They are deluded. The plan is to assume total control in a few hundred years after radiation kills off the competition.I really loved the show.
However one thing I don't get is, why is Vault-Tech evil?
I understand war makes them money, so it's in their benefit to keep the war-machine going.
They were actually accounting for a nuclear war (whether directly or indirectly) but how do they benefit in any way when the world has gone to shit?
Whats a trillion dollar gonna do if there is no world left? Also why is there a need for experiments?
I really loved the show.
However one thing I don't get is, why is Vault-Tech evil?
I understand war makes them money, so it's in their benefit to keep the war-machine going.
They were actually accounting for a nuclear war (whether directly or indirectly) but how do they benefit in any way when the world has gone to shit?
Whats a trillion dollar gonna do if there is no world left? Also why is there a need for experiments?
I heard someone say it was a landfill, but can't find a source.Where was Filly supposed to be?
The names of places in Fallout tend to reference their pre-war names or at least something about what the place used to be. (i.e. Pittsburgh becomes "The Pitt").
I assumed with a name like "Filly", there would be some history there.
After playing FO4 for about 25 hours over the last month and about 10 hours of FO76, I'm really starting to think 76 is by far the best Fallout experience Bethesda has ever developed directly.
It takes everything the fourth game did well and just improves upon it, ESPECIALLY the writing and RPG systems; to the point where it kinda ends up being their best single player Fallout game despite essentially being built as an MMO. The conversations are more interesting, the quests take you to cooler places and oddly enough it gives you more freedom when interacting with NPCs than the fourth game ever did (at least in my somewhat limited experience so far).
The map is also just incredible and I've barely seen like 20% of it if even that, but even stuff like interiors feel so much more interesting than previous games overall (if you've seen a Super Mutant or Raider camp in FO4 with their bags of meat everywhere you've kind of seen them all). I was beginning to sour on FO4 thanks to (among other things) the settlement stuff, and that whole aspect also seems better implemented (and more avoidable) here.
New Vegas is still untouchable and the best 3D Fallout game by far, but I'm pretty pumped that Bethesda managed to create a truly well-realized version of their own interpretation of Fallout. It feels like a real, involved (yet managable) open world survival exploration experience instead of a huge theme park using iconography from the previous games without much rhyme or reason (which was also fun in its way, but I prefer how they're doing their own thing with the creatures and design of 76).
I just finished watching Fallout the tv show. Wow, it's amazing. It blew my expectations away. Even my brother who never played a Fallout game loved it.
Thought this was interesting. It's a video comparing Fallout 4's metal homes in Sanctuary, to the real-life post-WW2 American homes they're actually based on:
View: https://www.youtube.com/watch?v=fkVDUauTJh4
I think it's partly that they see nuclear war as more or less inevitable. Between the Resource Wars depleting everything and the escalating tensions with China, they might as well prepare and try to control when exactly things finally go to shit to best benefit themselves.I really loved the show.
However one thing I don't get is, why is Vault-Tech evil?
I understand war makes them money, so it's in their benefit to keep the war-machine going.
They were actually accounting for a nuclear war (whether directly or indirectly) but how do they benefit in any way when the world has gone to shit?
Whats a trillion dollar gonna do if there is no world left? Also why is there a need for experiments?
I really loved the show.
However one thing I don't get is, why is Vault-Tech evil?
I understand war makes them money, so it's in their benefit to keep the war-machine going.
They were actually accounting for a nuclear war (whether directly or indirectly) but how do they benefit in any way when the world has gone to shit?
Whats a trillion dollar gonna do if there is no world left? Also why is there a need for experiments?
I just started up a Tale of Two Wastelands, and something I immediately noticed was the difficulty in the early section of Fallout 3 is much, much harder than vanilla, mostly with enemy spawns. Walking from Vault 101 to Megaton I ran into 2 irradiated giant ants, and then doing the Wasteland Survival Guide, I ran into two armored mercenaries and had to flea. Enemies are significantly stronger, there's way more of them, and some are carrying way more powerful/valuable weapons.
I don't really know if this is from the "vanilla" Tale of Two Wastelands, or if this could be from some other mod... I also installed TTW Quick Start, basically a mod to skip the first 30mins when you're a baby, because I just did that a week ago on Xbox and didn't want to do it again.
