NATION

PASSWORD

The Fallout Thread

A coffee shop for those who like to discuss art, music, books, movies, TV, each other's own works, and existential angst.

Advertisement

Remove ads

Do you have Fallout 4 yet?

yes, and its the best game i've ever played ever
351
35%
yes and i hate it. refund when?
93
9%
maybe idk
102
10%
no but im buying it by the end of the year
121
12%
no and ill never play a fallout game in my entire life
50
5%
this pull fucking sucks who let you be op
292
29%
 
Total votes : 1009

User avatar
Washington Resistance Army
Khan of Spam
 
Posts: 54796
Founded: Aug 08, 2011
Father Knows Best State

Postby Washington Resistance Army » Wed Jul 26, 2017 10:12 am

Gloriana Americana wrote:
Washington Resistance Army wrote:Trying to get to the Great Khan encampment is actually one of the worst parts of New Vegas >_>


How?


God damn Deathclaws and Cazadores everywhere, like holy hell I'm only level 10.
Hellenic Polytheist, Socialist

User avatar
The Empire of Pretantia
Post Czar
 
Posts: 39273
Founded: Oct 18, 2012
Ex-Nation

Postby The Empire of Pretantia » Wed Jul 26, 2017 10:32 am

Washington Resistance Army wrote:
Gloriana Americana wrote:
How?


God damn Deathclaws and Cazadores everywhere, like holy hell I'm only level 10.

I forgot that those things were supposed to be hard to kill.
ywn be as good as this video
Gacha
Trashing other people's waifus
Anti-NN
EA
Douche flutes
Zimbabwe
Putting the toilet paper roll the wrong way
Every single square inch of Asia
Lewding Earth-chan
Pollution
4Chan in all its glory and all its horror
Playing the little Switch controller handheld thing in public
Treading on me
Socialism, Communism, Anarchism, and all their cousins and sisters and brothers and wife's sons
Alternate Universe 40K
Nightcore
Comcast
Zimbabwe
Believing the Ottomans were the third Roman Empire
Parodies of the Gadsden flag
The Fate Series
US politics

User avatar
The Grene Knyght
Minister
 
Posts: 3274
Founded: May 07, 2016
Left-wing Utopia

Postby The Grene Knyght » Wed Jul 26, 2017 10:36 am

The Derpy Democratic Republic Of Herp wrote:Here is a gun I made

my pocket rocket explodes sometimes, too.
[_★_]
(◕‿◕)
Socialist Women wrote:Part of the reason you're an anarchist is because you ate too much expired food
Claorica wrote:Oh look, an antifa ancom being smartaleck
Old Tyrannia wrote:Bold words from the self-declared Leninist
Currently
Reading
2015: x=-8.75,y=-6.56
2016: x=-8.88,y=-9.54
2017: x=-9.63,y=-9.90
2018: x=-9.88,y=-9.23
2019: x=-10.0,y=-9.90
2020: x=-10.0,y=-10.0
2021: x=-10.0,y=-10.0
     
PRO: Socialism, Communism, Internationalism, Revolution, Leninism.
NEUTRAL: Anarchism, Marxism-Leninism.
ANTI: Capitalism, Liberalism, Nationalism, Fascists, Hyper-Sectarian Leftists.
Portal Nationalist | Proletarian Moralist

User avatar
Gloriana Americana
Diplomat
 
Posts: 780
Founded: Jul 08, 2017
Ex-Nation

Postby Gloriana Americana » Wed Jul 26, 2017 10:37 am

Washington Resistance Army wrote:
Gloriana Americana wrote:
How?


God damn Deathclaws and Cazadores everywhere, like holy hell I'm only level 10.


You're taking the wrong routes then. It's easy to avoid that shit, especially the deathclaws. The deathclaws are mostly in and around Quarry Junction, which you don't even have to go anywhere near in order to get to the Khans. Just go the normal route to Vegas, slip past Fiend territory just south of the Poseidon Gas Station and Violet's compound, then follow the road to Chance's Map, then follow the road further past Nopah Cave and take the road to the right.

Bam, you're at Red Rock Canyon. This is the route I usually take. Cazadores *might* show up, but not necessarily, and deathclaws can be avoided entirely.

Image
- U S A -
Gloriana Americana represents an alternate history of United States of America (and should be referred to as the US, USA, United States, America, or United States of America instead of the NS nation's name), so please keep that in mind when dealing with my nation ICly, canonically or not.
Questions? Ask them here!

User avatar
Gloriana Americana
Diplomat
 
Posts: 780
Founded: Jul 08, 2017
Ex-Nation

Postby Gloriana Americana » Wed Jul 26, 2017 10:38 am

The Empire of Pretantia wrote:
Washington Resistance Army wrote:
God damn Deathclaws and Cazadores everywhere, like holy hell I'm only level 10.

I forgot that those things were supposed to be hard to kill.


Kek, are Fallout 4's deathclaws really that weak?
- U S A -
Gloriana Americana represents an alternate history of United States of America (and should be referred to as the US, USA, United States, America, or United States of America instead of the NS nation's name), so please keep that in mind when dealing with my nation ICly, canonically or not.
Questions? Ask them here!

