VasikkA wrote:(snip)
Yes, it speaks volumes for (against) BIS' game design right there. Many situations and parts just don't make a bit of sense.
Also...they have NO explanation why they waited 80 years to go find the GECK, and then assume they could just snatch one from Vault 13, if it wasn't used up already by the people who were at V13. Also, why didn't someone just swipe it on the way out?
They also lived 80 years separate from the Vault, and they were in a much more primitive way of life than a city less than a day's walk from them, and a city that was untouched by the Enclave and others. A city that was also far advanced from the people from a Vault and whatever equipment they might have brought, even after trading. Arroyo might make a little sense if Klamath wasn't there. Klamath seems like it was a filler location if anything.
As I've said before, the story in Fallout 2 was crap in many ways if you really do look at it in a practical manner. It's hardly even plausible from a sci-fi standpoint (even sci-fi time from where Fallout is borrowed from), unless everone in the setting is a complete retard. It all makes even less sense if the GECK is explained as "seeds in a suitcase".