Page 3 of 3
Posted: Wed Sep 18, 2002 6:21 pm
by Rosh
Exactly, Rat Keeng. Sometimes those things are glaringly obvious.
Then again, some people's kids get loose on the internet and start chewing the keyboard, as I'm suspecting we have here.
Wha-? Surely you mean 80 years. Or did i miss the latest update of the FO bible again?
That's so true... You should see one fellow on the NMA Fo3 forum where Mirax says to correct Chris. Like where to start? When would it end?
Posted: Sun Sep 22, 2002 4:15 am
by Saint_Proverbius
Correcting Chris on the FOB is a full time job. Even then, he doesn't always listen no matter how good your counter argument is.
For example, when he said the GECK was just a suitcase full of seeds and building plans.. Gareth said something like, "Well, if it's just seeds, then a high intelligence character in Fallout 2 should just be able to suggest crop rotation like in Fallout's Shady Sands. Game over in TWO MINUTES!"
You have to admit, Gareth had a great point there. If it's not something technical that can't be obtained easily, then Fallout 2 really had no point at all.
Also, if it's just a suitcase with seeds and plans, why the hell have one at all? Vaults had hydroponic bays. Why not just get seeds from those plants? Why not just transplant the plants from that bay to town?
Chris's explanation of the GECK doesn't make sense at all. How did Shady Sands get started if the GECK didn't build their town fairly quickly? Vault 15 was attacked by raiders, Shady Sands is near raidar camps. If it took them a few months to build a town, they would have been destroyed before they got everything running.
Posted: Mon Sep 23, 2002 8:24 pm
by VasikkA
GECK always felt like a toy compared to waterchip. The waterchip was essential to survival, GECK was not. In fact, they(your tribe) probably would have joined Klamath instead of sending out someone to search for a GECK. And how the hell did they survive those 70(?) years without a GECK then? I'm sure they would have learned all the agricultural tricks by then. There could have a been a better starting-quest for Fallout 2, luckily the main quest became 'save your people from the Oil Rig' which lowered the importance of GECK in the whole game. Again, it'd be interesting to see what role the 'GECK' had in the original game design... :roll:
Posted: Tue Sep 24, 2002 3:49 am
by Som Guy
They probably got by all that time because they didn't need as much crops du to a lower population this is just a guess though
Posted: Tue Sep 24, 2002 4:18 am
by Dan
Som Guy wrote:They probably got by all that time because they didn't need as much crops du to a lower population this is just a guess though
Remember more population means more men power.
Posted: Tue Sep 24, 2002 4:57 am
by Som Guy
Yes but maybe only a small amount of land is fertile thus the need of the geck to make more land useful.
Posted: Tue Sep 24, 2002 10:39 am
by Rosh
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".
Posted: Tue Sep 24, 2002 10:48 am
by Constipated BladeRunner
NEWS FLASH- FO2 SUCKED!
WOW!
Posted: Tue Sep 24, 2002 5:27 pm
by Rat Keeng
I always thought of the GECK as some sort of technological wonder, the height of science at it's time. Not seeds and sketches on how to construct huts. If you look at the picture of New Arroyo at the end of FO2, that was built with help from the GECK. You'd think it'd take more than just a few seeds to make a town that makes NCR look like a primitive settlement.
Posted: Tue Sep 24, 2002 7:33 pm
by Rosh
Rat Keeng wrote:I always thought of the GECK as some sort of technological wonder, the height of science at it's time. Not seeds and sketches on how to construct huts. If you look at the picture of New Arroyo at the end of FO2, that was built with help from the GECK. You'd think it'd take more than just a few seeds to make a town that makes NCR look like a primitive settlement.
Which proves even more that MCA is on some serious nose candy given the first explanation in the "Fallout Bible". I wonder if it's the explanation still given. If so...then I further understand the futility of correcting it and applaud my own decision to not waste my time with it.
Posted: Tue Sep 24, 2002 11:06 pm
by Blarg
The GECK is more than seeds and stuff. One of the video clips shows a brief interior view of it. It is full of blinky lights, test tubes, an oscilloscope, and assorted other 50's sci-fi techno-stuff. I think that its operation was supposed to be unclear; it was intended to be a deus ex machina in a box.