• Fallout 4 V25: Le Sujet Terribles
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[QUOTE=TheRealRudy;49590338]yeah it was pretty surprising there was no cybernetic augmentation available to the player character considering the institute and such, and it was a thing in new vegas. It had multiple cybernetic implants for the player (which i absolutely loved to have to upgrade my character's body).[/QUOTE] More proof that the institute are clueless idiots that have no idea what they are doing Wicked sick cyborg enhancements should have been top priority [t]http://i.imgur.com/i5tYPgr.png[/t]
[QUOTE=jonu67;49590313]Fucking finally, these types of mods, especially where the Institute is concerned can't come soon enough, I wanna be a full on god damn cyborg! Fill me up with all that Kellog tech![/QUOTE] [QUOTE=TheRealRudy;49590338]yeah it was pretty surprising there was no cybernetic augmentation available to the player character considering the institute and such, and it was a thing in new vegas. It had multiple cybernetic implants for the player (which i absolutely loved to have to upgrade my character's body).[/QUOTE] [QUOTE=jonu67;49590383]Yeah I did find that weird that they completely left out cybernetics despite it being a gameplay option in New Vegas, like Bethesda could have easily improved from New Vegas in that department but despite actually having precedence in the story given Kellog's enhancements, it's completely glossed over and ignored, imagine how in depth such a system could be and how much it could allow you to make your character even more your own, they could even have implemented visual changes too, like with that cybernetic arm. But nope, you can't even get bottom of the barrel enhancements done by some Doctor, like you might have in New Vegas, like I could imagine a system in which enhancements that come from Wasteland folk Doctors are sort of outdated pieces of technology and the eventual upgrades you can get from the Institute supersede or improve them, that would be pretty neat and give people a reason to want to stick with the Institute. But nope, nothing, such a waste.[/QUOTE] This is actually the first mod I'm making for Fallout 4 when the GECK is released, I've already started planning it. I'd love to hear suggestions from you guys of what you'd like to see, though.
[QUOTE=TheRealRudy;49590338]yeah it was pretty surprising there was no cybernetic augmentation available to the player character considering the institute and such, and it was a thing in new vegas. It had multiple cybernetic implants for the player (which i absolutely loved to have to upgrade my character's body).[/QUOTE] It's a plot point that they don't trust cybernetic enhancements anymore due to Kellogg. Even in Fallout 3 when you can get cybernetic enhancements it's under the table.
The guy who made the Ranger outfit and Enclave F3 power armor is making Hellfire. [t]http://puu.sh/mG9BQ/981fa070b2.jpg[/t]
Also worth mentioning that lot of upgrades for Power Armor are similar to cyber enhancements. Except you have to remain in the armor to benefit from them.
[QUOTE=RenegadeCop;49590699]And in fallout NV, cybernetics are covered by your average insurance plan[/QUOTE] In NV cybernetics aren't solely available through a shadowy group of secluded scientists who hate the outside world. Instead it's solely available through a group of altruistic scientists who want to help the outside world.
[QUOTE=RenegadeCop;49590718]Some jerk-off under-funded scientists can give me cybernetics, and no one in Fallout 4 can?[/QUOTE] Yeah because no one in the Commonwealth has the technological knowledge to use cybernetic enhancements, because the few people with that knowledge are hoarding it and hiding in an underground complex, and they refuse to use that tech because it turned out really poorly last time. The followers of the apocalypse may be under-funded jerk-offs but they're willing to share their knowledge and use it to help people. The institute isn't willing to do that.
There's a bunch of smaller factions in Fallout 4 though, on top of the big four. There's the atom cats, the children of atom, the triggermen, the forged, the gunners, the pillars of the community, and a bunch of settlements with their own history like covenant, the bog, goodneighbor, vault 81 and diamond city. There's also some unnamed raider factions with established histories and rivalries. The Beantown Brewery and the Federal Ration Stockpile Raiders are at war, the former also knows of the Corvega raiders (who are in an open conflict with the minutemen), Libertalia's got its own story, etc.