User avatar
The Grene Knyght
Minister
 
Posts: 3274
Founded: May 07, 2016
Left-wing Utopia

Postby The Grene Knyght » Wed Jul 26, 2017 10:38 am

The Grene Knyght wrote:
The Derpy Democratic Republic Of Herp wrote:Here is a gun I made

my pocket rocket explodes sometimes, too.

Hang on...
"long barrel"
"sharpshooter's grip"
"quick eject"
"compensator"
Aaaand I just realised that was the joke.
[_★_]
(◕‿◕)
Socialist Women wrote:Part of the reason you're an anarchist is because you ate too much expired food
Claorica wrote:Oh look, an antifa ancom being smartaleck
Old Tyrannia wrote:Bold words from the self-declared Leninist
Currently
Reading
2015: x=-8.75,y=-6.56
2016: x=-8.88,y=-9.54
2017: x=-9.63,y=-9.90
2018: x=-9.88,y=-9.23
2019: x=-10.0,y=-9.90
2020: x=-10.0,y=-10.0
2021: x=-10.0,y=-10.0
     
PRO: Socialism, Communism, Internationalism, Revolution, Leninism.
NEUTRAL: Anarchism, Marxism-Leninism.
ANTI: Capitalism, Liberalism, Nationalism, Fascists, Hyper-Sectarian Leftists.
Portal Nationalist | Proletarian Moralist

User avatar
The Empire of Pretantia
Post Czar
 
Posts: 39273
Founded: Oct 18, 2012
Ex-Nation

Postby The Empire of Pretantia » Wed Jul 26, 2017 10:49 am

Gloriana Americana wrote:
The Empire of Pretantia wrote:I forgot that those things were supposed to be hard to kill.


Kek, are Fallout 4's deathclaws really that weak?

They are when you're wearing X-01 MK VI armor with a Fatman on easy mode.

But really, in the first part of the game you get power armor and kill a deathclaw, though at this point you have no spare cores, perks, or upgrades, and they only get harder from there.
ywn be as good as this video
Gacha
Trashing other people's waifus
Anti-NN
EA
Douche flutes
Zimbabwe
Putting the toilet paper roll the wrong way
Every single square inch of Asia
Lewding Earth-chan
Pollution
4Chan in all its glory and all its horror
Playing the little Switch controller handheld thing in public
Treading on me
Socialism, Communism, Anarchism, and all their cousins and sisters and brothers and wife's sons
Alternate Universe 40K
Nightcore
Comcast
Zimbabwe
Believing the Ottomans were the third Roman Empire
Parodies of the Gadsden flag
The Fate Series
US politics

User avatar
The Huskar Social Union
Khan of Spam
 
Posts: 59284
Founded: Apr 04, 2012
Left-wing Utopia

Postby The Huskar Social Union » Wed Jul 26, 2017 12:24 pm

The Empire of Pretantia wrote:
Gloriana Americana wrote:
Kek, are Fallout 4's deathclaws really that weak?

They are when you're wearing X-01 MK VI armor with a Fatman on easy mode.

But really, in the first part of the game you get power armor and kill a deathclaw, though at this point you have no spare cores, perks, or upgrades, and they only get harder from there.

Even that one can take a ton of facking ammo to kill depending on the difficulty.
Irish Nationalist from Belfast / Leftwing / Atheist / Alliance Party voter
"I never thought in terms of being a leader, i thought very simply in terms of helping people" - John Hume 1937 - 2020



I like Miniature painting, Tanks, English Gals, Video games and most importantly Cheese.


User avatar
Salus Maior
Postmaster of the Fleet
 
Posts: 27813
Founded: Jun 16, 2014
Ex-Nation

Postby Salus Maior » Wed Jul 26, 2017 12:32 pm

The Huskar Social Union wrote:
The Empire of Pretantia wrote:They are when you're wearing X-01 MK VI armor with a Fatman on easy mode.

But really, in the first part of the game you get power armor and kill a deathclaw, though at this point you have no spare cores, perks, or upgrades, and they only get harder from there.

Even that one can take a ton of facking ammo to kill depending on the difficulty.


And on survival mode it one-hit kills you. It's the worst.
Traditionalist Catholic, Constitutional Monarchist, Habsburg Nostalgic, Distributist, Disillusioned Millennial.

"In any case we clearly see....That some opportune remedy must be found quickly for the misery and wretchedness pressing so unjustly on the majority of the working class...it has come to pass that working men have been surrendered, isolated and helpless, to the hardheartedness of employers and the greed of unchecked competition." -Pope Leo XIII, Rerum Novarum

User avatar
Ifreann
Post Overlord
 
Posts: 163861
Founded: Aug 07, 2005
Iron Fist Socialists

Postby Ifreann » Wed Jul 26, 2017 12:33 pm

Sevvania wrote:
Ifreann wrote:The legendary weapons and armour system is a bit stupid too. I got a legendary shishkebab that does cryo damage. A flaming sword than freezes. A sword of ice and fire.

I like to think of them similarly to alternate ammo in New Vegas. You've got "Violent" imitating +P ammunition, "Incendiary," "Explosive," "Two-Shot" i.e. duplex rounds.

