Thread idea: explain something Fallout 3 didn't (fanon)

Edit; even if the Enclave had set up that Vault in the Capital Wasteland. What for? Why use some civilians for FEV research when they have a fully equipped laboratory manned by what was left of the scientific elite in the US.
Certainly not safety precautions, the Enclave oil rig was guarded and protected by soldiers in power armor, automated turrets, and robots.

more test results are always better.
 
Please explain to me why Aliens do not fit into the Fallout Uni in the way that I explained. I mean I agree that throwing them in for the cool/wow factor or for the lulz is not okay, however in the way that I explain they serve a logic and realistic purpose. Also to say I have no idea about lore before the 3 game is in correct. I have definitely done research and that is why I said what I said about the Enclave. You might assume that I was using Fo3 as my full bases, but I'm really not.
Because the central theme of the Fallout series is humanitie's struggle and conflict with itself, people caused the apocalypse, they also made others suffer but at the same time they looked to improve life for themselves and everyone else. Saying that Aliens did every one of those things just makes it a "EVIL ALIENS!" scenario, Aliens have only been non canon jokes in the Fallout series (Random encounters in 1 and 2, Wild Wasteland location NV), until FO3 arrived and tried to make it so that Aliens caused the war.....
 
Last edited:
Hopefully Bethesda will either come to there senses and retain it as the result of dying in the purifier and then having apiece of your brain removed by yokels, or at least ignore it outside of random encounters, vague mentions in military documents and allow me to retcon it in my head canon.
 
I agree with that and i understand the whole Aliens causing the war thing is haphazard at best so I don't and wasn't following that flow chart. However I do believe that there were things that weren't explain and/or werent in the right way that need(s/ed) fixing since before the current game. Vault-tec created the vaults to house humans on the front end, but were actually running experiments on the back end. The thing is, the experiments don't tend to make much sense because the data wouldn't really help people survive and honestly more often than not people either barely survived or did not at all. I don't want Aliens to be the end all explanation for everything and definitely agree its about humans and there never ending thirst for war. However the Vaults were meant to be anything but a safe haven/experimental testing ground not really a downfall thing in comparison to the Nuclear War that inspired them. This is why I brought up the Enclave (who are many of the descendants of the original US government officials and such) not really seeming like they'd benefit from many of these experiments.

Also on a side not Walpkunt, I'm not trying to pick a fight or something, I'm simply trying to make sure you understand where I'm coming from.
 
Damn, that Megaton concept art is sweet. I've seen it before but I'm always awestruck. That, and Vault concept by the same artist (Adam Adamowicz, I believe) are breath-taking and (literally) paint a picture of what FO3 could have been. People may hate on it, but FO3 had great design most of time. Even though parts of it may be against lore or even logic itself (such as Megaton here - hauling airplane parts which weigh tons miles across rocky and harsh desert just to build a city around an undetonated nuke? What?), from weapons to scenery, much of it was well-designed, even though it was often ill-presented or poorly used.

As far as Megaton goes I wish they would have actually chose an underground Missile silo as base for the town. It would also made a lot more sense.

Hey, we could actually (partly) do that. With New Vegas / Lonesome Road missile silo graphic assets have been added. It will be easy to remove the nuclear bomb and instead put a kind of buried silo door down in that hole with a huge ass nuclear rocket inside. Now that I am thinking of it, this would make the location kinda awesome.

The story and quest doesn't even need to be changed. In the end it's just different art assets and a new mini-dungeon, after all.
 
Last edited:
I agree with that and i understand the whole Aliens causing the war thing is haphazard at best so I don't and wasn't following that flow chart. However I do believe that there were things that weren't explain and/or werent in the right way that need(s/ed) fixing since before the current game. Vault-tec created the vaults to house humans on the front end, but were actually running experiments on the back end. The thing is, the experiments don't tend to make much sense because the data wouldn't really help people survive and honestly more often than not people either barely survived or did not at all. I don't want Aliens to be the end all explanation for everything and definitely agree its about humans and there never ending thirst for war. However the Vaults were meant to be anything but a safe haven/experimental testing ground not really a downfall thing in comparison to the Nuclear War that inspired them. This is why I brought up the Enclave (who are many of the descendants of the original US government officials and such) not really seeming like they'd benefit from many of these experiments.

Also on a side not Walpkunt, I'm not trying to pick a fight or something, I'm simply trying to make sure you understand where I'm coming from.

I am not picking a fight either but the isue with the senseless experiments on the vaults is again, FO3's fault, they interpreted Social experiments as Whacky experiments.
 
Indeed, some of the vault experiments can be wacky, but the point of the vault is social experiment, see how people would react agains't the odds and how long they would last, so future generations (of Enclave members) could learn from them... Which don't fit well with east coast super-mutants, Gary or spore plants, but might do with white noise, psycho-drugs, two separated communities or an overseer meant to die...
 
