FO2 didnt have enough Brotherhood of Steel

Ruckus

First time out of the vault
I was disappointed in the small role the Brotherhood of Steel played in Fallout 2. Id really like to see more of them in FO3. I thought they were one of the best parts of the game in FO1...that and junk town (loved that place). They really built up the BOS for you by placing bunkers at all the towns and you finally get to San Fran and nothing really.

Another thing I really liked about FO2 was that you could visit some of the places from FO1 and see how they have changed. I know it was on another post but I agree with seeing how Arroyo changed after using the GECK.

PS If Harold is in FO3 Im shooting him in the head.
 
Ooo (things are popping into my head) Id also like to see some new death animations. After a while their left/right side getting blown off got old. (I still choose bloody mess every time :) )
 
1) Don't double-post
2) The original BoS had a good feel to it, but I never much liked FO2's BoS. They just seemed to be...There and did little. In FO1 they were paranoid and isolated. They came across me as being a bit fanatical. But in FO2 they were minda mysterious, almost like the hope hiding away from everyone, waiting to come into the light. But they didn't do anything.
 
I liked the way BOS was so elusive in F2, the way they had outposts all over the place and the way they kept a low profile. I was a bit dissapointed though, I was really hoping that you could visit their main base (be it the one from F1 vamped up or a new base allong the same lines) and still have them play a larger role in F2 than they did.

The bunker in San Fransisco was a big dissapointment, three rooms, one computer and a few lockers; wow (not).

Also, the other bunkers strewn throughout the wastes had absolutly NOTHING in them, that was annoying. I was looking foward to using them as my personal network of safe houses and stashes.

But then, perhaps F3 had grand plans for them, which would explain why they were keeping a low profile. We shall find out in a few years.
 
I thought it was overall pretty good. It did irritate me that you went out of your way to help them and yet they never intervened, even somewhat, directly in the "saving of the world" business.
 
I liked the elusiveness of the BOS, but disliked the shallowness of the whole setup.

It would have been great to see an expanded BOS, that may have helped you against the enclave.

But saying all that, I liked the way they were isolated and the player had to find and delve into the elusiveness of the Brotherhood.

Fallout 1's BoS where awesome and isolated.

Fallout 2's BoS where definitely sparse in it's interaction with anything. It was a shame that all you had to see of the BoS were the few people guarding those outposts.

Shame really...
 
They claimed they were taking a "wait and see" attitude with the Enclave, since they couldn't effectively fight the VertiBirds, but still, it was more like they were hiding than actively gathering intelligence.

I would have bought into it more if they had involved you sooner than at San Fran.
 
So please explain, Ruckus, what you want the BoS to be/do in Fallout 3?

It would be good, IMO, if they had separate outposts, similar to FO2, to maintain the elusiveness nature, but eventually the player can access the deep hierachy of the BoS.

Whereby, the character can explore with the Brotherhood and eventually gain them as an ally to defeat larger enemies.

This has correlation with FOT, as that was not at all good. This will differ from Tactics as the BoS shouldn't be the governing power in FO3, but should still exist.
 
Ruckus said:
I was disappointed in the small role the Brotherhood of Steel played in Fallout 2. Id really like to see more of them in FO3.

The BoS is an isolationist group of people. They don't go around razing villages with their neonazi army as in Fallout:Tictacs.
 
The BoS is an isolationist group of people. They don't go around razing villages with their neonazi army as in Fallout:Tictacs.

I do not wish for them to be anything as Tactics portrayed them, as an expansionist, aggresive group, but rather as the islolationist group you speak of. Yet I'd rather see more depth than FO2 portrayed them as.
 
A good idea perhaps would be if they had used the Virtibird plans to make an aviational vehicle of their own. With that they could supply high level transport for traders and such, though I think they should be set within an area, like the regions surrounding thier main base. BOS are good to have around, but no everywhere. For example you could have 'bad lands' and such, where the brotherhood dont patrol / exist and where bandits / other powers rule the roost.

BOS deffinatly need to make an appearance, but there presense should not be overwhelming (a la craptics). It would be awesome if you could join the brotherhood once again, like in F1, but I think the mission should be MUCH harder than the "run down to the glow, grab disk, run out" mission which they set in F1. Perhaps the player should have to complete a serise of 'favours' for the brotherhood just to gain access to the outer areas of there facilities, and they they have to proove themselfs further to actually earn the right to go deep into the depths of the brotherhood, and get power armour.

I think the main reason the Brotherhood played such a good role in F1 was because they were the only guys with power armour. I think we should see a repeat of this, unlike in F2 where power armour was abundent as soon as you reached San Fran.

Things that will be cool in F3 (And I say will be, because its bound to happen) would be to see the power armours get a buff and look even more badass than before. I didnt like the power armour in FOT, the spikey look really didnt fit with "the ultimate armour" theme.

Perhaps have the old (original) power armour avalible in a few places, and have the brotherhood using some sort of super advanced power armour. Anyway, I am just throwing ideas around, it would be awesome IMO to see similar themes in F3.