[QUOTE=RenegadeCop;49590812]Ahh yes, "Raiders 2.0" group traiggermen, forged, gunners The "cut content" group: children of atom the "part of a sidequest" group: pillars, covenant, bog They're all so barren and lifeless. It's like a robot that's been programmed to do one thing and after that you're like "oh, that's all you do?" Vault 81 and goodneighbor are great though[/QUOTE] The quality of the writing is besides the point. You said there were no smaller factions in Fallout 4, I proved you wrong. I'm still confused as to how your argument shifted from "there's no excuse for cybernetic enhancements not being in the game" to "well fallout 4 has no side factions" in a single post.
[QUOTE=RenegadeCop;49590879]Because I thought about how the followers of the apocalypse don't exist in FO4 and it made me sad. And yes, you are right, there are other factions, but not as many as you listed. Anything that has zero quests and you just kill on sight isn't really a faction. Otherwise I guess the jackals count as a faction in NV[/QUOTE] "it isn't a faction if it doesn't fit [I]my definition of one[/I]" a faction's a faction, you don't get to say "nuh uhh they don't count!!!!"
Yeah, the Jackals and Vipers [I]do[/I] count as a faction in NV. I don't see why they shouldn't. The blackrock mountain mutants, the jacobstown mutants and the REPCONN nightkins also count as three separate factions, as far as I'm concerned.
[QUOTE=RenegadeCop;49590910]Okay, i'll use a different phase. Groups of NPCs that have a major role in story and in content[/QUOTE] That's a different point entirely.
[QUOTE=RenegadeCop;49590910]Okay, i'll use a different phase. Groups of NPCs that have a major role in story and in content[/QUOTE] Moving the goalposts isn't going to get you anywhere, that's a completely different discussion
iirc Davison's group is part of Black Mountain, they're just looking for stealthboys in REPCONN but the jackals, the vipers and the scorpions were planned to be factions with scrapped content just like there are three different powder ganger factions (NCRCF, Vault 19 and the escaped convicts from primm) in gamey terms a faction would be a group of individuals with specific purposes and ideas that hang out together because of that - most of having some sort of reputation you can establish with them, but not all (the powder gangers in primm are clearly different from the NCRCF guys but you can't reason with them) which is why the raiders sucked in FO3 because they were all GENERIC RAIDERS regardless of where they were unlike in NV where the different groups had different philosophies and areas, and it was nice bethesda at least trying to make some more distinct groups in FO4 and giving them the idle banter before you have to murder all of them anyway
If it's a separate group of individuals with their own motivations, story, enemies and/or allies, it's a faction. Doesn't matter if they're hostile on sight or if they're in small numbers or part of a sidequest. They're still a faction.
[QUOTE=Hatley;49590288][sp]Yes. The Gen 3 Synths are, in a way, your grandkids. Try not to think about the implications of shagging them. Then again, maybe family business is your kinda bag.[/sp][/QUOTE] [sp]So wait, when Curie is turned into a synth and you romance her.. oh god.[/sp]
[QUOTE=Ruh-roh;49590919]iirc Davison's group is part of Black Mountain, they're just looking for stealthboys in REPCONN but the jackals, the vipers and the scorpions were planned to be factions with scrapped content just like there are three different powder ganger factions (NCRCF, Vault 19 and the escaped convicts from primm)[/QUOTE] Wasn't Davison's group once part of Jacobstown but they left and went rogue again ? I haven't bothered with Come Fly With Me in a long time so I can't remember for sure.
[QUOTE=EliteSuperS;49590944][sp]So wait, when Curie is turned into a synth and you romance her.. oh god.[/sp][/QUOTE] [sp]Hey it's a robot body, can't have fucked up babies with a robot, it's fine[/sp] :v:
[QUOTE=RenegadeCop;49590957]Maybe [I]major[/I] factions would be better for me to say[/QUOTE] But Major Faction already defines the four big groups that you can interact with during the main quest in 4 and New Vegas.
