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Fallout 2 - It's meant to be good?

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A passage in the manual (could be one of the bibles, I don't remember) states that VD got so butthurt over being exiled that he just felt like running wandered for a while with no clear destiny and found bros along the way, eventually forming the village.
 

SCO

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Yep fallout 2 makes no sense.
I'm not a storyfag enough to hate it for it though.
 

BLOBERT

FUCKING SLAYINGN IT BROS
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BROS FALLOUT 1 LEFT ME BEGGING FOR MORE I GUESS IT WAS A LITTLE SHORT

FALOOUT 2 GAVE A TON OF CONTENT I WAS JUST HAPPY TO DO ALOT OF SHIT IN DECENT RPG I PLAYED THEM JUST ABOUT BACK TO BACK

Compared to the Vault Chip, the GECK makes no fucking sense when V13 Overseer didn't even attempt to move out from his Vault.

BRO MINOR QUIBBLE HERE BUT DIDNT EVERYONE KINDA WANNA STAY IN THERE NICE LITTLE HOLE AND THE OVERSEER WAS COOL WITH THAT AND THAT IS WHY THE VD HAD TO LEAVE AT THE END OF PART ONE!!!
 

RK47

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Blobert, if the Overseer wanted to keep a severely closed community, capable of self-reliance and walled from the outside, he CAN. Just look at how Vault City did it to control access.

Day passes for non citizens and merchants, a small enclosure outside for merchants without permits, and gun turrets to fend off raiders and slavers. If that is what GECK is capable of, then why is the Overseer so afraid of coming out and starting anew with full turret support and bunkering down. They have the supplies, their own water supply to start a farm outside with sufficient protection. Unless Vault City traded for those turrets, I fail to see why V13 didn't implement the GECK.

Fallout 2.01 Revision

Prologue: The Village of Arroyo

A rite of passage was done to test the Elder VD's son capability to lead the village. The crops are failing, and the trades are getting harder. VD feels the time is ripe to handover the mantle of leadership. As the player completes the trial and puts on the legendary 13 jumpsuit, a wing of Vertibirds swoop down with Enclave troopers abducting the hapless villagers. VD grabs his trusty 10mm pistol and tells his favored son to run. The player may attempt to the impossible and take on the Enclave endless waves with just a sharpened spear. A few opportunistic things can happen - the favored son may let VD die and loot the 10mm pistol from VD's dead body before escaping. Or persuade the elder to give the gun to him before running. Or risk greater odds by charging in and disarming an Enclave trooper for a plasma weapon. VD leaves his son with instruction in his PipBoy: Find Vic, the trader in Klamath - he'll know what to do.

01 - Klamath

Upon arrival in Klamath, the VD Jr will attempt to track Vic down. He seems to have been kidnapped by slavers in the Den.

The following are optional tasks he can accomplish:
-The player will have an option to ask for directions to the Den & the fleet of Vertibirds from the north.
-He will have the opportunity to follow the direction southwest and find the Enclave Base of Navarro, triggering the high risk, high return speed-run.
-Another townsfolk informs VD Jr that a Vertibird crashed in the outskirts of the town. If VD II choose to check the wreckage, he will have to fight or flee from the geckos. There he will find Sulik, a fellow tribesman, a lone survivor, wielding a sledge hammer.

He tells VD Jr that the prisoners rebelled while the iron bird is in flight...shit happens and it crashed, they better run before the ship's wreckage explodes. Upon finishing the conversation, the party has 5 minutes to do what needs to be done or die in the Vertibird explosion:
- VD Jr can recover a damaged plasma pistol from a dead enclave trooper. If his Repair/Energy Weapon skill is 50 and above, he may attempt to repair the weapon THREE times before it breaks.
-Also, science skill of 50 will enable him to hack the on-board navigation computer to find out the Navarro base coordinates.
-He can also attempt to lockpick the strongbox for some energy ammo and stims.

After escaping from the explosion Sulik will not trust VD Jr so easily. VD Jr has the following options to convince Sulik of his goodwill:
-Use a healing item to heal Sulik's wounds whether herbs or stims will do the trick.
-Use Doctor skills wil do and give extra EXP
-Use Speech to convince Sulik.

Failing to convince Sulik will make him stay behind in Klamath to work as a farm hand. You will have the opportunity to return later when you've leveled up to convince him again.

End of Klamath arc - Other optional tasks like rescuing Smiley, the Rat Keeng and Brahmin protection is still available. Yet players should feel quiet satisfied that Klamath is quite relevant to his main objective. He gains a follower, some items and directions to the Den, where Vic is imprisoned or even able to challenge Navarro at level 1 without meta-gaming.

More to revision to come. I'm off for lunch.
 

