Fewer and fewer Mutants allowed

Better this than Bethesda remaking Fallout 1 no? (I doubt they'd go backwards in time, which would be the other option)
 
or they even ignore fo3's "new" setting and start another new idiotic setting as they did at TES series.
 
Well, Boston (probably) is new setting. And they are going to fuck up Fallout lore even more by making it cyberpunk. Return of that howling retard (3dog) is not going to help either. I hope that he will be killable, just like in F3.
 
woo1108 said:
you know? ghouls are not made by bombs.
they were only created at Necropolis(vault 12) though beth ignored that.
and thanks for beth's fo3, intelligentic SM became some kind of idiots(because of low intelligence) at NV.
so SM in NV is different from Fo2.

Uh, Fallout Bible specifically states that any large amount of radiation can create a ghoul. So no, Necropolis is not the sole source of ghouls.

Further, being dipped has ALWAYS made low-intelligence mutants depending on radiation. This is canon, and has been portrayed in EVERY game with them. Remember Harry?

Look up what you're saying before you say it.
 
how about nightkins or Marcus?
even intellectual supermutants became idiots.
That's the problem.

and radiation creats ghoul?
then why didn't Vic's wife became ghoul?
or other radiation sickness patient?
I guess it's just stupid fo3 setting became cannon case.
 
woo1108 said:
how about nightkins or Marcus?
even intellectual supermutants became idiots.
That's the problem.
I don't know where you get that from. Nightkins are schizo, not stupid. Marcus is not stupid.

Also, it is never stated that radiation sickness implies ghoulification. It is a requirement, but there is a randomness factor that decides if the subject survives as a ghoul or just dies.
 
I could be seeing things because I want to see them, but I think at least one of the NV devs thinks recent ghoulifications in-game could have been handled better. Trash and her die-ary at the Old Nuclear Test Site seem to be a pretty naked jab at the "instant ghoul-- just add rads!" phenomenon (and possibly a direct poke at both Moira Brown and oddly- though not ill-receivedly- Bittercup). If nothing else, she's a direct indicator to us the player that it's not always as easy as a would-be ghoul (or someone who would write one into the setting) would like it to be.

Part of me would like there to be at least a hazily defined x-factor that determines who changes and when, but a perhaps larger part is afraid that any attempt to codify that, even behind-the-scenes, would damage the very idea of "ghoul" beyond recovery. I can say with certainty that not a single ghoul, barring retconning, ever crawled home from The Glow or the Cathedral wreckage, though, not that anyone in charge is likely in the mood to clarify.
 
I liked better the FEV version. I know it was debunked out of canon, but it made sense, if you ask me. The FEV makes you a bit more resistant to radiation, and thus it makes sense it helps you survive. Then, ghouls would be just mild FEV mutants with their skin burned. At least, makes more sense than the current canon.
 
woo1108 said:
I mean SPECIAL.

SPECIAL is mostly irrelevant for non-companion NPCs, as devs can hardcode any skills they want them to have independently of SPECIAL points. Dialogs are important, and dialogs are not stupid for them.
 
Mutants presence in fallout should be made significant. But how ? Super mutants are bound to extinction and the creation of a new ghoul is a very rare event. Perhaps Beth should innovate by adding elements beyond the known ambiance ... but that is risky since new elements in the fallout can always backfire ...

I think a viable solution (and one that was meant to be in van buren) is to redesign the old mutant concept, adding ways those factions could remain present and with a significant impact in the setting. In Van Buren the reservation ghouls would find a way to create born ghouls ... perhaps the super mutants could also find a way to cure their sterility or take unquestioned control of a mutant breeding facility.

Whatever should be the explanation the only way to keep mutants as an important and active, meaningful, part of the scenario is to make them more than mindless beasts such as deathclaws, molochs, wanamingos and similar crap ... while those creatures have their own importance they would never replace the impact mutants and ghouls have.

Perhaps another route would be to explore FEV unique creations (gray, harold and talius) perhaps a new faction of mutants could be born from one of such creatures.
 
A new "race" of mutants sounds like a good idea, but in my opinion wouldn't they need a new origin? Chinese Nuke Radiation + FEV = Super Muties and Ghouls to some extent, and the odd abomination like Harold and other intelligent mutants. What if following Tenpenny's and Moriority's lead, more "people" from other continents migrate to America, including non-sterile mutants of some sort?
 
We really new races of mutants that are:
1. Intelligent
2. Fertile
3. Weird (so they can make both interesting enemies and potential allies/player character) but human enough not to be shoot-on-sight.

IMHO it would be hilarious if the Tunnelers dug out to Vegas and then... then... suddenly start speaking (bad) english and then ask for a audience with the local leader.

Also, am I the only one who thinks its time we got the option to get a mutant player character, like Ghouls and Super Mutants?

I can see ghouls playable more likely than Super Mutants, through, because Super Muties are clearly superhuman compared to a normie in most stats (+ST +EN +PE, a few have superior IN) except Charisma (they're ugly mutants) Agility (has it been said how a Super mutie compares to a normie in speed and agility? They can run fast in FNV but I don't think they're freaklish agile) and Luck. Perhaps a slower perk rate could balance the inherent physical superiority.

Ghouls were pretty well represented in FOT, actually. I remember Ghouls in FOT made awesome snipers with their uber amounts of Perception and Luck. I can see a lot of fun stuff in a Ghoul playthrough:
Superior knowlodge and experience (if you are a pre-war old ghoul), resistance to poisons, immunity to radiation (hell, it HEALS you!), Feral Ghouls are neutral towards you and becoming a Glowing Ghoul or something like a Marked Man, etc.
 
We really new races of mutants that are:
1. Intelligent
2. Fertile
3. Weird (so they can make both interesting enemies and potential allies/player character) but human enough not to be shoot-on-sight.

IMHO it would be hilarious if the Tunnelers dug out to Vegas and then... then... suddenly start speaking (bad) english and then ask for a audience with the local leader.

Also, am I the only one who thinks its time we got the option to get a mutant player character, like Ghouls and Super Mutants?

I can see ghouls playable more likely than Super Mutants, through, because Super Muties are clearly superhuman compared to a normie in most stats (+ST +EN +PE, a few have superior IN) except Charisma (they're ugly mutants) Agility (has it been said how a Super mutie compares to a normie in speed and agility? They can run fast in FNV but I don't think they're freaklish agile) and Luck. Perhaps a slower perk rate could balance the inherent physical superiority.

Ghouls were pretty well represented in FOT, actually. I remember Ghouls in FOT made awesome snipers with their uber amounts of Perception and Luck. I can see a lot of fun stuff in a Ghoul playthrough:
Superior knowlodge and experience (if you are a pre-war old ghoul), resistance to poisons, immunity to radiation (hell, it HEALS you!), Feral Ghouls are neutral towards you and becoming a Glowing Ghoul or something like a Marked Man, etc.
 
All it takes is for a Follower to get ideas in his head like Caesar and have the means and opportunity and the possibilities of new and different types of mutants are endless.
 
There needs to be a way for new mutants to arise.

Maybe not spread through radiation or FEV, maybe something like the Tunnelers that were created by Radiation, but can breed.
 
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