• Fallout 4 V25: Le Sujet Terribles
    5,002 replies, posted
[QUOTE=Ganerumo;49591469]Because Caravans are bigger, part of larger groups, and just in general a much bigger threat to take on than a single dolt wandering alone (or with a single friend). Moreover, armor alone (and armor being just that, armor), raiders can't judge from ten meters away if your gun is more or less dangerous than theirs. I sincerely doubt the average drug addict raider gives a fuck if you're holding a pipe gun or a 10mm pistol or a plasma rifle, it's a gun that shoots death dealing projectiles and they happen to also have (more) guns. There's also the concept of repercussions. Caravans move in small groups but are usually part of a larger infrastructure. The covenant quest is entirely based around the fact that there's people closely watching caravans move in and out, so the instant one of them goes missing, you have several people who are going to start looking for them, and that's more trouble than it's worth for the average raider.[/QUOTE] You just can't decide when the raiders are dumb enough to attack the guy in big armor with big guns but somehow they are also smart enough to not attack caravans because they think of the bigger picture This is the mental gymnastics i was talking about. You're giving them a lot of concessions and diferent behaviors to justify doing one thing and not the other. If they're stupid enough to think they outnumber you and their guns will kill you while you dressed in a gigantic metal walking armor then they would think the same about caravans. No ifs and buts.
I broke the third rail [IMG]http://i.imgur.com/WNsb77i.jpg[/IMG]
[QUOTE=Ruh-roh;49591487]You just can't decide when the raiders are dumb enough to attack the guy in big armor with big guns but somehow they are also smart enough to not attack caravans because they think of the bigger picture This is the mental gymnastics i was talking about. You're giving them a lot of concessions and diferent behaviors to justify doing one thing and not the other. If they're stupid enough to think they outnumber you and their guns will kill you while you dressed in a gigantic metal walking armor then they would think the same about caravans. No ifs and buts.[/QUOTE] But the raiders who are dumb enough to attack the caravans are already dead because they got wiped out by the folks over at bunker hill since the missing caravans were a hint that raiders were attacking them. All the raiders that attack you outside of the buildings are fucking morons. The ones who are inside or who try to deal with you more diplomatically are smarter. But the morons who attack caravans on sight are for the most part dead because the caravans had enough of their shit and wiped them out.
[QUOTE=Ganerumo;49591523]But the raiders who are dumb enough to attack the caravans are already dead because they got wiped out by the folks over at bunker hill since the missing caravans were a hint that raiders were attacking them. All the raiders that attack you outside of the buildings are fucking morons. The ones who are inside or who try to deal with you more diplomatically are smarter. But the morons who attack caravans on sight are for the most part dead because the caravans had enough of their shit and wiped them out.[/QUOTE] So if the raiders alive are the smart ones, why can't they try to shake down the player or avoid attacking their heavy fortified settlements? That's the point you're not getting. If raiders are mindless, dumb addicts that look at anyone passing by as walking lootboxes, they wouldn't mind attacking players and caravans alike, they rely on their numbers and their guns as you said yourself If raiders are smart enough to think about the repercussions of attacking caravans, then they wouldn't risk their neck attacking my settlement lined up with turrets in every wall either. And if they can take bribes to let the caravans go through, why couldn't they try to shake me down or negotiate with me too? That's the big problem, because all raiders are treated like dumb shit that attack you on sight and flock towards your settlements like dumb moths going to a flame. If they had nuanced raiders scattered across the commonwealth, if they had made the combat zone a non hostile area where raiders could see how they could profit on you and your cooperation instead of jumping to their death on your minigun, then it wouldn't be as bad. But when you treat them all like retards, then they should act like retards accordingly and attack the caravans as well. Don't give me this "they do but you don't see!" excuse like you did for all the invisible farms scattered around the CW.
Why are you saying raiders don't attack caravans? I've seen raiders shooting at caravans as they pass. Usually it results in one dead guard and the brahmin running away.
[QUOTE=Janus Vesta;49591575]Why are you saying raiders don't attack caravans? I've seen raiders shooting at caravans as they pass. Usually it results in one dead guard and the brahmin running away.[/QUOTE] [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] [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] aka "how this discussion started in the first place"
I wish I took a screenshot of this but I'm minding my own business at red rocket when suddenly a bunch of super mutants walk past heading to sanctuary :v:
you guys know that most caravans pay off the raiders right to avoid getting every caravan killed they explain it in bunker hill and raiders aren't totally stupid junkies, they're gangs, they don't just attack every caravan, otherwise they wouldn't be able to sustain the settlements that they feed off of, or caravans would start becoming more heavily armed as a result they attack you because you aren't the one who payed them off they raid settlements because that's how they get recruits(though it doesn't appear that way because gameplay reasons) as seen through the forged sq and food(through the settlement missions), they don't even attack if your defense stat is high enough
[QUOTE=nomad1;49591699]I wish I took a screenshot of this but I'm minding my own business at red rocket when suddenly a bunch of super mutants walk past heading to sanctuary :v:[/QUOTE] I've had that happen, and they were transporting a prisoner, who I then told to come to the red rocket. She said she would make it there in a day, while it was in clear view of her.