Vault 108 was a cloning facility where experiments were wrong. Sure, the outcome we see in the game looks silly (just like everything), but what's so bad about the concept?

spore plants
In Vault 22 scientists were messing with plants and trying to find way to make them grow with no sun around, maybe mixing vegetable and human genes? I don't like that vault, either, but it's nowhere as wacky as talking plant playing chess or Harold turning into a tree. Also, humanoid plants were supposed to be the main theme of Fallout Tactics 2.

on topic: How do kids in Little Lamplight reproduce? I know girls can give birth even at the age of 13, but all the children were originally in similiar age (it was a school trip if I remember correctly), so if everyone has to leave once they turned 16... at some point there would be only 3 years old kids in the cave.
 
Last edited:
on topic: How do kids in Little Lamplight reproduce? I know girls can give birth even at the age of 13, but all the children were originally in similiar age (it was a school trip if I remember correctly), so if everyone has to leave once they turned 16... at some point there would be only 3 years old kids in the cave.
I always thought that maybe the adults in Big Town sent their kids to Little Lamplight and that they may take in kids from all over who need shelter.
 
THe spore Plants were not part of Vault 22 experiment. They were part of a pesticide xperiment to kill the vermin on the air ducts and to kill the pests messing with the plant growth. THey didn't thought that the fungus they were using could affect humans in such a way and they all ended up as spore carriers, similar to that parasite that affects ants and other insects, controlling their bodies which then proceed to let themselves get eaten by birds to further spread the gungus through their feces.
 
mef >

Spore plants aren't more wacking that plant playing checks. They aren't wacky. What i said is that they don't fit with vault experiment, no matter how much wacky they could be.

Harold fusing with Bob isn't more wacky than the Master fusing with people/animal/computers. Both guys have been in the same place for an unspecified amount of time and had a quite similar fate, although with a different form.
 
The experiment in Vault 22 is the less wacky one and the most useful as their goal was to develop ways for plant life to grow underground and with minimal maintenance for when they had to colonize the outside world after the war.
 
The whole plot.

Everything beyond the G.O.A.T is just the dreams of a furtive Vault Dweller with daddy issues and an imagination filled with Grognak the Barbarian and Old World sci-fi flicks.

Now this would have been a great ending to Bethesda's Fallout 3, that everything that happens after the player takes the aptitude test are basically nothing more than a dream, which not only explains all the poor design choices and lack of understanding of the story.
 
So who can provide a plausible explanation for the state of the DC area in FO3, which is set 200 years after the war?

I understand the reason for it - Beth wanted an fresh start for the reboott, setting the events on the west coast after the ending of FO2, offers little chance of lore conflict (e.g. how Harold got there)

Also, I suspect that they intend to follow the same progression as with FO1\FO2\FO:NV - thus FO3 --the first title in the west coast reboot-- was an exposition of sort, showing the life in the vaults and setting the mood with ruins of the capital, using the good ol' post-apoc tropes like scavenging.
 
Last edited:
Spore plants aren't more wacking that plant playing checks. They aren't wacky. What i said is that they don't fit with vault experiment, no matter how much wacky they could be.
With that I agree

Harold fusing with Bob isn't more wacky than the Master fusing with people/animal/computers. Both guys have been in the same place for an unspecified amount of time and had a quite similar fate, although with a different form.
Master had been there for a month exposed to FEV and merging with all the stuff.

The experiment in Vault 22 is the less wacky one
So which F3/NV vaults are considered wacky? Because I can't think of anything besides the Garies vault, which I've explained before
 
Last edited:
So who can provide a plausible explanation for the state of the DC area in FO3, which is set 200 years after the war?

I understand the reason for it - Beth wanted an fresh start for the reboott, setting the events on the west coast after the ending of FO2, offers little chance of lore conflict (e.g. how Harold got there)

Also, I suspect that they intend to follow the same progression as with FO1\FO2\FO:NV - thus FO3 --the first title in the west coast reboot-- was an exposition of sort, showing the life in the vaults and setting the mood with ruins of the capital, using the good ol' post-apoc tropes like scavenging.

I can explain it the same way you'd explain some parts of the world being less advanced than others: Because they simply are. I dunno why this is such an unacceptable thing for so many. Not everywhere in America's gonna have some huge and powerful nation-state that governs everything. I've just accepted that the East Coast is going to be the "third world" of the setting. The only problem I have now is that it's not a very well designed (or at least a poorly executed) third world.

You can sort of justify it by environmental factors though, what with all of the supermutants running around in WAAAAAAAAGH!!! proportions. The only genuine hope at government that the humans of D.C would've had only showed up semi-recently and even they're bogged down fighting the muties.
I'll concede though that all of the still edible packaged food is just goofy though.
 
Back
Top