Anani Masu
Still Mildly Glowing
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Anani Masu said:I guess I'll just echo what Rad Hamster (whom I don't recall offhand does) posted just before Dan Ross.
Rad Hamster said:A semiotician could add that in fiction, things often are as they could not be, because they are as they must be.
Anani Masu said:In this case I don't see the problem since the motivations of raiders hoarding a cache and townspeople trying to get at it are both understandable.
No, but the creators are given reign to determine whether or not an event happened within that fiction, even if it might be unlikely. The unlikely presence of supplies creates conflict that improves the game. The unlikely decay rate creates a iconic ideal suburban home gone to ruin image that improves the game.Per said:So now fiction = absolved from all considerations of quality?
What offending details? There is a store with some supplies left. Raiders have made that store their base for that reason. A local store owner wants us to check it out to see what/how much is left. Those are, to my knowledge, all the details.Per said:Notice how you dropped the offending details etc.
Anani Masu said:The old Fallouts, as well as the new one, have things decay at unlikely rates because that makes it a better game. The Glow would not have dangerous radiation levels during Fallout 1 if we went for realism, but the heavy radiation made it a more interesting and hostile experience. Pre war stimpaks, ammo, etc. would all have likely been looted/decayed to uselessness even by the time of the first game.
sarfa said:TheWesDude said:I disgree. These cars look very volatile to me, sort of "Don't breathe on it to hard" volatile. Therefore I could see people not scavenging them for fear of the thing blowing up when they try to opne it/move it etc. Some explosive devices simply become more dangerous after a while, and if you're not a highly trained expert, the best thing to do with one such device after 200 years is to leave it alone and keep your distance. Very few people would feel confidant enough to have any idea what they were doing with scavenging such a device, and even fewer would be able to do so without ending up as meaty chunks on the floor. It's not unfeasible for all such people to have been killed in the war, and for no such people to have plundered DC. After all, teaching new people these skills would be difficult and quite possibly not a priority after the bombs fell.
see the car in fallout 2. you would have to be assuming that the war killed all the mechanics in the world. even hobby mechanics know how to do pretty major car repairs even pulling out motors and such.
Anani Masu said:So, uh, the raiders sat on that loot for 200 years?
Why did a vault which spawned 3 different groups of raiders and was supposed to have been thoroughly looted still have 2 lockers on the first floor with flares, stimpaks and a medkit? Because it gives the player something interesting to find.
supplies like that in a settled environ of current stuff makes sense. supplies of pre-war tech in an unsecured place that would have been ransacked? non-viable.
if its pre-war tech, its not viable. if its post-war tech, its eminently viable as it could be part of the "stores" of the raiders, but then again, they wouldnt stack things on the shelves in the store, they would consolidate the useful stuff and throw off the chaff.
ArmorB said:Well my issue is that you all say that the Enclave got wiped out in FO2, but how many sequals of TV, Movies, Video games, Books, etc were based off of that false assumption? Just because the PC assumes that they were wiped out doesn't mean he had all of the info possible...
the only thing that is actual cannon is the lore in FO1+2, which means holodisks and endings.
and the endings and the lore state the oil rig was destroyed but that navaro wasnt. now it would take a long time for them to re-build, BUT to rebuild and move entirely? little far-fetched.
keep in mind, the CAPITAL of the US would have been considered a high-priority target just like a military base. merely for the psycological factor if nothing else.
it would have been hit by multiple nukes and absolutely levelled. why would the enclave be present in the remenants of a high priority target and why are there still buildings standing.
THATs my problem. explain that with "artistic liscence"
ArmorB said:Members of the Enclave that were the guys that roamed the desert in the random encounters find out about the leader getting killed and decide to band together and move east and start anew? for me I see it as there are plenty of possible reasons for them being on the East coast that I don't bother to question it.
the most obvious argument would be when you get to navaroo the first time you can tell the guy you are from another base transitioned to navaroo and you being a tribal and him accepting you because they obviously are accepting them would be the best argument. there are other bases, and they are recruiting tribals.
but in 200 years, they would not have been able to move from 1 coast to another simply because that is a lot of territory even with vertibirds.
Very good point, Wolf. Isn't it amazing how we're told that things have advanced so much, but so many game devs go on making the same dumbshit mistakes and the same dumbshit excuses for those mistakes, year after year, to this very day?UniversalWolf said:game technology has advanced greatly since the original Fallouts
TheWesDude said:Anani Masu said:sarfa said:TheWesDude said:I disgree. These cars look very volatile to me, sort of "Don't breathe on it to hard" volatile. Therefore I could see people not scavenging them for fear of the thing blowing up when they try to opne it/move it etc. Some explosive devices simply become more dangerous after a while, and if you're not a highly trained expert, the best thing to do with one such device after 200 years is to leave it alone and keep your distance. Very few people would feel confidant enough to have any idea what they were doing with scavenging such a device, and even fewer would be able to do so without ending up as meaty chunks on the floor. It's not unfeasible for all such people to have been killed in the war, and for no such people to have plundered DC. After all, teaching new people these skills would be difficult and quite possibly not a priority after the bombs fell.
see the car in fallout 2. you would have to be assuming that the war killed all the mechanics in the world. even hobby mechanics know how to do pretty major car repairs even pulling out motors and such.