The Brotherhood DEFFINATLY need to own the best bad ass armour, that what made them so awesome in F1. No one else had access to such devistatingly powerful weapons or armour than the brotherhood.
 
Tycell said:
A good idea perhaps would be if they had used the Virtibird plans to make an aviational vehicle of their own. With that they could supply high level transport for traders and such,
blaah... without fuel or other resources it would be hard to achieve. and resources in the wastes should be very limited (as fallout1)

Tycell said:
For example you could have 'bad lands' and such, where the brotherhood dont patrol / exist and where bandits / other powers rule the roost.
isn't that pretty natural in an area suddenly struck by catastrophe and where you can count your friends on one hand

Tycell said:
Perhaps the player should have to complete a serise of 'favours' for the brotherhood just to gain access to the outer areas of there facilities, and they they have to proove themselfs further to actually earn the right to go deep into the depths of the brotherhood, and get power armour.
The player should have to do something but if the brotherhood says something like do this and you can join then do that and you can join etc the gameplay tends to become boring. so predictable. something that brings the story to life but not the standard series of quests that gets harder for each one with one final bad guy.

Tycell said:
I think the main reason the Brotherhood played such a good role in F1 was because they were the only guys with power armour. I think we should see a repeat of this, unlike in F2 where power armour was abundent as soon as you reached San Fran.
yeah, less high tech (resources in general) in the wastes.

Tycell said:
Things that will be cool in F3 (And I say will be, because its bound to happen) would be to see the power armours get a buff and look even more badass than before.
I liked the retro look... it gave the player the "re-use resources to the max"-feel
 
duckman said:
I do not wish for them to be anything as Tactics portrayed them, as an expansionist, aggresive group, but rather as the islolationist group you speak of. Yet I'd rather see more depth than FO2 portrayed them as.

Keep in mind that the BoS in Tactics was the group who were kicked out of the original Brotherhood. Their high-minded idealism in the intro is a thin veil hiding their underlying fascism. It is plausible that there was this split between the isolationists/expansionists, and this would also help explain why they maintain such an extreme level of xenophobia.

The part of joining the Brotherhood always kind of bothered me in Fallout 1. If you join then wouldn't they expect you to put your quest on hold? Or atleast give you a "Basic Training" course where at the very least you learn how to tell rank apart and how to address senior members? That would make more sense than running around poking you head into doors until you finally piss off Rhombus and get jacked up. I liked it how in F2 you were a hired outsider, although I agree there was way too little Brotherhood in it.

Perhaps a good way of introducing the brotherhood would be a rogue scribe and his followers who stole some Power Armour plans and are hiding in some city, promising to build them for the mayor. You kick their ass and get favours from the brotherhood... oops, I'm drooling. :P
 
From some rumors I've read, in the cancelled Tactics 2 you started out as a member of the Nazi Eastern Brotherhood, but eventually you could end up doing missions for other factions and with the Eastern BOS as bad guys. While Tactics has many flaws, this BOS was always meant to be a fascist splinter faction with internment camps for its enemies that was only really the BOS in name.

Only in FOBOS the characters are members of the original Brotherhood but behave like the ones from the fascist splinter faction.
 
Ausir said:
From some rumors I've read, in the cancelled Tactics 2 you started out as a member of the Nazi Eastern Brotherhood, but eventually you could end up doing missions for other factions and with the Eastern BOS as bad guys. While Tactics has many flaws, this BOS was always meant to be a fascist splinter faction with internment camps for its enemies that was only really the BOS in name.

Only in FOBOS the characters are members of the original Brotherhood but behave like the ones from the fascist splinter faction.
Where did you hear of a cancelled Tactics 2??

Although starting from this fascist regime, as they really were originally, does sound rather interesting... Too bad it is/was Tactics.
 
It probably would've been better than the original FOT.

Mmmm, may have been better, but there's really not much to go on. But seeing as they were developing the game before the release of the original, methinks that they would have used the similar engine to create the sequel...

Just a thought...
 
Well, the engine itself wasn't actually that bad, except for real time and lack of dialogue trees. If used right, this engine could have been used for a good Fallout 3.
 
Ausir said:
Well, the engine itself wasn't actually that bad, except for real time and lack of dialogue trees. If used right, this engine could have been used for a good Fallout 3.
Yeah, I guess it would have actually.

Too bad some good things never come to pass.
 
Ausir said:
It probably would've been better than the original FOT.

What, are you kidding me?

No, no it wouldn't have. More milking of the Fallout name, 's all. Good thing it died with Tactics' sales.

Which reminds me, Ausir, why does the Fallout fanbase entry on Wikipedia suck so much? It doesn't even mention the fact that Tactics was the most pre-ordered game of Interplay at that time (which is why they started Tactics 2) and only failed because it was a bug-ridden, crappy game raping the setting right in the ear?

I mean, quoting JE Sawyer as some kind of authority on the Fallout fanbase is retarded, considering his experience with them, and there is a counter-quote in which he defends the Fallout fanbase as a whole against attacks from others (I believe NWN fans, but I don't rightly remember).

I'm holding you personally responsible, Ausir!
 
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