[IMG_thumb]http://images.akamai.steamusercontent.com/ugc/607225753874994973/510B338FB728702645A0DBC01BB8AE3DD1AB3980/[/IMG_thumb] THE BROTHERHOOD OF STEEL SENT US TO HELL, BUT WE'RE GOING EVEN DEEPER
[QUOTE=Ganerumo;49591396]The point being that the technological and training gap between the average BOS initiate and the average NCR trooper is more than significant, but the NCR won by just outnumbering them, because Power Armor and Gauss rifles don't make you invulnerable again fifteen dudes, let alone ninety. Whether the rangers were there or not is irrelevant. The BOS lost by ways of overconfidence, poor tactics and smaller numbers. Back to Fallout 4, raiders would typically win against a single guy in Power Armor for the exact same reason.[/QUOTE] actually uhh If they're using shitty weapons then lore-wise yes, it does basically make you invulnerable. It's like if you have 90 people plinking at a tank with pistols and assault rifles, it's not gonna do shit. In the original games this was also the case in the mechanics, due to damage threshold and no cap for how much damage it absorbs. You need to bring out heavier weapons to deal with power armor. Presumably, in the battle at Helios, they did. At the very least they had a few guys with grenade launchers or something, most likely also some rangers sporting anti material rifles.
I've had raiders try and get caps off me before granted I killed them after failing the speech check but they still didn't shoot first.
[Sp]Started a new game and found some named guy wearing Institute clothes asking directions for Bunker Hill. What's his purpose?[/sp]
Taking the topic back to cyborgs for a second, i definitely think it's a system that would have greatly improved fallout 4. Just saying "nah the institute don't do that any more!" is a total cop out because the institute didn't make any choices that bethesda didn't decide they were going to make- using in-universe plot points to explain lacking features is kinda naff. if you side with them you [sp] replace kellogg as their up top attack dog[/sp], if he was augmented to the point where he doesn't [sp]even age[/sp], why wouldn't you have access to the same treatments? especially considering your [sp]relation to farther, even if he decided he hates cyborgs surely he would want his mum/dad to live forever?[/sp]. And it's not just the player that would have been made more interesting with cybernetics, raider bosses with rusty pre-war construction equipment grafted onto their bodies- turning them into mechanical abominations (exactly what i was expecting when i met the forged), rare brotherhood soldiers augmented with top of the line augmentations- purpose built to counter coursers, rail-road heavy's taking experimental and painful cybernetics that turn them into stealth nightmares in a self sacrificial attempt to go the extra mile to help synths. Cyborgs are awesome, (way cooler than the wishy washy "is it a human? is it a robot!?" shit the synths have going imo) if we already have one in the story why not go that little bit further?
[QUOTE=YourBreakfsat;49591824][Sp]Started a new game and found some named guy wearing Institute clothes asking directions for Bunker Hill. What's his purpose?[/sp][/QUOTE] [Sp] its an escaped synth [/sp]
JUst finished the Main quest the other night, over all, I'm really happy with it. I went the [sp]Minuteman ending and blew up the Institute. I was pretty pleased that my character didn't pull a "I'm so glad everything's better now". Having Father reprogram his synth to believe he's your son was cool too, kind of like a bittersweet reminder of what could've been.[/sp] I might be reading to much into it of course :v:
[url]https://docs.google.com/presentation/d/1h3uPtMhDjE4N7mC7L9g-OuWhhgIqEUbrA_RZkyt48uY/edit#slide=id.p[/url] what do you guys think?
