The Power Armour training was Bethesda's solution to their dumb power armour being everywhere. They should have sticked with it being unlootable on death like all armour was on FO2. Think about it, you have a suit of armour that's been shot up and blown to bits and possibly damaged beyond use.
That would be a TERRIBLE idea. One of the thingas I like about Bethesda's games is that, for the most part, the avoid the dumb system most RPGs use where you magically can't loot armor from dead NPCs. If I see an NPC wearing a specific suit of character and I kill that NPC, THAN I WANT TO GET THAT ARMOR. and your logic fails when you consider that you can REPAIR BROKEN ARMOR WITH PARTS FROM OTHER ARMOR. If the power armor is full of holes, than it would just be damaged, which would mean that players could simply repair it with a different suit of power armor, there, it works again. What we need is a game where ANY armor is lootable, making MORE armor's unlootable would be HUGE step backwards. If a character has armor and I can kill that character, or that character can die for other means, THAN I EXPECT TO BE ABLE TO LOOT THAT ARMOR.
Sorry about that, but I just get so
enraged whenever someone implies that the stupid decision to make some armors unlootable in Oblivion which carried over to Fallout 3 and even New Vegas is a GOOD thing.
Then people new to Fallout 3 could see the number 3 and stop complaining ... and look, now you have people complaining EXACTLY about that.
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It has absolutely nothing to do with it being number three, a terrible design decision is a bad design decision, even if it was in previous games. When Bethesda picked up Fallout, while I can't approve of all the decisions they made, I was glad that, for the most part, they decided to make every armor lootable from NPCs, and I would RESENT it if they decided to go back to how things were.
But really, the main reason power armor training was needed in Fallout 3 was that power armor was easy to get at low levels, if you did the main quest immediately, you'd get it quite soon in the game, and letting the player wear such a powerful armor early on would be rather bad for game balance... or it would if power armor was actually as powerful as it should have been... but that's a subject for another discussion. So Bethesda was faced with two choices, either check the power armor on the dead Brotherhood NPCs as unlootable, or make it so you can loot it, but need a special perk to actually wear it, and while a regretable decision, what they went with was MUCH better than the alternative. The problem here is that New Vegas avoids this problem, you don't get power armor early on, there are only a few places in the game with conveniently dead Brotherhood NPCs, and they're not always easy to go out of your way to find, and killing Brotherhood people isn't exactly easy, especially since unlike in Fallout 3, you don't see Brotherhood patrols all over the wasteland, chances are if you want to kill them, you have to do it in their bunker, where there are a lot of power-armor wearing, heavily armored people, who would surely attack you if you hit one of their friends. As such, the game really didn't NEED power armor training, and I'd say the perk is mostly a leftover from Fallout 3.
NPCs not needing power armor training is probably because the perk was created for reasons of game balance, not realism. But regardless, I just think of it this way, the only NPCs in the game who could be wearing power armor are your companions, and NPCs who are given it by default, unless you use something like reverse pickpocketing, and logic should tell you that this doesn't realisically represent anything logical in the universe. I mean, how do you "reverse pickpocket" a suit of armor? You can't just slip it into someone's pocket, and in any case, if you did that, people would wonder what you're doing routing around in their pockets, not use whatever item you "reverse pickpocketed". For NPCs who have it by default, we can probably assume those NPCs already have power armor training, especally since in New Vegas, the only NPCs who really seem to have power armor are in the Brotherhood, one might assume that since the NCR salvaged power armor has been stripped of most of the systems that seperate power armor from normal armor, or these have stopped functioning, judging from its lack of the appropriate bonuses for power armor. And in any case, if it doesn't require power armor training to be used by the player, it should logically follow that any NPC can wear it too. So we're left with companions, and I think I've heard that aside from Arcade and Veronica, the other ones already can't wear power armor, though I don't know this from personal experience as the only time I tried to give power armor to a companion who can actually wear armor was a suit of Brotherhood armor, so it may just have been the dumb mechanic that makes NPCs drop faction armor you try to give them as though it would burn their hands if they touched it simply because they're not members of the appropriate faction, and even if it isn't like that, if the player already HAS power armor training, one might justify companions wearing it witgh the same logic as MegaDS applies. The main problem is what happens when you don't have it yourself...
But I wouldn't say power armor training is necessarily an illogical concept, although I'd say it is unnecessary in a game where you're not going to be finding power armor in the second stage of the main quest. But the way it works should be closer to how some power armor enhancing mods make it, which is to say, you don't need power armor training to wear power armor, but wearing it without the proper training will give the player certain penalties that are not present if you have training. This seems to make a lot more sense to me, as power armor isn't going to magically come off as soon as you try to put it on just because you haven't been trained in using it, but one might assume that someone with no such training would not be able to move in power armor properly, and would therefore be rather clumsy in it. If the bonuses are strong enough, than it would still do its job by making power armor much less powerful until you can get the perk, rather than making it impossible to use. It would also bring the power armor training requirement more in line with the skill and strength requirements for weapons as well, since not being strong or skilled enough to handle a weapon doesn't mean you can't hold it at all in New Vegas, it just means you'll be less accurate with it, or if it's a melee weapon, hit slower with it, so why should not being able to properly handle power armor be different?