Radiation

Lumpy

It Wandered In From the Wastes
One of the aspects that was too superficial in Fallout 1 (I have yet to play Fallout 2) was the radiation. I disliked that it was only found in one single place. But I disliked even more that you could simply avoid it with two Rad-Xs. It wasn't the silent killer heard about on holodisks, unknown and fearsome, it was uninteresting, and the only challenge was buying those two Rad-Xs. Although there were lots of them around, it was impossible to use more than two during the whole game.
What I'd like - remove Rad-Xs, RadAways and Radiation curing tables. Yes, I know it's bad to remove parts of the canon, but those parts of the canon contradicted other parts of the canon anyway. How could some BoS members die from Radiation, having suits of Power Armor but no Rad-Xs or RadAways? Make the player buy a radiation detection tool, if he wants to go in uncharted territory. And put some Radiation protection outfits, which would only offer partial protection, making the player hurry up in Radiated areas. Only Power Armor should offer 100% protection, as was implied by the holodisk found in the Glow. Also, make radiation protection lower when the suits are damaged.
Radiation should be uncurable. The more radiation a player gets, the more penalties he should get. Thus, it would actually be taken seriously, rather than a minor thing that you can get rid of easily anyway. It should pass with time, too.
Also, long exposure to radiation should allow new perks, given randomly to the player, with both advantages and disadvantages.
 
In F2 you had geiger counter and could measure the radiation level. Also in FT there were some perks for ghouls that make you benefit from radiation. Yet i think that in F3 radiation should still be curable ( maybe with not so widely avaible medicaments). It would be really great if radiation affects you turning for example into ghoul ( or even super mutant) . Yet some players would still like to play an ordinary human , so it should not be 'banned' to cure radiation. That's my thought
 
It would be really great if radiation affects you turning for example into ghoul ( or even super mutant) .

Radiation doesn't make for Super Mutants; FEV does. On another, more positive note, nice idea! Becoming a Supermutant or ghoul could really make for some interesting gameplay. People would react differently, especially people who had experienced Super Mutant raids, or were just plain racist. A dangerous move that Beth could make would be to have KKK-ish organization, that hated Ghouls. There'd have to be an option to join them, similar to the slavers, it would have an effect on people's reactions. Especially ghouls.
 
I think that more radiation zones would be nice.
As for ant-rad drugs...
The problem with them isn't their existance, but the lack of occasions to use them.
 
It would be really great if radiation affects you turning for example into ghoul ( or even super mutant) .
Radiation doesn't make for Super Mutants; FEV does.
Yes , I know it , but supposing that F3 will (probably) take place in different timeline and/or will not continue the original storyline, the FEV virus would not be widely avaible. They may (I'm not judging it a good or bad idea) invent some new way becoming a mutie, and if so - I think it would be connected with radiation somehow.
 
They may (I'm not judging it a good or bad idea) invent some new way becoming a mutie, and if so - I think it would be connected with radiation somehow

No, sorry, this cannot and shall not ever happen, nor should it be taken as any basis of any mutation theory EVARR!
Mutation through radiation usually results in cancer. This is obviously a bad thing.
The great and original thing about fallout was the HUGE amounts of science available to the player if one looked. Zax gave a wealth of knowledge that wasn't total fantasy and in FO2 the scientists in SF and on the enclave base gave a very good explanation. If you want to know more about the total amazingness of the writing of FO1 then search for one of Rosh's previous posts on a similar subject.
But seriously, don't even think about Super Mutants in the superior hulk kind of way ever being created by natural radiation :!:

True, more Rad spots should have been included but as FO3 is likely to be a sequel then most of the radiation would have dispersed by then (at least a 100 years after the war).
However, if it were a prequel then there should be more radiation thats true, and if done right could make the game more interesting.

I'd like to see specific radiation suits in favor of Rad-X pills (mainly because they are more pheasable but i wouldn't be a huge fan of lugging around a 20lb suit that gave very little protection against projectile fire. I suppose it all depends on how much radiation there is.[/quote]
 
Hotel California said:
No, sorry, this cannot and shall not ever happen, nor should it be taken as any basis of any mutation theory EVARR!
Mutation through radiation usually results in cancer. This is obviously a bad thing.
The great and original thing about fallout was the HUGE amounts of science available to the player if one looked. Zax gave a wealth of knowledge that wasn't total fantasy and in FO2 the scientists in SF and on the enclave base gave a very good explanation. If you want to know more about the total amazingness of the writing of FO1 then search for one of Rosh's previous posts on a similar subject.
But seriously, don't even think about Super Mutants in the superior hulk kind of way ever being created by natural radiation :!:
You have to remember that this is 1950s science-fiction based. In 1950s science-fiction, radiation was the miracle phenomenon that could really achieve *anything*. That includes shrinking a man to the size of a flea (which made for a great movie) and huge, man-eating creatures (Radscorpions, for instance).
 