Yeah, there's some that make a degree of sense. Novel ammo types, like you said, or some peculiarity of manufacture. Rapid fire, quick draw, low weight, high durability. But I have a never ending combat shotgun that doesn't need to be reloaded. I have an instigating sniper rifle that does double damage to targets with full health. Some of this stuff is beyond even Fallout's weird science.
You do end up with weird ones, like bullets that freeze people, but those can always be sold off and/or scrapped.

Can't scrap legendaries. I sell the ones I don't use, except the actually unique ones and the cool ones, like that cryo shishkebab that I am definitely going to rename to Sword Of Ice And Fire and display in my Hall O Loot on top of Red Rocket. Absurd weapons don't really bother me, I've played quite a bit of Borderlands, but some of them don't really fit in the Fallout 'verse. I'm not about to stop playing over it or try to mod them out of the game, but I will complain about it on the internet.
He/Him

beating the devil
we never run from the devil
we never summon the devil
we never hide from from the devil
we never

User avatar
Gloriana Americana
Diplomat
 
Posts: 780
Founded: Jul 08, 2017
Ex-Nation

Postby Gloriana Americana » Wed Jul 26, 2017 3:29 pm

The Empire of Pretantia wrote:
Gloriana Americana wrote:
Kek, are Fallout 4's deathclaws really that weak?

They are when you're wearing X-01 MK VI armor with a Fatman on easy mode.

But really, in the first part of the game you get power armor and kill a deathclaw, though at this point you have no spare cores, perks, or upgrades, and they only get harder from there.


Jesus, I've fought deathclaws in full T-51 with 100 explosives and 10 strength and a Fat Man on easy mode in New Vegas and still had a problem with them. Like unless it was a direct hit they'd still keep going, it was insane. Don't even get me started on the Legendary Deathclaw, that thing was nightmare trying to kill. Had to lure it into a shit town of mines and that was after knocking out both my companions and running out of health items. Seriously close call, I died a few times trying to kill that bitch.
- U S A -
Gloriana Americana represents an alternate history of United States of America (and should be referred to as the US, USA, United States, America, or United States of America instead of the NS nation's name), so please keep that in mind when dealing with my nation ICly, canonically or not.
Questions? Ask them here!

User avatar
Sevvania
Negotiator
 
Posts: 6893
Founded: Nov 12, 2010
Inoffensive Centrist Democracy

Postby Sevvania » Wed Jul 26, 2017 5:02 pm

Ifreann wrote:I have an instigating sniper rifle that does double damage to targets with full health. Some of this stuff is beyond even Fallout's weird science.

I've deemed the "Instigating" prefix acceptable, particularly for sniper rifles, because it makes more sense than me being able to shoot someone in the head four (or five, or six, or fifteen...) times before they die.
"Humble thyself and hold thy tongue."

Current Era: 1945
NationStates Stat Card - Sevvania
OFFICIAL FACTBOOK - Sevvania
4/1/13 - Never Forget

User avatar
Licana
Post Marshal
 
Posts: 16276
Founded: Jul 26, 2010
Ex-Nation

Postby Licana » Wed Jul 26, 2017 6:45 pm

Gloriana Americana wrote:Jesus, I've fought deathclaws in full T-51 with 100 explosives and 10 strength and a Fat Man on easy mode in New Vegas and still had a problem with them. Like unless it was a direct hit they'd still keep going, it was insane. Don't even get me started on the Legendary Deathclaw, that thing was nightmare trying to kill. Had to lure it into a shit town of mines and that was after knocking out both my companions and running out of health items. Seriously close call, I died a few times trying to kill that bitch.


Meanwhile my NV combat build can solo a deathclaw with boxing gloves.

Deathclaws, like most melee-only enemies in games with ranged combat, are joke enemies.
Last edited by Licana on Wed Jul 26, 2017 6:45 pm, edited 1 time in total.
>American education
[19:21] <Lubyak> I want to go and wank all over him.
Puzikas wrote:Gulf War One was like Slapstick: The War. Except, you know, up to 40,000 people died.

Vitaphone Racing wrote:Never in all my years have I seen someone actually quote the dictionary and still get the definition wrong.

Husseinarti wrote:
Vitaphone Racing wrote:Do lets. I really want to hear another explanation about dirty vaginas keeping women out of combat, despite the vagina being a self-cleaning organ.

So was the M-16.

Senestrum wrote:How are KEPs cowardly? Surely the "real man" would in fact be the one firing giant rods of nuclear waste at speeds best described as "hilarious".

User avatar
36 Camera Perspective
Minister
 
Posts: 2887
Founded: Jul 18, 2016
Ex-Nation

Postby 36 Camera Perspective » Wed Jul 26, 2017 6:50 pm

Licana wrote:
Gloriana Americana wrote:Jesus, I've fought deathclaws in full T-51 with 100 explosives and 10 strength and a Fat Man on easy mode in New Vegas and still had a problem with them. Like unless it was a direct hit they'd still keep going, it was insane. Don't even get me started on the Legendary Deathclaw, that thing was nightmare trying to kill. Had to lure it into a shit town of mines and that was after knocking out both my companions and running out of health items. Seriously close call, I died a few times trying to kill that bitch.


Meanwhile my NV combat build can solo a deathclaw with boxing gloves.

Deathclaws, like most melee-only enemies in games with ranged combat, are joke enemies.


