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Too many followers/NPCs would make a game too Dungeon Siegish. The main focus should be on one individual(PC) you control and just a few NPCs to assist you in battles and help carrying stuff. No, that doesn't mean they should be mindless robots doing kamikaze attacks if you tell them to. A few, but diverse and original NPCs work best in Fallout in my opinion. The way it already is.
You can raise charisma by wearing mirrored shades, using the memory module(blue) found in Navarro, the Gain Charisma Perk or by munching a few Mentats. So CHR checks and NPC recruitment shouldn't be a problem. Wearing two shades doesn't give you +2 to CHR, which seems pretty logical. :roll:
Well, I just don't like squad based CRPGs. It isn't good for the roleplaying aspect of the game, that single player character RPGs usually put more emphasis on. Instead you have to herd your squad and focus more on squad based combat.
Valdis wrote:Why did they limit the number of party numbers that you could have in FO2? I would've liked to see a small army of people instead of a "squad".
VasikkA wrote:Well, I just don't like squad based CRPGs. It isn't good for the roleplaying aspect of the game, that single player character RPGs usually put more emphasis on. Instead you have to herd your squad and focus more on squad based combat.
Well... as far as this battle in Catedral is concerned, the only good aspect about those extra NPCs is probably their funny death animations when they try to kill a mutant with a spear.
Yeah, it was pretty funny seeing those chumps in metal armor (at least their sprites had metal armor...) with spears going up against minigun toting nightkin.
Hmm, I usually left them waiting for me before I went to the master, although if you can kill master in one or two shots it doesn't really matter. (hell, it doesn't matter anyway, end of game.)