Which is unrealistic, [censored]s exist and there will always be more of them no matter how many you shoot.
Unrealistic? Depends on how you see it. I mean...
- Super mutants are the enemies of almost everyone and not all that many in numbers (especially after our rampages towards them), they should have a limited supply of FEV (in fact, it's mentioned that they're searching for more, so they may be running out of it) - and as far as FEV goes, not everyone becomes a super mutant after being dipped in the stuff either, so all in all - their numbers thining and so forth seems logical.
- The Enclave is, at the end of the game, essentially shattered. They have no (known) leader, they have been beaten by the main character and the Brotherhood... So what reason do they have to hang around? You'd rather expect them to quietly leave rather than waste resources when they're already beaten. Even if that was not the case, the Enclave has it's "pure human" ideology going on and thus, for them to be low in manpower would be to be expected (similar to how the original Brotherhood rarely accepts outsiders into their ranks). Granted, this MAY have changed with Colonel Autumn in charge, but chances aren't too great of this - he was only truly in charge for a fairly short time after all. So, where are they getting manpower and resources to re-man the outposts we clean up? Doesn't make sense...
- Talon Company may not have the same problem with replinishing their ranks as the above does - but still, they don't seem to accept just anyone in their ranks either, and furthermore it takes time and money to create soldiers, so... Furthermore, since we can kill their leader in the region, it wouldn't be unexpcted to see them pull out and regroup, leaving only occassional patrols out in the wasteland (not inside the capital itself) for us to encounter.
Raiders, however, are another thing as they're not an organization, they're more like a lot of indvidual gangs under the same name, sorta, with people from all walks of life in them, so I can excuse them respawning. As I can excuse respawning of feral gouls and all manner of critters (radroaches, mirelurks, radscorpions, Yao Gai, etc). Robots are more of a puzzle though - unlike animals, they don't multipy or the like, so there should be a limited number of'em - who keeps releasing'em all over the wasteland? :rolleyes: .
It would be nice if "some" places would randomly spawn good or bad guys temporarily and then you never really know what you're going to get but at some point if it spawns friendlies you have to spawn some bad guys to clear them out unless you're being all evil and doing that yourself.
That'd be a change, at least. Though I'd rather they stay (as in not simply changing the next time you show up there) until cleaned out by an opposing force or such (such as the player or a bypassing deathclaw or the like). Assuming it's a "permaantent" place such as a sandbag fort, of course, not some random spot in the wasteland.
:cryvaultboy:
in "real life" it wouldn't be possible to kill everyone
Oh, I dunno. "realistically" speaking, the setting is in a post-apocalyptic world, where Mankind have greatly dwindled in numbers. Manpower is often refered to as a constant problem in Fallout, even for armies and military organizations. When they speak of "armies" in the world of Fallout, then I imagine no more than a few hundred people fightning on either side. And it IS certainly possible for the player to kill hundreds of people, so under those circumstances, asking why the enemies never run out is a fair question

. I would, however, welcome changes at least - instead of having the same group of raiders occupy the same sandbag fort that I cleaned up just a few hours before, then they could have something else there for a change, if they feel that respawning HAS to occur.