does the time limit in fallout 1 eventually disappear?

Soapstone

It Wandered In From the Wastes
i kinda dislike how you have a time limit to get a water chip, and i am wondering if that is the whole goal of the entire game, or does it eventually get replaced by a bigger goal and the time limit get replaced?
 
lol, darn! ok, i will work on that, i plan to get a caravan out there to help increase the time needed.
 
I played both of the first games in a big rush since I thought there was a strict time limit. :smile:
 
I know this is off topic... but I just had a look at Mutants Rising. Shit it looks like the true Messiah that those bastards at Bethesda promised and failed on.

I have high hopes.
 
If you know a bit of metagaming you can also play out of sequence and win the game without getting the chip, by succeeding the next objectives.
 
that sounds complicated to go after something that might be a little out of your reach early on.
 
lol, darn! ok, i will work on that, i plan to get a caravan out there to help increase the time needed.
It was really a shame and annoyed the hell out of me when I found out that somebody at Interplay caved and disabled the other timers in the first patch, and removed the consequences of exposing the vault to the mutant army by sending a large caravan right to their hidden front door. :wtf:
 
yea, that could be a problem. i know generally that something happens with the mutants w/ the little bit i played of Fallout 2, but i dont know the big events. i just got a water caravan sent to my vault.
 
lol, darn! ok, i will work on that, i plan to get a caravan out there to help increase the time needed.
It was really a shame and annoyed the hell out of me when I found out that somebody at Interplay caved and disabled the other timers in the first patch, and removed the consequences of exposing the vault to the mutant army by sending a large caravan right to their hidden front door. :wtf:

Considering that this part would come at a time during the game where most have not encountered super mutants (always remember the first-time player!), then it would almost be a trap-mission, because there is nothing indicating that sending the caravan could possibly be a bad thing. No matter how tactically or carefully you try to think about it, it seems like a good idea, you even pay substantial ammounts of caps for this service. I always feel like half a hero after that deed alone.

NOW... for a re-player, someone allready used to it, it would have made the game more interesting for the caravan to have unforeseen (and in retrospect fairly logical) consequences, but in terms of gameplay - especially first-time, it would play out more like just a trap I think

That said, I had no idea, and I don't particularily dislike the idea - now that I'm fully aware of the super mutants in the area :D
 
um, i dunno what happened but i met them in necropolis while searching for the water chip, and stupidly again, i had only 1 save file.

i got taken to the leader, tortured, put in prison, i escaped from prison, snuck past the guard, fooled some guards and stole explosives from a chest, repaired mr handy to have him blow up, took what he carried with him, leveled up, and now i have no idea what to do, cuz i dont wanna trigger the 3min silent detonation of the place until i have a safe passage out of the area, and the mutant guard wont let me pass! sneak is around 33-ish%. did i screw up royally?
 
It can be done by a low-level character and an unexperienced player, but it has been so long i don't recall how to outrun them the best.
 
those big/energy guns hurt, a LOT! usually it takes 2 hits by them and i am dead, if it is a critical hit, then only 1 is needed to kill me.
 
Weapon? And I used metal armor. I had almost all the companions but Katja. They can be easy with a flamer (especially if you're not hostile first because you can get close and burn shit).
 
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