I can kill most Deathclaws within two or three shots of my anti-materiel rifle.
Power, power, the law of the land
Those living for death
Will die by their own hand

User avatar
Gloriana Americana
Diplomat
 
Posts: 780
Founded: Jul 08, 2017
Ex-Nation

Postby Gloriana Americana » Wed Jul 26, 2017 7:22 pm

Licana wrote:
Gloriana Americana wrote:Jesus, I've fought deathclaws in full T-51 with 100 explosives and 10 strength and a Fat Man on easy mode in New Vegas and still had a problem with them. Like unless it was a direct hit they'd still keep going, it was insane. Don't even get me started on the Legendary Deathclaw, that thing was nightmare trying to kill. Had to lure it into a shit town of mines and that was after knocking out both my companions and running out of health items. Seriously close call, I died a few times trying to kill that bitch.


Meanwhile my NV combat build can solo a deathclaw with boxing gloves.

Deathclaws, like most melee-only enemies in games with ranged combat, are joke enemies.

36 Camera Perspective wrote:
Licana wrote:
Meanwhile my NV combat build can solo a deathclaw with boxing gloves.

Deathclaws, like most melee-only enemies in games with ranged combat, are joke enemies.


I can kill most Deathclaws within two or three shots of my anti-materiel rifle.


Ranged weapons are preferred, but that only really works outdoors and undetected. Deathclaws can close distances pretty damn quickly, just like Cazadores. It's a big reason why fighting them is a pain.

But if you can cripple their legs they can only menacingly walk toward you which makes them easier targets.
- U S A -
Gloriana Americana represents an alternate history of United States of America (and should be referred to as the US, USA, United States, America, or United States of America instead of the NS nation's name), so please keep that in mind when dealing with my nation ICly, canonically or not.
Questions? Ask them here!

User avatar
Prusslandia
Powerbroker
 
Posts: 8972
Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Wed Jul 26, 2017 7:59 pm

I just have Boone eliminate them with incendiary BMG rounds. I'm never able to deal with them effectively on my own.
Add 7000 to 8000 posts to my post count.
(•_•)
( •_•)>⌐■-■
(⌐■_■)
I’m back owo

User avatar
Licana
Post Marshal
 
Posts: 16276
Founded: Jul 26, 2010
Ex-Nation

Postby Licana » Wed Jul 26, 2017 10:38 pm

Gloriana Americana wrote:Ranged weapons are preferred, but that only really works outdoors and undetected. Deathclaws can close distances pretty damn quickly, just like Cazadores. It's a big reason why fighting them is a pain.

But if you can cripple their legs they can only menacingly walk toward you which makes them easier targets.


>Deathclaws
>Indoors

In NV at least, I don't think I've ever encountered a deathclaw in an enclosed area that I wasn't expecting to encounter. Regardless, unless you're fighting a deathclaw inside of a house, you should have enough room to fight them in a melee. Deathclaws have very long attack animations that are fairly easy to outmanuever, so if you have any Turbo on you then fighting a deathclaw is child's play.
>American education
[19:21] <Lubyak> I want to go and wank all over him.
Puzikas wrote:Gulf War One was like Slapstick: The War. Except, you know, up to 40,000 people died.

Vitaphone Racing wrote:Never in all my years have I seen someone actually quote the dictionary and still get the definition wrong.

Husseinarti wrote:
Vitaphone Racing wrote:Do lets. I really want to hear another explanation about dirty vaginas keeping women out of combat, despite the vagina being a self-cleaning organ.

So was the M-16.

Senestrum wrote:How are KEPs cowardly? Surely the "real man" would in fact be the one firing giant rods of nuclear waste at speeds best described as "hilarious".

User avatar
Cedoria
Negotiator
 
Posts: 7342
Founded: Feb 22, 2014
Corrupt Dictatorship

Postby Cedoria » Thu Jul 27, 2017 4:02 am

Prusslandia wrote:
Gloriana Americana wrote:
With the Sierra Madre vending machines you don't even need House. Just repeat the system with the NCR or an independent Vegas and it's still a utopia.

Those machines are OP af.

Oh yes, without a doubt.

Also, in the event of an Independent Vegas, what society would y'all construct?

Personally, I'd simply make Vegas a massively profitable place, uplifting the lives of the average Mojave Wastelander. After that, I'd just fuck around with science for the rest of eternity as I establish space colonies.


Actually once wrote myself a post-script to the game detailing exactly that.

In my Independent playthrough, I usually destroy the Brotherhood (trying to ally with them in a Securitron policed-Vegas is the height of foolishness), and the Fiends (raiders not good for trying to establish a nation) and Powder Gangers (again, no good for building a new nation). I also let Tabitha go with her irritating little robot, let the Great Khans leave, gain the loyalty of the Three Families (kill Benny and the Omerta bosses, expose Mortimer), and do the other faction quests pretty much as normal.

So when the smoke clears, I'm left with an Independent Mojave, with virtually no military resistance left in the region, the Legion about to collapse with Caesar dead in the Securitron's attack and Lanius dead at Hoover Dam (because I kill him in my playthrough's because he's an arse).