You have to remember that this is 1950s science-fiction based. In 1950s science-fiction, radiation was the miracle phenomenon that could really achieve *anything*. That includes shrinking a man to the size of a flea (which made for a great movie) and huge, man-eating creatures (Radscorpions, for instance).

True; this was something i considered whilst replying, BUT in the context of fallout, the mutations were mostly caused by FEV, not radiation. It would be totally against canon and quite unrealistic to suddenly change and say "Nah, forget FEV - its too complicated." If we start suddenly disguarding the science and writing that made FO1 great then we'll just have another POS on our hands.

It'd be a good idea to check the actual cause for the radscorpion's mutations.
 
Hotel California said:
True; this was something i considered whilst replying, BUT in the context of fallout, the mutations were mostly caused by FEV, not radiation. It would be totally against canon and quite unrealistic to suddenly change and say "Nah, forget FEV - its too complicated." If we start suddenly disguarding the science and writing that made FO1 great then we'll just have another POS on our hands.

It'd be a good idea to check the actual cause for the radscorpion's mutations.
No, actually, that's not true. Almost all of the mutations *were* caused by radiation, regardless of what the Fallout Bible said, which was written ad hoc and by someone who didn't even participate in the creation of the setting and the first game.
 
No, actually, that's not true. Almost all of the mutations *were* caused by radiation, regardless of what the Fallout Bible said, which was written ad hoc and by someone who didn't even participate in the creation of the setting and the first game.

Well, talk to Razlo about the radscorpions and he is sceptical about how their size cold have been attributed to radiation (It'll take five minutes). This thus implies thatit wa caused by something else, i.e. FEV (which he understandably doesn't know about) Where does it say that radiation caused these mutations. Vree's holodisk states very clearly that the Super Mutants were products of FEV ("Forced Evolutionary Virus II: servere overdoes") yet doesn't meantion anything else. I believe that in FO2 someone will tell you about the Deathclaws but they also mention FEV as a factor and radiation only in conjunction.
 
Hotel California said:
Well, talk to Razlo about the radscorpions and he is sceptical about how their size cold have been attributed to radiation (It'll take five minutes). This thus implies thatit wa caused by something else, i.e. FEV (which he understandably doesn't know about) Where does it say that radiation caused these mutations. Vree's holodisk states very clearly that the Super Mutants were products of FEV ("Forced Evolutionary Virus II: servere overdoes") yet doesn't meantion anything else. I believe that in FO2 someone will tell you about the Deathclaws but they also mention FEV as a factor and radiation only in conjunction.
Super Mutants are obviously caused by FEV, considering the fact that they're created by dipping them in the stuff.

However, this is not the case for most radiations in the wasteland. The fact that Razlo is sceptical about radiation doesn't mean that it's FEV.
Now, let's take a look at FEV. What we know from Fallout 1 is that every single FEV mutation is caused by direct and prolonged exposure to FEV. Nowhere is there any account at all of FEV mutation by anything else. In any fifties-style science-fiction setting, all other radiations are usually caused by radiation. Why would this be different in this case?
 
Because Fallouts are a mix of 50's style and modern science, i.e.giant mutants from 50's are created by a modern-style virus.
 
Now, let's take a look at FEV. What we know from Fallout 1 is that every single FEV mutation is caused by direct and prolonged exposure to FEV.

It is said that FEV was released in the air stream and travelled all over. I find this acceptable and even somewhat logical - FEV seems to be very hard to destroy. Not even detonating the very vats seemed to have much effect.

In any fifties-style science-fiction setting, all other radiations are usually caused by radiation. Why would this be different in this case?

Because Fallout was created in the 90's. Perhaps the game was influenced by the 50's but it certainly didn't take place with only that era in mind.

