Hello, killap.
Not long ago I've read a
post by Dravean in RP1.2 thread about getting into Navarro inside a Vertibird:
I believe this sequence was meant to serve a similar purpose to the part in Fallout 1 where you can have the Super Mutant at Necropolis "arrest you" and take you to the Military Base. It's simply a neat way to get a sneak peak at an end game place long before you're supposed to get there. Of course, the chance of getting out of that place alive at that early point is slim-to-none. So, just like in Fallout 1, you'll most likely die and have to re-load.
Having played Fallout1 recently, I am inclined to disagree. It is entirely possible (and in fact, extremely easy) to escape from the Military Base with a relatively low-level character with half-decent PE (kamikaze helps, a lot), EN and AG ('Bonus Move' perk is VERY useful, but requires lvl 6). All you need is enough HP's to endure a single shot from Laser Rifle, and quick reflexes. There are several different approaches to leaving the Military Base, based on whether or not your character:
1) Has a good speech
2) Has a good stealth
3) Plans to retrieve his stuff
4) Plans to raise an alarm (you can still leave without killing anyone)
5) Plans to destroy the Military Base (you can do so without raising an alarm)
6) Plans to kill everyone inside
Everything is possilble for a 5th level character with 53 Hit Points with a decent probability of success (95% to just leave, everything else depends on your skills). It goes without saying that this is without having to resolve to reloads or exploits such as running from Lieutenant while continuously pressing 'A' key.
What I am trying to say, being taken to Military Base in Fallout1 is not a "sneak peak" at the end of the game, nor it is a death sentence, but a different way of plot progression. If the intent of adding a sequence with the Vertibird was to bring Fallout2 more in line with how Fallout1 used to handle things, perhaps there should be a way out of this situation.
What do you think?