For starters I issue Securitron directives to seize important locations the NCR is fleeing from, Hoover Dam obviously, but also Camp Mccaran and the now active Helios ONE solar plant. I proclaim the formation of an independent Mojave Federation, and basically incorporate all existing and still surviving factions in the Mojave into it. First off I'd need a system of citizenship, so I plan to restart economic development in Vegas by encouraging immigrants. The Followers of the Apocalypse can take over Bitter Springs and the refugee camp becomes a temporary holding point for immigrants fleeing west from the collapse of the Legion across the Colorado. Those with useful skills will be granted citizenship and be used in the rebuilding of Nipton, Nelson and Boulder City, all of which were destroyed in the NCR-Legion War.

With the Brotherhood gone and the Remnents on my side there's no opposition to my using advanced technology, so I begin slowly re-introducing technologies with Big MT into the Mojave. I then establish a national currency initially backed by the gold bars I looted from the Sierra Madre vault. Also in the first month try to sign a commercial treaty with the NCR guaranteeing my independence in exchange for continuing to sell them water and electricity from Hoover Dam as well as letting their tourists come to the Strip.

But I have a couple of other things too, Vegas really is a net importer of food, and though I rescued Ted from the White Gloves, I don't want to rely on that for long, so to reduce dependance on food imports from the NCR, I begin to use Big MT to perfect the Vault 22 technology and begin redistributing the farms in Vegas to my new citizens. Smaller settlements, Goodsprings, Primm, Novac, are also given blanket citizenship but remain mostly self-governing without much oversight from the Securitrons. But that would undercut NCR's control of my food supply and protect me from an economic sanction ruining my food supply, thus ensuring total economic autonomy in vital food supplies.

Now for the army, House said NCR was big enough to defeat his Securitrons but didn't because they were afraid of Caesar, now he's gone and so is his deterrent. With the drubbing they got NCR public opinion will be against trying to re-take The Mojave for the foreseeable future, but in the long-term, that might change, and what other direction can NCR expand, other than East? We'd have to remedy that.

Fortunately, we'd have at least a few years to prepare so I'd direct my efforts to recruiting and training a human militia force for the Mojave to work alongside the Securitrons, effective as they are, their may not be enough to protect and police all the roads and ensure safe trade and travel, so the Militia could help with that as well as deter the threat of a possible NCR re-invasion in future. The militia combined with the Securitrons and the tech could deter an invasion and protect most of the roads and towns in the Mojave as needed, especially if Big MT tech or Mr House's databanks which Yes Man has access too could be used to help manufacture more of them in future...

That's about it really, suffice to say I'd probably upgrade those neat Sierra Madre vending machines in future, and try and use Big MT technology to prolong my lifespan unnaturally so I didn't have to worry about dying and leaving a successor.

All these plans are good, and I'd be a benign despot, but a despot nonetheless, somebody didn't like my Courier's decisions? Bam! away with him. I usually RP a smooth-talking populist on my Independent run to prefers to get people on his side then kill them (with some exceptions, like savage raiders, the Brotherhood or Legion), but that doesn't mean he won't absolutely destroy people who cross him or he thinks are a threat.


That's all I can think of anyone, and beyond that he'd just rule for decades, maybe use Big MT tech to re-introduce some industry at some point, possibilites are really endless scientifically speaking as far as that place is concerned.
In real life I am a libertarian socialist

Abolish the state!

Ni Dieu ni Maitre!
Founding member of The Leftist Assembly

User avatar
Alekseandrea
Diplomat
 
Posts: 974
Founded: Dec 26, 2015
Ex-Nation

Postby Alekseandrea » Thu Jul 27, 2017 6:25 am

Gloriana Americana wrote:
Alekseandrea wrote:The miscreants are still forced to do things, like community service or something like that.
It's still robbing people of their freedom, just with fewer walls.
Same principle, different execution.
They're still punished nonetheless.


Then according to your logic, the worse the punishment the less likely someone is to commit a crime.


No, according to my logic, fear is the best means to discourage crime and disobedience.
I have said nothing about the amount of fear that should be used.

It would be wise to keep the punishment in proportion to the crime.

And yet, people in some states in the U.S. can get thrown into the same pens as rapists and serial killers for 7 years because they smoked marijuana. Lo and behold, people still smoke marijuana in these places anyway.


Sure, they do.
That's like saying that punishing murderers doesn't work because murders still happen.
The point is that most people will be discouraged of doing so.


I don't see the criminals lining up to pay for their crimes.
The criminals still TRY to avoid getting caught and/or punished.
There wouldn't be much crime left if they didn't.


You realize you've contradicted yourself right?


How so?
Why would they try to avoid getting punished if they don't, on some basic level, fear it?
Since they're criminals, they, by definition, ignore the laws,
but there are way more law-abiding citizens than criminals.

There simply are no methods that are perfect.




Salus Maior wrote:
Alekseandrea wrote:

1.Well, they can't stop the institute playing god in any case.
And, frankly, they have little to no value when looked at from the institutes point of view.
They don't need them.
I don't think they have feelings other than apathy towards the surface.


2.Does he?
He's your usual likeable killer android who thinks of wastelanders as target practice, sure.
But the institute actually recruits wastelanders.
Why would they want they to destroy their source of new recruits?
It's not like they can produce enough (real) humans to break even.


