If you could have done this.......

Post » Sun Mar 06, 2011 7:16 am

Not really having anything to do with this game but I always thought it would be neat to be able to play a character that didn't make it into the vaults.. yet was in an area that wasn't directly hit. Start the game only 15 or 20 years after the bombs fell.. Be in that wasteland.. when things are just starting to mutate and people like you are trying to re-emerge into the world. Have the chance to slowly turn into a ghoul over time (if you choose.) since obviously there have been ghouls around for that long. To see the beginnings of everything. To be one of the main players in building the new post apocalyptic world.


there are many ways this could be done but the vault dweller's story is already what you're asking for - he helped turn the NCR into what they are. without him, the NCR would still be an idea to discuss at shady sand's monthly town hall meeting.

play fallout 1 :-)
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Aliish Sheldonn
 
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Post » Sun Mar 06, 2011 9:23 pm

"Hey Caeser how about you let me visit your main city so I may see if you actually are anything but Tribals with firm anti drugs views"


Apart from that it would have been nice if I could have met the Burned Man
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Anna Watts
 
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Post » Sun Mar 06, 2011 1:59 pm

I don't really get why House keeps [censored] independant but together and you apparently fail completely and make it anarchy. Thats lame.

And you should be able to side with yes man and the NCR. Use the securitron army to help the NCR then make a deal with the NCR which keeps you as the part owner of vegas or some [censored].
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Latino HeaT
 
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Post » Sun Mar 06, 2011 3:48 pm

I don't really get why House keeps [censored] independant but together and you apparently fail completely and make it anarchy. Thats lame.

And you should be able to side with yes man and the NCR. Use the securitron army to help the NCR then make a deal with the NCR which keeps you as the part owner of vegas or some [censored].


Spoiler
If you activate the Securitron Army then New Vegas does not fall into Anarchy. Otherwise you have to blow up the Dam.

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Kill Bill
 
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Post » Sun Mar 06, 2011 3:53 pm

Not saying that you're lying but I don't believe that they couldn't have created long unique quest paths.
And for the "most people will only play through it once", well, isn't that their own fault?
As I said, I feel like they didn't give the full truth about it pre-release when they were hyping it.
"You can choose to join Legion, NCR, House or be independent", yeah, that's true, but it's a vague truth.
They didn't bother saying "Oh by the way, no matter which one you choose the quests will be the same."
It's more than any earlier game did for us that's for sure so it is a step forward, but it wasn't even remotely what I expected.
But that doesn't mean the game is bad.
It's a step forward.
Even though it's just a tiny tiny tiny step.



I agree I'd like to see more meaningful branching. I may not LIKE it, but it's sort of the state of play that until games don't require everything to be written out piece-by-piece (IE procedural generation), true multipath branching is economically inefficient for developers.

I agree more could have been done, giving legion enough locations and vendors to reduce the massive NCR bias would have been enough to satisfy me, mostly anyway.

I do have to give them credit though for varying enough in the mission order and factions needed that it isn't *identical* each playthrough. I think a lot of the samey-ness comes from the game-world logic: If you're going to take over the Mojave you're going to have to deal with the resident minor factions that could become a thorn in your side when you're in charge, either by making them allies or smoldering piles of ash.
If you want to control the massive robot macguffin army you have to go through the same steps no matter who ends up holding the reigns.

My real issue with the way they implemented branching is that 2 of the major high-money-capacity vendors (that stock high-end items as well) are NCR-only, more than half the followers in the game go byebye if you're doing a low-karma legion run at some point in the story, and legion doesn't have half the quests NCR does. In fact I counted like 3 or 4 times the NCR quests as legion.

One side in any two-sided game always feels less developed, or less interesting to some people. But this isn't just a case of the fact I like NCR more therefore find more to do. Being hated by the NCR cuts you off from a majority of the game content without ceasar giving you other things to do to make up all that lost stuff.

But I'd have rather it come out more like megaton Vs Tenpenny tower (seperate but equal, able to do all quests for both if you are a conniving bastard and know the right order) rather than locking you out of half the game to do the other half, or rather locking you out of 7/8th of the game to do the 1/8th.
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mimi_lys
 
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Post » Sun Mar 06, 2011 11:39 am

Be able to take control of the NCR, bring the BoS, Boomers and Followers under your governance, along with the other factions. All those that resist my rule would be annihilated.

Wipe out the Fiends and Powder Gangers down to the last man.
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Stephanie Kemp
 
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Post » Sun Mar 06, 2011 8:48 am

I would have added more the background for The Courier. Why is The Courier so good at combat? Is he or she ex-military type like Boone?
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jessica robson
 
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Post » Sun Mar 06, 2011 9:25 pm

A couple Wild Card variations. Siding with Benny, being his right hand man, or having Benny side with you, him being your right hand man.
Spoiler
He can even give you two options, essentially saying he runs and you never see him again, or he sticks with you so you can take over Vegas together. Was this option just taken out? I wouldn't loved to take over Vegas with him.







I would have added more the background for The Courier. Why is The Courier so good at combat? Is he or she ex-military type like Boone?


It's up to your imagination. This is a good thing, because a Fallout game has never left your past almost 100% ambiguous. It's perfect for roleplaying. Also, why was the Lone Wanderer so good at combat? He was 19 and just came out of a vault. Furthermore, why is the Vault Dweller from FO1 so good? Why was the Chosen One so good? It never explicitly explains all of your starting skill in any of the games, so this complaint makes no sense.
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Neliel Kudoh
 
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Post » Sun Mar 06, 2011 9:54 pm

Dunno. I suppose it would be nice to actually be embraced by the groups you were helping (like NCR or Legion), as opposed to simply being an outside contractor.
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Dean Ashcroft
 
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Post » Sun Mar 06, 2011 7:38 am

It's up to your imagination. This is a good thing, because a Fallout game has never left your past almost 100% ambiguous. It's perfect for roleplaying. Also, why was the Lone Wanderer so good at combat? He was 19 and just came out of a vault. Furthermore, why is the Vault Dweller from FO1 so good? Why was the Chosen One so good? It never explicitly explains all of your starting skill in any of the games, so this complaint makes no sense.


I'm didn't play 1 and 2 so I'm not sure about those, but in Fallout 3 the The Lone Wanderer was trained by his father.
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Jack Moves
 
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Post » Sun Mar 06, 2011 5:41 pm

i wish i could of moved in with sunny smiles and cheyenne and kept goodsprings safe from geckos and coyotes for the rest of forever. she's awesome
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Michael Korkia
 
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Post » Sun Mar 06, 2011 4:07 pm

i wish i could of moved in with sunny smiles and cheyenne and kept goodsprings safe from geckos and coyotes for the rest of forever. she's awesome


LOL.

Skip the whole quest and let somebody else worry about it. Carve out a new life for yourself, untroubled by the power struggles of politicians and tyrants? Sounds nice!
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louise hamilton
 
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