Damned thieving kids took my radio!
They can, once I went in there late in the game, with the gauss rifle in my kicking spot (had punching spot so weapon was holstered), and a little punk stole it!!!!! I didn't notice it cause I was looking in the inventory part and didn't notice that my gun was gone! Little thief sold it and was too expensive to buy it back. Luckily, I saver it just before walked by those brats, and now it is a habbit to save before walking by those *@#&% thieves!
It isn't like life has any value in the post apocalyptic world, only survival.danferry wrote:Yeah, I guess I am. But I also believe that the merchant wasn't guilty of theft, only of buying a stolen item. Death is kind of a harsh punishment for fencing!Radoteur wrote:You didn't kill the merchant. Pfft.
Pussy.
If killing a merchent and taking his loot will help you in your survival then it's all good. :)
Ghouls are already dead. :lol:
Merchants are both drug-dealers. They are ruining nearly everyone's lives. And Tubby's got those friends that talk and those friends that don't talk. You want to know why they don't talk anymore? He fixed their tongues. Yep. And those whores? I liberated them. Sure, they died, but death was better than being a sex slave.
What kind of rare weapons they have? I might think twice if they can provide me with some nice merchandise. Hmm... Cat Paws, too, huh?
Well, I've gone through to Vault City the normal way, Redding, and Broken Hills, and I've got 8 of 'em (plus the one I stole back from Set's glowy kid). Just two more for New Reno, right?
Merchants are both drug-dealers. They are ruining nearly everyone's lives. And Tubby's got those friends that talk and those friends that don't talk. You want to know why they don't talk anymore? He fixed their tongues. Yep. And those whores? I liberated them. Sure, they died, but death was better than being a sex slave.
What kind of rare weapons they have? I might think twice if they can provide me with some nice merchandise. Hmm... Cat Paws, too, huh?
Well, I've gone through to Vault City the normal way, Redding, and Broken Hills, and I've got 8 of 'em (plus the one I stole back from Set's glowy kid). Just two more for New Reno, right?
Mailbox Man!
Yar.
Yar.
Fallout ghouls are a bit special. They aren't undead, in fact they seem to live longer than usual.Radoteur wrote:Ghouls are already dead. :lol:
Yeah, you need 10 mags to complete the quest and get the bonus issue. Flick in the Den sells Cat's Paw mags(and there's always new mag in the stock when you return). You can find those 10 mags scattered around the game anyway, if you keep your eyes open. Some merchants are extremely useful if you want ammo for the gauss rifle, bozar or energy weapons. It depends of course on how much you waste ammo. Unarmed/Melee characters may not need any ammo at all. Anyway, I suggest you keep at least Eldrige in New Reno and the merchants in San Francisco alive. They can have some rarities in their stock, both weapons and armors. But if you feel like you don't need any, feel free to waste 'em.What kind of rare weapons they have? I might think twice if they can provide me with some nice merchandise. Hmm... Cat Paws, too, huh?
Well, I've gone through to Vault City the normal way, Redding, and Broken Hills, and I've got 8 of 'em (plus the one I stole back from Set's glowy kid). Just two more for New Reno, right?
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- Scarf-wearing n00b
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Well, as far as the merchants in Den go, keep them alive for three reasons:
DRUGS
DRUGS
DRUGS
They have a steady supply of Buffout and Jet. Not important if you play a goody-goody, or if you play save/load, but a BIG deal if you decide to play with an addiction.
DRUGS
DRUGS
DRUGS
They have a steady supply of Buffout and Jet. Not important if you play a goody-goody, or if you play save/load, but a BIG deal if you decide to play with an addiction.
A day without nuclear power is like a day without the sun.
SF and NCR
Yes, I agree the people who made those towns were idiots. Not only for money reasons, but...they had the 'problem' fallout 2 seemed to add in. The average townsperson has 70 hp, and a common guard has 200....something seems wrong...I liked Fallout 1 because townspeople, who lead common non adventurous lives were realistic, they could die in one shot if you hit them right, (I am not talking about a critical hit, or burst fire) I mean just shoot them with a 10mm, and they might die. Which in real life could happen. Fallout 2 went too far with hit points in some towns. I mean 200 hp....Morhpeus had 80 hp I believe, and an assault rifle, but in Fallout 2 a common dog is stronger than him. Also...is it just me, or are the new npcs Fallout 2 made so..unfitting? They seem so smooth, and round, the Vic, shi townsfolk, shi guards, tuxedo, ect npcs, there movements are so round as well. They just do not fit in with the other rough fallout graphics, which just makes the game look stupid. Anyways....sorry about ranting, I am sure you can tell I like Fallout 1 alot more than 2.
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Re: SF and NCR
I agree. It seems they slowed their animations or something, just for the new sprites, and rehashing the old Fo1 sprites.Duc wrote:Also...is it just me, or are the new npcs Fallout 2 made so..unfitting? They seem so smooth, and round, the Vic, shi townsfolk, shi guards, tuxedo, ect npcs, there movements are so round as well. They just do not fit in with the other rough fallout graphics, which just makes the game look stupid.