No, you didn't just find the car in Fallout 2, having not been maintained in centuries. Some explosive devices (possibly including whatever powers the car and makes it explode) can become very fragile and volatile as they decay, when they haven't been maintained, like in Fallout 2. I'd argue that the car still working in Fallout 2 is a case of luck- getting a mechanic able to keep a car running for that length of time is tricky buisness, the car in Fallout2 was lucky to be near one. Clearly the ones in Fallout 3 weren't.
I'd only have to be assuming that the war killed all mechanics in the world if it was a case that the world had as good (if not better) transport links from one location to another, (Planes, trains, cars, ships, etc) as the real world does now and that in a post acopalyptic society people would be willing to put in the effort required to bring on here. The mechanic in Fallout 2 is clearly a specialist, a small area of a few hundred people (Whats the NPS count?) not having a particular specialist is not unfeasible, it's quite likely.
As for why the Brotherhood haven't touched them, maybe, due to the 'engine decay' all the explodey powersource is good for is unreliable, breath on it hard and it goes boom, bombs. They have better stuff (Presumably) and thus don't want it. When I have a machnie gun, you can keep your pointed stick.
It's not that far-fetched that a few piddly things like that would be stashed in a locker (not sitting out in the open on a shelf) by the last raider party who saw it as even being worthwhile to look before it became infested with critters. Seems plausible that they may have had to leave a few items in order to carry more valuable ones. Note, however, what you were sent there for which ended up not being in there.Anani Masu said:Why did a vault which spawned 3 different groups of raiders and was supposed to have been thoroughly looted still have 2 lockers on the first floor with flares, stimpaks and a medkit?
Per said:Notice how you dropped the offending details etc.
No, it means that good fiction is a two-way street. We're offered the chance to view and interact with a struggle between a town and a group of post-apocolyptic raiders, and have an impact on its outcome. I think that it'll be fun trying to figure out how to retrieve the needed meds (or, making the judgement call on if it's worth it to retrieve them, or just let the person suffer). All you have to do is accept the small detail that the object in question exists. If you want to argue something as trivial as that, then the whole experience will fall apart and you won't have a chance to explore the true conflict, which is the tension between the two parties.Per said:So now fiction = absolved from all considerations of quality?
but in 200 years, they would not have been able to move from 1 coast to another simply because that is a lot of territory even with vertibirds
Phancypants said:Enlighten us, great keeper of the facts. Which details are we missing?
Phancypants said:All you have to do is accept the small detail that the object in question exists. If you want to argue something as trivial as that,
Per said:this is bad not because it requires medicine to survive intact for 200 years, but ...
Per said:the main problem is not that there's actually medicine there.
Phancypants said:then the whole experience will fall apart and you won't have a chance to explore the true conflict, which is the tension between the two parties.
Yeah like America was totally flat before the war, no mountains, rivers or canyons. Even with the destruction centered around the cities, industrial infrastructure and military targets the rest of the country would still be in a right state. It just takes one storm to take out a bridge or wash out a road. One earthquake to bring down a flyover or collapse a tunnel, without anyone or the infrastructure required to repair and maintain the roads, tunnels and bridges it would be a long slow and arduous trek without even taking into account storms, mechanical failures, wild animals and mutated creatures.ArmorB said:From one coast to another = about 2000 miles...
...Walk 10 hours a day
It would take 50 days to cross the nation.
It's not a vehicle, you don't sit in it and let it do the walking. It's a powered exoskeleton that fits around you but it doesn't walk for you. You'd still have to put one foot in front of the other, your muscles would still be working still burning energy. Even if it totally supports your weight as well as it's own you'd still have to work it. You'd might be able to travel further and faster than without PA, but you'd still get tired.ArmorB said:(power armor means you don't get tired)
sai | GLYPH said:Per and BN, I'm gonna have to chalk this one up to lack of information. Not even Bethesda is stupid enough to write a line such as, "I need medecine. It's on the third isle of the Super Duper Market. Go get it," which is what we'd have to assume would be the dialogue if all we get in game is all Per told us.
sai | GLYPH said:But anyway... suppose...
The quest giver has a sick daughter.
...
sai | GLYPH said:Top Ten... Letterman?
Who said it was the only source of water? How can you know it didn't break recently and the person responsible for conservation wasn't around? Or even better, almost anyone could do it but someone was smart enough to use you do to the work. It's nothing as far-fetched as Bethesda's quest (I wouldn't be surprised if they altered it after reading NMA).sai | GLYPH said:(...)How has Arroyo survived with a broken well?
Because they didn't know how / preferred to use you?sai | GLYPH said:Why has no one else fixed it?
*Sigh* The chosen one had at least 17 years to learn certain things, also it was just a primitive well (without any pump or sth), how difficult could it be to repair it?sai | GLYPH said:If no one knew how to fix it, how did you - who taught you?
What's wrong with that quest? (Actually it's one of my favorite ones).sai | GLYPH said:'If you get involved with thieves, one quest is to go to the other side of town and steal a diamond necklace from a rich guy.'
How does he keep from being robbed/attacked left and right?
Why do they want the necklace anyway?
What the bloody, bloody, bloody hell are you doing here?