Posted: Fri Jul 12, 2002 12:54 am
Having the plans for robots is fine and dandy until you remember that the parts for them haven't been made in over 160 years. You could probably scavange parts given several robots, and hope the same systems in all of them haven't failed, but keep in mind that every time a system in a robot fails due to a component burning out, that's one less robot left in the world.Ghetto Goose wrote:well, if this is placed AFTER the events of fo2(and it better fuckin be) the BOS will already have the design for those big humanoid thingies. One of the plus's to joining the BOS in this would be access to such NPC's. Even a recruiting pool once you do a few BOS quests. Of coarse, those would be the expendable ones
Well, at some point, you have cross overs, two or more weapons which are close to the same in statistics. Having more weapons just means more cross over weapons, especially when it comes to bullet/shell weapons.I agree, but think...in fo2, you use probably 5-10 weapons. Why? because you use the best you can get at any given time. and the way the game progresses, people end up usually having the same guns around the same areas. I just wanna see more weapons because of the fact that thered be more than there were in fo2. Not because im a "skip to San Fran and steal a ton of shit" guy.
The reason I'd rather see less weapons is to get away from them using the weapons that don't exactly fit Fallout just for the sake of having gobs and gobs of weapons.
So, something like a Gecko Hide Armor? Something poorly tossed together? I can see that.Well, and i said this in the armor thread, Just about every enemy has "armor" no matter what. lets just say, hypothetically that you start out as a tribal again in fo3. More than likely, your tribe wont give you the Advanced PA, Gauss Rifle, Car and the ton of junk the guy in fo2 had.
Avellone's logic is faulty. He assumes that if there was a garage in NCR, garage must equal cars. Likes the dozens of people who replied to him, a garage is just a shelter to work on large things.People were bound to see the chosen one's car and try to copy it. plus, there were 200 cars in NCR. in an interview, Avellone said that, and thats why the guy offered to watch you car even if you didnt have one, thats why there was the shop outside New Reno, and thats why the guy in the robes offered to repair it.
Likewise, the berth where you park your car in NCR also doesn't mean there's cars. That berth could be for resting/feeding brahmin after a caravan drive. It could be for parking the caravan trailers. It could have been built for slave auctions before NCR outlawed them.
Amish people have garages, but they don't have cars.
Furthermore, we know that vehicles were chopped up and used for other things in Fallout. Cars are big piles of refined steel, and steel is a nice thing to have. The truck beds make good caravan wagons. The rest of the steel can be used for other things, considering metal has a lot of useful properties. It's hard, it conducts heat well, it's malliable, and so on. Would you rather harvest car metal inside or outside a garage? Think about it.
Now, consider that NCR had trade, which can be seen by Westin's caravan guard job, I'd say the explanation that CAN BE SEEN is a little better than some hack-kneed excuse for them like, "There's cars, you just can't see them."
I'll take Tim Cain's Used Car Lot encounter's explanation over Avellone's silly assed "game logic" one, hands down.
Again, this is called grasping. I seriously doubt they were thinking "Hey, let's not put cars in NCR because a player could steal them" when they were making the town.Avellone said, "The player wont go through the trouble to get the pieces, and pay the money to get a car, when he can just swipe one" I think you should have the possiblility to have a few cars. Now, im not saying "GET THE TANK AND THE APV, NOW LETS ROLL OVER THE MUTIE!" but more modest cars. maybe a taxi, or a station wagon(i want this one) or minivan or something like that.
Ghouls are human. Dogs are okay. The whole idea of friendly deathclaws and mutants just for the sake of having them be an NPC is silly though. Supermutants and Deathclaws are supposed to be very scary things, not your bestest bud.Only human? aww, have a heart SP! no ghouls, no mutants, no dogs, no robodogs, no robots, no deathclaws and the like in you party = NO FUN!
It's this kind of munchkinism that made Fallout 2 a pale shadow of Fallout.
Other than having the supermutant around to fire a minigun, which a human can do anyway, what?I think you should have the POSSIBILITY to get just about anyone in your party. Given the right speech skill/karma/whatever. that opens up so many possibilities.
Putting armor plates under the skin is one thing. Building Steve Austin, Bionic Man, is another. Another thing to consider is that they didn't have bionics before the war, when developing things is much, much easier. It's hard to think that a scribe or two, isolated in a bunker in Southern California, could do it when 2070s era earth couldn't.Right, and the BOS scribes have just been sitting on their asses all this time? They obviously know about combat implants, so they'd obviously try to improve on this.
Making a higher tech gun by machining it would take a long time, and you'd need the raw components for it.zipguns and stuff to BEGIN with, but maybe once you get to the BOS they teach you a few things?
Agreed, and in fact, I'd go as far as to say it's worse. Fallout's timeline is radically different from our own. Even in the original design docs for Fallout, it stated that the Space Race didn't happen in the 1950s, it happenned much, much later. Chris Taylor stated that fusion was developed in the 1970s in Fallout. Those are fairly significant changes when you get to the nitty gritty about it.Napoleon wrote:With that said, more isn't necessarily better. The sheer selection of weapons in FO2 wasn't just excessive and improbably, it was totally unnecessary.
Most of the weapons you see that were added in Fallout 2, the real world weapons from our time, and the weapons prototypes like the pancor and caseless weapons, probably wouldn't have existed just because the science of making such things would be different. Also, why would the military commission the AK-112 Assault Rifle for U.S. troop use when they had better weapons in the late 1990s - 2010s?
None of that made any sense at all. They just threw those weapons in there for the sake of having more weapons. Adding weapons for the sake of having quantity isn't a good idea.
100% agreed.When it comes to guns and armor, that mid-game leap from having one 10mm pistol and 24 bullets to owning more munitions than you can fit in your car makes gameplay a lot less meaningful. It even makes the big stuff seem less impressive. Remember how godlike it felt to have a suit of Brotherhood Power Armor and a plasma gun?
In fact, even having something technological in Fallout felt a lot better than in Fallout 2. Technology just wasn't that big a deal in Fallout 2 because it was over-present.
Also agreed, this was another problem with Fallout 2. Advancement was going on at way too fast a rate. It's been said numerous times that Fallout was post apocalyptic and Fallout 2 was just way too civilized. There was way too much progress going from Fallout to Fallout 2.I guess it all comes down to which direction you want Fallout to go. Do you want it to turn cyberpunk, or weigh more on the post-apoc side? I'm going for the latter, thankyouverymuch. I like my wasteland gritty and desparate.
Technology after the war should have peaked out at the time when the vaults started openning and then slowly degenerated from there. After all, the shelter of the vaults allowed for people to learn in a safe environment, and for adults to teach their children. Now, when they step out in to the wasteland, the adults have to protect their children and grow their own food.
Shady Sands in Fallout was a much better example of a post-vault group of people than say, Vault City in Fallout 2. They were backwards compared to the generations that came before them because life in the wasteland is much, much more difficult than it is in a vault or before the war. Vault 15 dwellers had to deal with raiders and radscorpions. Their survival had to become the focus of their lives. They simply don't have the ideal situation anymore. There's not as much time to pass down all knowledge from one generation to the next. In essence, with each generation, some knowledge will be lost.
There's even historical precendent for this happening as well. When the northern hordes sacked Roman societies, it didn't take long for them to lose the information on how to build aqueducts, for example. Without those, life became harder, and Europe was plunged in to the Dark Ages.
Nope, it was Tim Cain who said Fallout was about ethics, not building better plasma rifles.Constipated Bladerunner wrote:Incorrect, my cute little friend.
Look at Saint_P's tagline on the BIS forums, because the interviews are down now.