Anybody know if this is par for the course for TTW? I don't mind it being harder, but I think it kinda ruins the early game of Fallout 3 when you're immediately running into advanced enemies, powerful mutated beasts, and so on, the game did a bettter job of slowly introducing you to those. RPG wise, there's no reason why this Merc squad would want to attack a random person in the Wasteland so early, I haven't done anything storywise.
enemies are stronger due to scaling being tuned to FNV but its not part of TTW getting those weird spawns. while doing the starting quests around megaton and close area i had the average molerat - raider - spawns, with the scripted small groups of super mutants here and there that are also in the base game
on the other hand, the way random encounters happen even in vanilla f3 could lead to some weird spawns by default, i remember my save being "bricked" because a couple of mutants with rocket launchers defaulted to spawning after i left a building, i barely had time to press vats before one of them exploded me with a rocket. you could just have "won" the todd lottery
albino deathclaws at level 5 is definitely a bug and nothing added by ttw. albino deathclaws shouldnt even spawn anywhere before broken steelThanks! I'm curious too if it's because I reduced my luck when I started the game... I dropped luck to 2 or 3, I never knew what it was, so maybe that's why I'm getting these rough spawns. Googling the question and stumbling upon Reddits and other threads has some people saying similar things, like they're stumbling into albino deathclaws at level 5, and in my vanilla play through of FO3, I was most of the way through the story when I first came upon a deathclaw.
Gonna play a bit more this weekend.
I don't mind damage scaling to FO:NV levels, even if that makes super mutants harder (A common comment online too), I just don't want to have the balance of the game screwed up making it so that where ever I walk is super hostile with an unending number of enemy spawns. My old memories of FO3, the thing that got me to fall in love with the game ~16 years ago, was the sense of wandering and exploration... Really fit the "Lone Wanderer" lore for me.
I just started up a Tale of Two Wastelands, and something I immediately noticed was the difficulty in the early section of Fallout 3 is much, much harder than vanilla, mostly with enemy spawns. Walking from Vault 101 to Megaton I ran into 2 irradiated giant ants, and then doing the Wasteland Survival Guide, I ran into two armored mercenaries and had to flea. Enemies are significantly stronger, there's way more of them, and some are carrying way more powerful/valuable weapons.
I don't really know if this is from the "vanilla" Tale of Two Wastelands, or if this could be from some other mod... I also installed TTW Quick Start, basically a mod to skip the first 30mins when you're a baby, because I just did that a week ago on Xbox and didn't want to do it again.
Anybody know if this is par for the course for TTW? I don't mind it being harder, but I think it kinda ruins the early game of Fallout 3 when you're immediately running into advanced enemies, powerful mutated beasts, and so on, the game did a bettter job of slowly introducing you to those. RPG wise, there's no reason why this Merc squad would want to attack a random person in the Wasteland so early, I haven't done anything storywise.
ANother thing I noticed is a lot of low-level enemies running/cowering when I do a small amount of damage, and I don't think this was the case in the vanilla play through. Like mildly damaging the enemies in the Super Duper MArt is causing them to flea, even though their weapons are typically much better than mine.
Trying to figure out if this is one mod that's turned on in my TTW (I followed the "Best of Both Worlds" guide) or it's intended.
Quite possibly the best environmental storytelling in a game.
Then you get to the end.
Yeah, that's a bit on the nose, but that first terminal with the candidate statements was the first time I'd ever been actively excited to hunt around to figure out what was going on.
Yeah, that's a bit on the nose, but that first terminal with the candidate statements was the first time I'd ever been actively excited to hunt around to figure out what was going on.
It's a bummer, yeah, "on the nose" wasn't the best phrasing for me to use. But you know going in that a lot of people are dead and I feel like they could have left it slightly more open.I didn't mean it in a bad way, just when you sort of find everything out.
Hehe. Main antagonist of the original Fallout.WHAT. THE ACTUAL FUCK. IS THIS?
Now I gotta watch a video about its lore.
WHAT. THE ACTUAL FUCK. IS THIS?
Now I gotta watch a video about its lore.
Does it feel to anyone else like The BOS have more in common with the Enclave than they do differences these days?
With the BOS being more militant and no longer a neutral faction, you would almost think they could be allies if they weren't competition to each other and The Enclave was less obsessed with the idea that almost all the wasteland needs to be purified, humans included, whereas The BOS want to eliminate the more overt mutant races like ghouls and super mutants. Been awhile since I played 3 but I definitely remember (from 2) their definition for what constitutes being a mutant being pretty paranoidly wide.
I've suggested this before but it would be interesting if Bethesda did a double turn (if you're familiar with wrestling terminology) and the Enclave ended up becoming a less antagonistic force eventually while the Brotherhood fell further into becoming despots.
This is basically how I picture it:The Enclave want to commit genocide
The Brotherhood would commit genocide
Very thin line between the two
Hear me out: Fallout Shelter 2, a full-fledged base-building/simulation game mixing elements from Evil Genius and Frostpunk where you're free to build the vault as you see fit and conduct your own experiments, also being able to contact or send your dwellers explore the wasteland.