[QUOTE=dookster;49591869]JUst finished the Main quest the other night, over all, I'm really happy with it. I went the [sp]Minuteman ending and blew up the Institute. I was pretty pleased that my character didn't pull a "I'm so glad everything's better now". Having Father reprogram his synth to believe he's your son was cool too, kind of like a bittersweet reminder of what could've been.[/sp] I might be reading to much into it of course :v:[/QUOTE] Nah you aren't that's exactly why he did it. [sp] i left the little shit behind to die. [/sp]
[QUOTE=fulgrim;49591905]Nah you aren't that's exactly why he did it. [sp] i left the little shit behind to die. [/sp][/QUOTE] So did I Ad Victoriam
Hell I'm the fucking Director of the Institute and even I just [sp] opened the console and disabled the little shit, I like to think lore wise I turned him off and chucked him into a scrap heap after taking over.[/sp] [editline]edit[/editline] [sp]Fuck Fathers pet project, I didn't give a shit about him either, I just wanted power and I don't need a shitty son, synth or otherwise.[/sp]
[QUOTE=jonu67;49591967]Hell I'm the fucking Director of the Institute and even I just [sp] opened the console and disabled the little shit, I like to think lore wise I turned him off and chucked him into a scrap heap after taking over.[/sp] [editline]edit[/editline] [sp]Fuck Fathers pet project, I didn't give a shit about him either, I just wanted power and I don't need a shitty son, synth or otherwise.[/sp][/QUOTE] [sp]i sent him to Sunshine Tidings Co-op[/sp] [sp]aka permanent synth kid summer camp[/sp]
[QUOTE=YourBreakfsat;49591824][Sp]Started a new game and found some named guy wearing Institute clothes asking directions for Bunker Hill. What's his purpose?[/sp][/QUOTE] random encounter, he's an institute scientist who's left, i guess you can tell him which way to go but other than that i think he probably gets killed by a courser at some point [editline]23rd January 2016[/editline] [QUOTE=fulgrim;49591905]Nah you aren't that's exactly why he did it. [sp] i left the little shit behind to die. [/sp][/QUOTE] "you're just gonna leave me here to die!?" "ya thats the plan" i really hate how the 4 speech options are -get pissed off -get pissed off -get pissed off -reconsider i really want a snarky answer to him also i like how everybody is OK with it when you tell them[sp] he's a synth, even the minutemen[/sp]
[QUOTE=jonu67;49591967]Hell I'm the fucking Director of the Institute and even I just [sp] opened the console and disabled the little shit, I like to think lore wise I turned him off and chucked him into a scrap heap after taking over.[/sp] [editline]edit[/editline] [sp]Fuck Fathers pet project, I didn't give a shit about him either, I just wanted power and I don't need a shitty son, synth or otherwise.[/sp][/QUOTE] Is there a reason why [sp]Father treats his synth self like he's special while he treats the others like they're slaves?[/sp]
[QUOTE=doomevil;49592028]Is there a reason why [sp]Father treats his synth self like he's special while he treats the others like they're slaves?[/sp][/QUOTE] nope, they're all fucking hypocrites, thats sort of the blunt writing that leaves you with no real options. like it was discused in the last thread, the institute doesn't replace people with synths because they have a strategic purpose, ([sp]outside of the mayor[/sp]), they replace people with synths because someone needs to run an experiment up top and they just don't care that they're killing and replacing someone with a temporary replacement who will also be killed at the end of it all
[QUOTE=fulgrim;49591825]Taking the topic back to cyborgs for a second, i definitely think it's a system that would have greatly improved fallout 4. Just saying "nah the institute don't do that any more!" is a total cop out because the institute didn't make any choices that bethesda didn't decide they were going to make- using in-universe plot points to explain lacking features is kinda naff. if you side with them you [sp] replace kellogg as their up top attack dog[/sp], if he was augmented to the point where he doesn't [sp]even age[/sp], why wouldn't you have access to the same treatments? especially considering your [sp]relation to farther, even if he decided he hates cyborgs surely he would want his mum/dad to live forever?[/sp]. And it's not just the player that would have been made more interesting with cybernetics, raider bosses with rusty pre-war construction equipment grafted onto their bodies- turning them into mechanical abominations (exactly what i was expecting when i met the forged), rare brotherhood soldiers augmented with top of the line augmentations- purpose built to counter coursers, rail-road heavy's taking experimental and painful cybernetics that turn them into stealth nightmares in a self sacrificial attempt to go the extra mile to help synths. Cyborgs are awesome, (way cooler than the wishy washy "is it a human? is it a robot!?" shit the synths have going imo) if we already have one in the story why not go that little bit further?[/QUOTE] That's why I'm mainly going down the route of integrating cybernetics through a new shop in Goodneighbor or Diamond City rather than mainly through the Institute. Have you got Steam? You've got some good ideas, I could use someone to discuss and bounce ideas off for this project if you're interested.
They should have played the main trailer theme during the final battle. [video=youtube;6hF2CJlp3os]https://www.youtube.com/watch?v=6hF2CJlp3os[/video]
[QUOTE=goldenbuttocks;49592112]They should have played the main trailer theme during the final battle. [video=youtube;6hF2CJlp3os]https://www.youtube.com/watch?v=6hF2CJlp3os[/video][/QUOTE] This is the "fighting a boss creature" theme IIRC. At lower levels it plays for deathclaws, higher forms of supermutant (masters and up), and sentry bots. At higher levels it plays for special or legendary forms of the above as well as behemoths, mirelurk kings, and certain other extremely dangerous creatures.
I reinstalled Fallout 4 and for some reason it defaulted the resolution to 800x450 I'm surprised it supported resolutions that small.
It's finally time for me to rescue Preston Garvey [t]http://i.imgur.com/xT4AzGq.png[/t]
[QUOTE=Tuskin;49592227]I reinstalled Fallout 4 and for some reason it defaulted the resolution to 800x450 I'm surprised it supported resolutions that small.[/QUOTE] Bethesda is one of the last companies in existence that realizes some people don't upgrade their monitor until it breaks.
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