3.Not always. There is a quest where the institute attempts to recruit a scientist. The scientist called for the minutemen. Those minutemen WILL ignore your orders to stand down if you fail a charisma check. This tells us that the SS authority is virtually non-existent. If the SS had any he could simply pull rank.


4.Preston does contribute. He's the guy who everyone goes to with their problems, which are delegated to you. It's gameplay, but it still happens.
The settlements and trade routes are also gameplay. If those count, so does the SS doing Preston's dirty work.
I doubt that people wait to build shelter and plant food unless some guy orders them to do it. The same thing could be said for trading.


5.And what happens if a bunch of traders decide they don't want to give up their hard-earned cash?


6.If you're going to ignore that sources can be unreliable, sure.
We're talking about dirt farmers here, not socio-political commentators.
He might think it has improved because, for some reason, raiders stopped attacking him.


7.The NCR rose from an alliance of existing city-states. The minutemen are attempting to build the alliance first, the states second. The minutemen ares simply attempting to protect too much land with too little people. It's a recipe for disaster. It's a reason why the old ones failed and the new ones will fail.


8.The point is that the institute tried BEFORE killing them all.


9.The commonwealth isn't annexed.


10.This quote sums it up pretty well:


The minutemen rely on being loved by the populace. If they lose their goodwill, they'll collapse.
The problem is that people are fickle, one day you're a hero, the other day the asshole who collect taxes.
And the minutemen won't use fear to keep the population in line, because of their ideals.
So they will be slaves to their PR. Which means they can't do much. People are easily angered.

Fear is simply more reliable to get people to obey than love.


11.Well, since when do people want what's good for them?
It's easy to be for thruth, justice, peace and the American way if somebody else is doing the fighting.


1. They can by blowing up their reactor. And that is why the Institute is the worst faction to side with if you want the Commonwealth to be improved as a whole.


Now, now, the worst faction are the railroad. They only care about their little crusade. The only thing they have going for them are their varied quests.

The institute is the most independent and self-sufficient faction of the commonwealth. I believe they are the best faction.

2.They recruited one wastelander. Kellog. And if you side with them they have the SS, so why do they need anyone else? They only need one guy with surface knowledge to plan and command surface operations.


http://fallout.wikia.com/wiki/Pinned

From the institute questline, they do recruit wastelanders.
Making a fusion plant work is only easy if you're playing against the institute.
You need that guy for improved efficiency or something.

As for manpower they can just make more Synths. That's generally how the Institute deals with their problems anyway.


Well, sometimes they throw Kellog at it.

3. They don't listen to you because you've sided with the enemy, the Institute, over the good of the Commonwealth.


They don't know that.
All they know is that someone has called for help against institute and you're asking them to stand down.
Have you ever played the institute questline?

Same if you sided with Nuka-World Raiders. If the director of the Institute actively acted against Institute interests and the fundamentals of their ideology, do you think the scientists would continue following them? If the Elder of the BoS suddenly embraced Synths and promoted the Institute do you think the BoS would continue following them?


Unless those minutemen are omniscient, the above are empty words.

4. Alright, so how can we lore-wise interpret settlement building? Because you're right, it likely wouldn't be just the SS building everything. It's more likely that they've taken a mediator and planning role, negotiating trade and cooperation between settlements and planning settlements and supplying them in such a way as to encourage growth and raise the standard of living and security. Which is still better than anything the Institute has ever done in terms of a better future for the Commonwealth.


I'd assume the minutemen would use the "this is safe to settle, pay our reasonable protection fees and we'll protect you"-approach.

Preston doesn't take any kind of similar role in the Minutemen. While I'd like to believe that in-lore the SS wouldn't be so dense as to be an errand boy for his lieutenant for all time, let's think about it this way: In some ways, going out and doing direct work with the settlements would work in the SS's favor as the General. You're putting a face behind the movement, you're showing that you're a man for the people. Like campaigning in a election. And the people approve and it does raise their support for the cause and for you personally. However, I think it's far more likely lore-wise that as the Minutemen grow, the SS would eventually delegate direct work with settlements to subordinates. Of course, in game that doesn't happen because you still need radiant quests throughout the game.


True.

5. Then those traders lose a valuable ally. The Minutemen protect their settlements and their trade routes, they root out the raiders and the mutants and the ghouls who would threaten their steady income.


I would agree that the traders would lose minutemen settlement protection, but I can't remember the minutemen protecting trade routes. It would seem that traders have to protect themselves.

It's in their best interests to support the Minutemen.


In a chaotic and lawless wasteland, true, but if the wasteland is pacified, there would be little need to have minutemen protection.
Since the minutemen aim to pacify the whole wasteland, I fear for their stability if they succeed.

6. Alright, so here's the dialogue and scene I keep referencing: It's a 25 minute long video but you only have to watch 6 mins in. https://www.youtube.com/watch?v=VRxceSADg-I


Thanks.


off-topic

Have I mentioned that I severely dislike Oxhorn videos?
They're way too long.
If you've got something to tell, I believe you should simply tell it in a way as fast and understandable as possible.
That guy sure likes to hear his own voice.


The information is:

  • second-hand.
  • from a dirt farmer
  • The guy also says: "At least, that's how my father tells it." One could interpret this as sceptisism.
  • suspect(see below.)

