Role of GECK

taag said:
Only Dr. House can fix Fallout 3 plot!

Alphadrop said:
Oh wait in Fallout 3 they replaced the G.E.C.K with a fantabulous glowy maaaaagical light... which somehow kills you if you open it in Vault 87.

You're joking, right? :shock: You die if you open a GECK?
IT'S NOT LUPUS

As far as the GECK I see it being more like a seedbank than anything. The seeds it contained were probably not messed around with much and certainly of a low water need variety. So yes the GECK could've help save Arroyo. However the other tribals you picked up, as well as your extensive knowledge probably helped more than anything else.
 
The contents of a GECK have been radiated and it created an aggressive, voracious jungle that transforms the wasteland into a lush, green paradise... sans humans who become fertilizer.

Still doesn't contradict Avellone's writing.
 
One person says it's recon'd as a miracle of science. Bethesda says it can be considered a terraforming device. The Fallout Bible says its a multiple component device meant for use over several years...if it works at all. I think before you can establish it being absurdly used in Fallout 3, you need to come up with what exactly it -is- because right now you have 3 canons, all of which fit the same device. The Fallout bible's description is the one I am most inclined to believe, because it's the best explanation... and makes it fit as something helpful in Fallout 2 and a good solution to Fallout 3. Also, it doesn't make sense to me that a city builder would NOT include something to produce fresh water. Fresh water is important for any city today, let alone back in the colonial ages. Unless of course it's only designed to work with Vaults, which is most likely... then it would include something to help with adapting the system to a city.

Fallout 2: A GECK would help, given, but it wouldn't save the village. It's a drought, not infertile land and the like. Unless the device can change climate conditions or add in a new source of healthy water, it wouldn't do anything to help the immediate problems.

Fallout 3: With so many components promised in the GECK, a scientist could have a field day learning how to reuse them. It isn't a far stretch that James figured out a way to use some of the components.

And also, the device -is- a terraforming device, AS WELL as a city-building device. It fertilizes land, it gives you the building blocks to plant various plants. You can change arid wasteland to florishing green lands, just like pre-nuke'd earth. Congrats, that's terraforming. It's bringing an area to be like the conditions of Earth, the Earth only now seen in holotapes and simulations.
 
If Alphadrop is correct, all this talk is pointless.

You die if you open the G.E.C.K. You DIE if you open it. DIE. If you open IT. Fucking die if you open the fucking G.E.C.K.

What is the point of discussing anything about it in this case? It's akin to discussing what a dead child could have achieved if he lived. Absolutely and utterly pointless.
 
FOT2 plot sounds exciting and original to say the least. If done like a true RPG maybe it could have been on par with FO1. We'll never know... :(
And that explains those mutant crocodiles.
 
FeelTheRads said:
If Alphadrop is correct, all this talk is pointless.

You die if you open the G.E.C.K. You DIE if you open it. DIE. If you open IT. Fucking die if you open the fucking G.E.C.K.

What is the point of discussing anything about it in this case? It's akin to discussing what a dead child could have achieved if he lived. Absolutely and utterly pointless.

Yeah, it definitely happens. If you use the GECK in FO3 you die a green, ecological death.

I guess they thought it would be a neat "LOL!" moment for the 3 minutes you possess the GECK in this game.
 
Okay the interpretation of a GECK actually works depends on the various explanation but I prefer the idea that the GECK is a collection of incredible powerful fertilizers, genetically enhanced seeds, schematics and components on how to build various technologies such as water purifiers and deep water wells or water collectors, portable fusion technology and lots more, rather than it being the Genesis device from Star Trek 2.

The GECK would come to the most use if you have a Vault, it would open up new manufacturing protocols, show you how you can disassemble and re-purpose the technology the Vault is made up such as the power source, water purification technology, and so on.

This way the GECK still serves as a miracle of scientific technology but only if you use it very well.
It could even help the people of Arroyo once they understand the schematics but they would not get the full use out of it like Vault City did.

And yes, there should have been several thriving settlements in DC that emerged from the Vaults, at least those which experiments didn't kill of the population in the end.

I think that would have been a more interesting setting, several thriving settlements in the wastes that exist on farming and brahmin herding, and technology scavenging settlements in and around Washington DC.