But onto the subject;

I always thought it was strange that there were absolutely no radiation resistant suits.. And I also felt that feature was lacking, perhaps they should simply engulf the entire Fallout map in radiation so that the player has to pick his travelling gear, drugs and perks very carefully? That would really make it the silent killer it is advertised to be.
 
Not even detonating the very vats seemed to have much effect.
Excuse me if I make a large mistake, been a long time since I played Fo2.
One thing I always wanted in Fo2, the Vats creating more mutations as the FEV dispersed through the wasteland on winds.
Would have fitted the ironic writing style to have the Vault Dweller's actions, intended for good to cause so much wrong.
 
RadRaptor said:
It is said that FEV was released in the air stream and travelled all over. I find this acceptable and even somewhat logical - FEV seems to be very hard to destroy. Not even detonating the very vats seemed to have much effect.
Again, the Fallout Bible is not really canon. It was written by MCA, someone who was never involved with the original game and setting, and all he created in Fallout 2 were places that offered excellent roleplaying, but didn't fit the Fallout setting. Don't take him as anything of an expert on the setting. Take Rosh or the developers for that.



RadRaptor said:
Because Fallout was created in the 90's. Perhaps the game was influenced by the 50's but it certainly didn't take place with only that era in mind.
...
...
...
That's extremely clueless. The setting was based almost *entirely* on fifties science-fiction.
 
Sander ;Searching for similar discussions on this i'll agree that most mutations aren't caused by FEV and yes, it does fix with the setting. However, are we talking about the FO1 or 2 set of events here?
The amusing thing is we've already had a very similar discusion between us before on this subject.
 
Because Fallout was created in the 90's. Perhaps the game was influenced by the 50's but it certainly didn't take place with only that era in mind.

Ain't that kinda like saying that Rome: Total War has elements of modern pop culture?
Gotta go with Sander on this one.
 
Sander said:
Again, the Fallout Bible is not really canon. It was written by MCA, someone who was never involved with the original game and setting, and all he created in Fallout 2 were places that offered excellent roleplaying, but didn't fit the Fallout setting.

MCA retracted FEV as the miracle cure later in the Bibles, don't forget that, even he admits it is the rad count.

It is never explained anyway. Supposedly the FEV came from the Glow, but that was a research facility, not a storage facility for huge amounts of FEV.

In any case; mutations in Fallout (barring Harold, Talius, super-mutants, floaters and centaurs) are all caused by radiation. End of story.
 
Sorrow said:
I think that more radiation zones would be nice.
As for ant-rad drugs...
The problem with them isn't their existence, but the lack of occasions to use them.
Their existence was one of the problems. Combined with the huge amounts of radiation you'd get at the Glow, it was either take two pills or die. And no matter how many radiation spots there would be, Rad-Xs would spoil them all. Having to wear a special suit is much more interesting than taking two cheap pills when you arrive there than forgetting about it.

RadRaptor said:
But onto the subject;
I always thought it was strange that there were absolutely no radiation resistant suits.. And I also felt that feature was lacking, perhaps they should simply engulf the entire Fallout map in radiation so that the player has to pick his travelling gear, drugs and perks very carefully? That would really make it the silent killer it is advertised to be.
That would be a little excessive. Most radiation has wore off already on the west coast, why would it be any different on the east coast? But yes, some areas should be more radiated than others, and we should have more "hot spots".

Hotel California said:
True, more Rad spots should have been included but as FO3 is likely to be a sequel then most of the radiation would have dispersed by then (at least a 100 years after the war).
However, if it were a prequel then there should be more radiation thats true, and if done right could make the game more interesting.

I'd like to see specific radiation suits in favor of Rad-X pills (mainly because they are more pheasable but i wouldn't be a huge fan of lugging around a 20lb suit that gave very little protection against projectile fire. I suppose it all depends on how much radiation there is.
I don't think the Glow was the only radiated location on the West Coast, but the only radiated location available to the player. In Fallout 3, we could have more.
Also, having to have Anti-Rad suits would be kinda a unique feature in RPGs, where you mostly wear everything you need. You'd also have to strike a balance between protection and radiation resistance. And it would make cars/houses much more useful.
 
To Lumpy (if he ever comes back here):

The reason why BOS guys is because they are running low on anti-rad drugs and if you really read the holodisk, you will get to know how they died. Power armor or not, a leak in the suit is gonna kill you. 8)
 
Back
Top