Of course super mutants and ghoul numbers are dropping. They can't breed.
You still have a big raider gangs around, the gunners, for example.
The plant thing is rather odd. If there is enough radiation to kill plants, there should be enough radiation to kill humans. Or why else couldn't they grow food?

7. The Minutemen become more effective and stronger the more you build them up. Yes, it's an uphill struggle to build up and protect every settlement in game, but once you do, the Minutemen's protective coverage grows and it gets easier to do, and this is visible in-game. And lore-wise, it makes sense because the bigger you build up the settlements, they more caps you receive, the more food you grow, and the more recruits for the cause of the Minutemen. Here's another video by the same guy as above that explains this (this one is longer but I believe it explains Minuteman pros than I have. I've cut it down to the relevant part): https://youtu.be/x_DvLI9obE0?t=25m57s


I'm not watching another oxhorn video!
It hurts, it burns and it is BORING!
Can't you summarise them?
Please?

8. They tried because it was in the Institute's interest to do so. And when the CPG did not act with the Institute's interests, they destroyed it.


http://fallout.wikia.com/wiki/Commonwealth_Provisional_Government

Well, according to the institute, they started the negotiations and the potential members screwed them and themselves over.
It would make sense that the most influential power, would instigate the formation of the CPG.

9. Define "annexed" in the context of a post-apocalyptic world.


Having uncontested control of a region.

Did the BoS have administration over Rivet city? No, they didn't.


You can't know this. The administration of Rivet city is never mentioned.

They still went in and took what they wanted without caring for the well being of the people and that's how they operate in general. If Diamond city, or any city in the Commonwealth for that matter had something that the BoS wanted, they wouldn't hesitate to use force and leave the settlement a wasteland to obtain it for themselves.


But they won't. Those settlements are build from scrap and/or have no interesting military tech.

10. The Minutemen rely on providing a service, a sorely needed service to the Commonwealth. That service being the protection of settlements, securing of trade routes, and the extermination of raider, mutant, feral, and other lairs. Because of that service the people happen to love them because it directly improves their lives. And people are free to refuse that service, like Bunker Hill does.


Mercenaries and militias can provide the same things.

Why would the minutemen be better providers?
They seem to be geared for human wave tactics. As in "throw more men at the problem, untill it goes away". Not the best way to inspire loyalty in the ranks.
The laser musket is best used in large numbers and their standard armour is lacking, highlighting their reliance on numerical superiority. And all their forces are spread out over the settlements.
They're spread thin AND rely on numbers. That's not the best combination.

Bunker hill gets forcibly taken anyway. So, it's a "you can choose not to join, but we'll make you join in the future"-thing. Not much choice at all.

Ruling by fear produces resentment and eventually instability.


"Nevertheless a prince ought to inspire fear in such a way that, if he does not win love, he avoids hatred;"

It is one thing to rule by fear, it is another to make people hate you.
Fear keeps people in line.
Hate makes people willing to fight, no matter the cost.

The Institute is the perfect example of this.


They do not avoid hatred, true.

Because they've chosen to rule by terrorism, the common people of the Commonwealth despise them, they actively look for ways to fight and defeat the Institute, they run to their enemies like the Railroad and the Minutemen and they kill their agents. And this is what eventually leads to their downfall.


The minutemen and the institute do not have to be enemies.
Yet ruling by fear is WAY better than ruling by love.
If one wishes to rule by love, ruling is essentialy being on top of the popularity contest.
That goes on untill you get deposed.
And if what is needed and what the mob wants are 2 different things, you'll need a massive propaganda machine to keep the metaphorical throne.
ANd you'll still piss people off.

11. So people want to be murdered by raiders, mutants, and ferals? People want to be extorted by the BoS? They don't want a service that defends their settlements from attacks and protects trade?


I didn't write that.
I simply said that what people need and what they want are 2 different things.

The commonwealth needs a strong ruler to bring stability.
Then safety, trade and wealth will follow.

The minutemen are not fit to act as a strong ruler.

This is the weakest argument I've seen thus far.


Any argument can be when misread.

And note: The Minutemen are made up of those farmers and traders and general citizenry from the settlements. So I guess yeah, they do want to fight for freedom and the American way.


Not so different from what the enclave wanted, then?
"The ability to speak does not make you intelligent."

Qui-Gon Jinn

A quote from my most trusted advisor:

"Pet a dog and he'll bite you in the ass.
Shoot a dog and he'll never bother you again."

Mr. Nibbles ~ PhD, professional Animalia Chordata Mammalia Carnivora Feliformia Felidae Felinae Felis F. catus

Anywhere Else But Here wrote:Temporarily ruined forever.

User avatar
Gloriana Americana
Diplomat
 
Posts: 780
Founded: Jul 08, 2017
Ex-Nation

Postby Gloriana Americana » Thu Jul 27, 2017 7:49 am

Licana wrote:
Gloriana Americana wrote:Ranged weapons are preferred, but that only really works outdoors and undetected. Deathclaws can close distances pretty damn quickly, just like Cazadores. It's a big reason why fighting them is a pain.

But if you can cripple their legs they can only menacingly walk toward you which makes them easier targets.