Both would depend on an other, the settlements in the wastes desire the scavenged technology and manufactured tools from the DC communities and the DC communities want crops and brahmin from the wasteland communities.

God dammit, is this so hard to come up with Emil?
 
nemetoad said:
Arroyo could have modernized without it, much like NCR did. It could have created shacks to begin with, much like other areas. Did it need a land fertilizer? Looks like they were growing plants without it. Did it need plans to alter Vault suits? nope. The most benefitial thing they could have gotten from a GECK is seeds and sand-crete chemicals. Other than that, they had no need for the thing. So why does the GECK get sought after AT ALL?

Didn't one of the dialogue paths with Tandi in F2 state that NCR used the GECK from vault 15?
 
I dont believe so. Tandi was from Shady Sands, which was started by Vault 15 dwellers... if they had a GECK then, it would have been used pre-Fallout 1. Also, GECKs were meant for Control Group Vaults only I think... Vault 13 accidently had one. Why Vault 87 had one I had no idea either.
 
Why was the GECK radioactive in Fallout 3? Why was it so hard to get, in a special confinement facility? In Fallout 2, it was in a locker. You picked the lock or asked the deathclaw nicely, and picked it up yourself, no supermutants involved.
 
They never mention that it was tampered with.

They say he designed it to be a terraform device and that it was too unstable to ever use.

That effort doesn't make any sense since the GECK has always been a bunch of specially designed seeds and fertilizer to begin with.
 
generalissimofurioso said:
They never mention that it was tampered with.

They say he designed it to be a terraform device and that it was too unstable to ever use.

That effort doesn't make any sense since the GECK has always been a bunch of specially designed seeds and fertilizer to begin with.
I believe, if I remember correctly, that only one or two vaults ever got a real G.E.C.K., which is to say one that is anything more than some seeds and a few other things. This G.E.C.K. was designed by Braun himself. Obviously this device would have been pretty expensive to deliver to a 100+ vaults so the government cut costs and only sent out a few real ones and the rest got a less useful G.E.C.K. Of course the original was a nonsense contraption and highly dangerous, probably thanks in part to the fact that Braun was more mad than he was genius. That may be BethCanon.
 
M-26-7,

Don't fall into the trap

This is the kind of thing lousy designers depend on; other people talking their mistakes right as they themselves couldn't make it right to begin with.

The GECK plot device is screwed up, plain and simple.
 
I also could swear I remember Fallout 2 having some reference to NCR beginning with a G.E.C.K.

I will have to look for it next time I play through.
 
One of the endings in Fallout 2 says Arroyo villagers and Vault 13th dwellers united and started their own colony using GECK. Can't remember if it was said they used Vault 13 too.

Wrock wrote:


Didn't one of the dialogue paths with Tandi in F2 state that NCR used the GECK from vault 15?

That was Lynette from Vault City.

Vault City didn't use the GECK from the Vault 15. But I might be mistaken...
 
Public said:
One of the endings in Fallout 2 says Arroyo villagers and Vault 13th dwellers united and started their own colony using GECK. Can't remember if it was said they used Vault 13 too.

*Busts in*

The Vault wiki to the rescue!

"After the Enclave's destruction, the refugees of Arroyo and Vault 13 resettled, building a new community with the aid of the Garden of Eden Creation Kit. Finding themselves hundreds of miles from their Vault, the members of Vault 13 chose to join the villagers in establishing a new community, and their technical expertise, combined with the villagers survival skills, allowed the new settlement to grow and prosper. Two generations of the same bloodline were re-united, and their savior, the Chosen One, became Elder, presiding over the village of New Arroyo in the years to come. Certain that the safety of the new village had been secured and the new community was flourishing, his mother, the old Elder, passed away a few months later in her sleep."



According to that, they were pretty far away from V13 when the whole thing was over, and just settled down with the Arroyo remnants. Now, they might have sent some folks on voyages to scavenge stuff, but that'd be a heck of a journey.

Incidentally, nicest looking town you'll probably ever see in the Fallout setting. When used by folks who actually know what they're doing, and are resourceful, the G.E.C.K. can be a wonderful thing.

http://fallout.wikia.com/wiki/Image:Nar.jpg
 
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