[QUOTE=Ganerumo;49590946]Wasn't Davison's group once part of Jacobstown but they left and went rogue again ? I haven't bothered with Come Fly With Me in a long time so I can't remember for sure.[/QUOTE] Not really. he never mentions jacobstown in any sense And all of the nightkins from Jacobstown were originally from Black Mountain and Neil sent them to Jacobstown anyway. Nightkins wandered to black mountain because of tabitha's invitation, neil tried to convince them to look for a cure and settle in jacobstown, the ones who didn't wanted to remained in black moutain with tabitha [QUOTE=Ganerumo;49590975]Speaking of Jacobstown, is it me or does Marcus' voice sound so much better with Fallout 2's compressed audio ?[/QUOTE] probably just you Dorn got older, so there's a difference, but "sounding much better"? i don't think you replayed F2 in a while
Speaking of Jacobstown, is it me or does Marcus' voice sound so much better with Fallout 2's compressed audio ? It adds a lot of grain to it and it sounds great.
[QUOTE=Vodkavia;49590829]Is it me or does the amount of raiders in fallout 4 as well as their dense distribution seem kinda off? Like how does trade or just travel work at all in the common wealth when there's always a raider camp within 100 feet of you at all times?[/QUOTE] Bunker hill has answers, either they get slaughtered or paid off
[QUOTE=RenegadeCop;49590977]Yeah, that's what I meant all along when I said factions[/QUOTE] Well in that case Fallout 4 and New Vegas have the same amount. [editline]23rd January 2016[/editline] [QUOTE=Vodkavia;49590829]Is it me or does the amount of raiders in fallout 4 as well as their dense distribution seem kinda off? Like how does trade or just travel work at all in the common wealth when there's always a raider camp within 100 feet of you at all times?[/QUOTE] The raiders either avoid the caravans because they can't attack them head-on, or they get bribed and avoid confrontation to minimize losses. Only reason the player is attacked on sight is because he's an easy target to them, seeing as you typically only move alone or with at most one companion.
I think with Fallout 4, the important thing is little character moments, not big story moments. I love all the little details they put into this game, and all the extra work they did with companions and other non-essential NPCs. One of my favorite moments in the game so far was helping Arlen at the Slog... stuff like that is what I like about RPGs
[QUOTE=Ganerumo;49590984]The raiders either avoid the caravans because they can't attack them head-on, or they get bribed and avoid confrontation to minimize losses. Only reason the player is attacked on sight is because he's an easy target to them, seeing as you typically only move alone or with at most one companion.[/QUOTE] "let's avoid attacking the caravan guys with pistols and brahmins but jump on the two guys roaming the wasteland with hi-tech power armor and fatmans with our pipe weaponry" This excuse worked better when they were drugged, mindless addicts in the CW. They're smarter in F4, not being able to reason or at least bribing them too in F4 makes little sense
They're still drugged, mindless addicts in the Commonwealth. If they were smart, they wouldn't be raiders.
[QUOTE=Ganerumo;49591034]They're still drugged, mindless addicts in the Commonwealth.[/QUOTE] If they're smart enough to pick which caravans they will attack or not judging by their firepower and which ones they will take bribes from, there's no reason for all of them to have another judgement with the player or the player settlements
They're smart enough to follow the rule of thumb of "caravan = bad" and "lone guy = good". Considering they're all pumped full of Psycho I honestly don't think power armor is that big a deterrent, if anything it's a challenge as far as they're concerned. Caravans are left alone because their strength resides in number, not on strength per individual, which for raiders makes them tougher targets.
"caravan = bad", "two guys in power armor with submachine guns = good", "a settlement full of guys with machine guns and turrets = even better" sure thing Vodkavia's point is valid and bothered me too. That's a risk you take when you make the raiders the common enemy fodder in the wasteland but then wants to use their negotiation skills as a reason to why they don't attack caravans around [QUOTE=Ganerumo;49591050]I honestly don't think power armor is that big a deterrent, if anything it's a challenge as far as they're concerned[/QUOTE] now you're just messing with me ain't you
Keep in mind that the raiders you see typically never lost a fight because if they did they'd be dead. The ones who do attack random people to loot them either lived long enough to feel cocky and ultimately die brutally because they didn't account for the power armor part, or they're just too dumb to think of any other solution. Caravans are a lot more common than power armor so it makes sense that their reaction to caravans is a bit more orderly than their reaction to a guy in power armor. Also Power Armor doesn't make you invincible, and if you're wearing PA you probably have a lot of good loot on yourself. If the protagonist wasn't player controlled and just a NPC, he'd get butchered by all those raiders even while wearing that suit of armor.
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