>Deathclaws
>Indoors

In NV at least, I don't think I've ever encountered a deathclaw in an enclosed area that I wasn't expecting to encounter. Regardless, unless you're fighting a deathclaw inside of a house, you should have enough room to fight them in a melee. Deathclaws have very long attack animations that are fairly easy to outmanuever, so if you have any Turbo on you then fighting a deathclaw is child's play.


Two things:

1. Turbo is rare.
2. http://fallout.wikia.com/wiki/Dead_Wind_Cavern
- U S A -
Gloriana Americana represents an alternate history of United States of America (and should be referred to as the US, USA, United States, America, or United States of America instead of the NS nation's name), so please keep that in mind when dealing with my nation ICly, canonically or not.
Questions? Ask them here!

User avatar
Licana
Post Marshal
 
Posts: 16276
Founded: Jul 26, 2010
Ex-Nation

Postby Licana » Thu Jul 27, 2017 8:14 am

Gloriana Americana wrote:1. Turbo is rare.
2. http://fallout.wikia.com/wiki/Dead_Wind_Cavern


1. By mid-game I generally have 10-20 on me, and you should only need one per fight. Since this only applies to fighting a deathclaw on its terms (in a melee), this is plenty.
2. Lucy tells you about this place during her quest, so no.
Last edited by Licana on Thu Jul 27, 2017 8:15 am, edited 1 time in total.
>American education
[19:21] <Lubyak> I want to go and wank all over him.
Puzikas wrote:Gulf War One was like Slapstick: The War. Except, you know, up to 40,000 people died.

Vitaphone Racing wrote:Never in all my years have I seen someone actually quote the dictionary and still get the definition wrong.

Husseinarti wrote:
Vitaphone Racing wrote:Do lets. I really want to hear another explanation about dirty vaginas keeping women out of combat, despite the vagina being a self-cleaning organ.

So was the M-16.

Senestrum wrote:How are KEPs cowardly? Surely the "real man" would in fact be the one firing giant rods of nuclear waste at speeds best described as "hilarious".

User avatar
The Huskar Social Union
Khan of Spam
 
Posts: 59284
Founded: Apr 04, 2012
Left-wing Utopia

Postby The Huskar Social Union » Thu Jul 27, 2017 8:22 am

Deathclaw sanctuary is the place just across the river in NV right? I remember going there to get the power armour that was there and i cant remember what caused it, but i ended up loading a save i had made after killing most of the deathclaws and all the deathclaw's repawned.


I dont think i even bothered lifting up a gun as i right next to like six of them.

Edit: I think i may have mentioned this on this forum somewhere, might go have a look to see if i can find it.
Last edited by The Huskar Social Union on Thu Jul 27, 2017 8:22 am, edited 1 time in total.
Irish Nationalist from Belfast / Leftwing / Atheist / Alliance Party voter
"I never thought in terms of being a leader, i thought very simply in terms of helping people" - John Hume 1937 - 2020



I like Miniature painting, Tanks, English Gals, Video games and most importantly Cheese.


User avatar
Gloriana Americana
Diplomat
 
Posts: 780
Founded: Jul 08, 2017
Ex-Nation

Postby Gloriana Americana » Thu Jul 27, 2017 8:34 am

The Huskar Social Union wrote:Deathclaw sanctuary is the place just across the river in NV right? I remember going there to get the power armour that was there and i cant remember what caused it, but i ended up loading a save i had made after killing most of the deathclaws and all the deathclaw's repawned.


I dont think i even bothered lifting up a gun as i right next to like six of them.

Edit: I think i may have mentioned this on this forum somewhere, might go have a look to see if i can find it.


It's actually promontory, not sanctuary, but yes it is. The deathclaws there respawn if you reload, so don't save in that location.
- U S A -
Gloriana Americana represents an alternate history of United States of America (and should be referred to as the US, USA, United States, America, or United States of America instead of the NS nation's name), so please keep that in mind when dealing with my nation ICly, canonically or not.
Questions? Ask them here!

User avatar
Pasong Tirad
Postmaster-General
 
Posts: 11943
Founded: May 31, 2007
Democratic Socialists

Postby Pasong Tirad » Thu Jul 27, 2017 9:55 am

Alekseandrea wrote:
And note: The Minutemen are made up of those farmers and traders and general citizenry from the settlements. So I guess yeah, they do want to fight for freedom and the American way.


Not so different from what the enclave wanted, then?

Did you just compare the Minutemen with the Enclave?

Boii.

User avatar
Alekseandrea
Diplomat
 
Posts: 974
Founded: Dec 26, 2015
Ex-Nation

Postby Alekseandrea » Thu Jul 27, 2017 10:43 am

Pasong Tirad wrote:
Alekseandrea wrote:
Not so different from what the enclave wanted, then?

Did you just compare the Minutemen with the Enclave?

Boii.


I regret nothing.
"The ability to speak does not make you intelligent."

Qui-Gon Jinn

A quote from my most trusted advisor:

"Pet a dog and he'll bite you in the ass.
Shoot a dog and he'll never bother you again."

Mr. Nibbles ~ PhD, professional Animalia Chordata Mammalia Carnivora Feliformia Felidae Felinae Felis F. catus

Anywhere Else But Here wrote:Temporarily ruined forever.

PreviousNext

Advertisement

Remove ads

Return to Arts & Fiction

Who is online

Users browsing this forum: No registered users

Advertisement

Remove ads