Gangers and everyone else who fled them such as the Vipers, Jackals, and Khans winding up with their backs against the wall.thats one of the weird things about fallout 2, the whole post-apocalypse aspect of 1 is pretty much done with in 2. its not barely surviving, its roughly 1890s-1910s era advanced. with factories and governments and the acceptance of a currency backed by something real. sure you had to walk everywhere and violence was natural. but overall life probably wasn't that bad for most people. a lot of the chosen one's antics were because of his own fuck ups. i bet most of the NCR is like New Vegas, not a lot of violence and danger outside of muggers or the odd wild animal. you're only likely to get shot if you decide to rough up the wrong people or antagonize the people in power.
New Vegas as a game really doesn't have a lot of violence compared to 3/4. outside of wild animals there are very few roving gangs, the powder gangers is a recent problem, but overall there isn't a lot of danger or reason to be trained in combat like there is in the DC wasteland. society has mostly rebuilt outside of mass production of cars.
It's just Bethesda being uncreative and relying on nostalgic bullshit to sell games. At least in 3/4 they made the brotherhood make sense, and NV just had them as a minor faction that you could basically ignore if you wanted to. 76 was just them being too fucking lazy to come up with new ideas. Hell, they could have made a separate US army remnants type group, but no they just popped out more of the same. Bethesda has never really had writing as their strongest point, but it's done a full on nosedive in quality the last few games they've done.Or maybe female courier that hates NCR and sees pragmatic alliance with Legion as best way to kick NCRs ass.
It is shame they cut Legion content, Because in Bethesda Fallout we have Brotherhood brotherhood and even more Brotherhood I even heard they are somehow in fo76 despite that game being set like 20-30 years after nukes dropped and brotherhood is small group of mutineers that is xenophobic and have even by Fallout standards low manpower and are only relevant, because they hoard all prewar tech. Wasnt PC from fo1 first outsider who was allowed to join, after he completed suicide mission of course.
And this group has somehow bases all around USA.
Adding more legion quests would’ve helped that too.A way to make other paths for the New Vegas ending seem like a viable alternative is to play up more serious negatives for the NCR.
Play up the fact that NCR corporations are beginning to exert a level of control over the government that prewar corporations had over America.
Have it so that instead of the Great Khans acting like a bunch of Raiders and being surprised there would be retribution, it's instead that the Khans were reforming with aid of the Followers and abandoned their roots as Raiders when the Bittersprings Massacre occured which reverted the Khans back to being Raiders and drug dealers.
Make it seem more clearly that while the NCR are a democracy, they're following way to closely in the footsteps of prewar America and a victory at Hoover Dam might be the point that pushes them fully into prewar corruption.
I don't know what you mean I mean the game doesn't exactly shy away from portraying the ncr as aggressively incompetent buffoons losing the war by a mile and needing you to basically wipe their asses every step of the way for them to get anywhere on top of being bloated inefficient and clearly on the brink of falling apart for conquering more than it can actually handleA way to make other paths for the New Vegas ending seem like a viable alternative is to play up more serious negatives for the NCR.
I've said it before but maybe not here but a reformist enclave would be objectively the best choice in any fallout gamePlaying through 3 to finish getting my platinum trophy, and on a whim I decided to read up a bit on Colonel Autumn as I was wondering how he survived your dad's sacrifice.
Well upon further reading, I'm really, really annoyed that the only real Enclave ending is "whole sail genocide". I did not know this previously, but Autumn was vehemently against the genocide plan so much so that he was at constant odds with Henry Eden. His methods may of been evil and misguided, but Autumn did genuinely want to rebuild America and didn't see how such a blatant genocide would help achieve that goal.
There's a lot of nuance that could of gone into a "join the Enclave" route, but instead it feels like they just opted for "they are bad guys, no matter what, and if you side with them you're pure evil". While I don't agree with Autumns methods, I don't see an ending where you side with him and he takes over the Enclave being the "absolute worst thing that can happen to the wasteland" like they try to make it out to be. There's an argument to be made it would a "fascistic ruling", but as a counter argument, in the hellscape that is the wasteland, I don't see giving up some freedoms for security and the ability to rebuild as being the worst thing that can happen. Thanks, Bethesda, for half-assing everything.
If we ever get a Fallout set in Chicago, that might be a neat idea to explore if they decide to incorporate that branch of the Enclave. Hell, I think it'd be cool to see how they'd tackle the Midwestern Brotherhood of Steel compared to Tactics, how much crazy shit from that game would get carried over (if nothing else, the contrast between the "dominant" chapters of the BOS might be interesting to see)?I've said it before but maybe not here but a reformist enclave would be objectively the best choice in any fallout game
Can only recommend you try the Unofficial Fallout 4 patch on Nexus. They do fix a shit ton of dodgy meshes but cannot swear to it alleviating the rubble piles problem.Is there a mod for Fallout 4 that fixes the shitty hitbox/invisible textures on the rubble and other metallic structures in the open world?
It’s because they don’t have spinning machines.What's the point of the White Glove Society having their own faction reputation? They don't help you at Hoover Dam or provide support in any way and as far as I can tell they aren't involved in any quests except Beyond the Beef.
Weirder is the other two members of the three families The Chairmen and Omertas do not have their own faction rep.
Is it cut content and they originally played a bigger role?