Surf Solar

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BLOBERT said:
BROS FALLOUT 1 LEFT ME BEGGING FOR MORE I GUESS IT WAS A LITTLE SHORT

FALOOUT 2 GAVE A TON OF CONTENT I WAS JUST HAPPY TO DO ALOT OF SHIT IN DECENT RPG I PLAYED THEM JUST ABOUT BACK TO BACK
!

OH MY FUCKING GOD BOR EEVN THOUGH I REAAAD AND AGREED MNAY TIEMS WITH YOU, I NEVER GOT THE HANG TO DIRECTLY AGREE WITH, FUCK YEAH NOW I DO BRO (imagines brofist with BLOBERT).

Anywaym, as said, with youir statement, the thread should end.
 

RK47

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02 The Den
This is probably the first time when VD Jr. feels that community in the wasteland isn’t always welcoming. Also, if you never investigate the wreck, you’ve lost Sulik permanently. He didn’t survive the geckos and explosion. The opportunity to salvage anything of value was also lost.

The Den conflict is divided into gang fights. But I feel the whole fight between Lara & her rival within Metzger’s organization is completely irrelevant. So you found some drugs in the church, so what? Let’s revise that.

- The Den should be a moral challenge to VD Jr., he gains the opportunity to work for Metzger, Lara and the rest of his gang. By doing so, there is a potential for the following to happen:
o The Den becomes a Slaver-dominated community.
 If VD Jr. works side by side with Metzger by carrying out 3-4 slaving runs, he can get slavers support during the final Navarro encounter and cash commission of $1000 caps every month. Just don’t expect the Rangers to support you in the future. Sulik will also protest but can be convinced with a speech check. Failing that, he will leave.
o OR
 VD Jr. can take over the Slavers with Lara’s help. A gang fight will ensue. This leads to more monthly cut of $2,000 caps and the ability to recruit a human mule when needed.
 Additional bribes can be made to convert more slavers to your side before initiating the final fight.
 Doing any of the above gives the Slaver perk that grants negative karma.

o VD Jr. disbands the Slavers operations in the Den for good.
 VD Jr. can use a Speech check to convince Lara that what she’s doing is wrong and incite a rebellion.
 By convincing Lara, the final fight with Metzger will be easier. At the end of the fight, if Lara is still alive, the gang will turn into protectors of the Den, releasing the slaves.
 If VD Jr. returns to the Den once a week, a random gift will be given by Lara, courtesy of the freed slaves. It could be ammo or stims.
 Also, if Sulik is in the party, he gains new-found respect to VD Jr. and grants Sulik’s Training perk, a +5% to melee/unarmed.

o Rescuing Vic
 If you complete any of the above, Vic will be freed at no charge.
 If not, you will have the option of buying him out from Metzger.
 Breaking him out is also a viable, yet risky option. Perhaps lessened guards at night would make such break-out possible.

o Vic
 Vic will be very grateful and try to guess the reason behind the Enclave’s abduction of Arroyo.
 He would advise VD Jr. to follow him to Vault City and get more support and firepower.
 Vic will also join you without question.

03 Modoc & the Ghost Farm

Modoc has no main part to play. Being a small outpost that has a diner and dying farms. VD Jr. has a chance to give a helping hand or doing it out of cash. In the big picture, Modoc is not really of any importance and just allows the player to define VD Jr.’s morality.

Is he helping people because it’s the right thing to do, or is it because it helps him get closer to his goal?

- VD can skip this section and continue to Vault City OR
- Help the Modoc folks investigate the ghost farm.
- Upon discovering that the farm is indeed not haunted, and instead inhabited by underground folks who are sensitive to the sunlight, he can choose the following:
o Incite the Modoc folks to fight with a speech check and take over the farm with violence.
OR
o Find a peaceful solution, which means finding the missing owner of the farm. If Vic is in the party, he will remark that he saw the farmer at the Den. The player will still have to confirm his presence in the Den, but at least it’s better than looking randomly in a city full of identical NPCs.
o Upon completion of the mission, whether by violent or peaceful mean, the Modoc representative will give a payment of 500 caps up front, and promise to pay another 1,500 caps a month later. You can use a speech check to raise it up to 1,000 caps up front or intimidate for a negative karma for the full 2,000 caps.

A ret con is also done on the missing leatherworker’s kid quest. There will be no happy ending. The kid fell into the well and broke his neck; the underground folk merely carry his body to their place to bury. You also can pin the blame on the underground people to bypass the speech check to incite Modoc vs Underground folk to battle.

Not helping Modoc at all will not drive the town to desperation and attack the Ghost Farm. They will instead, move out of Modoc out of cowardice and the town will be abandoned after a month of VD Jr's first visit. This shows that the weaker folk in Wasteland succumbs to fear easily, without a rallying cause (the kid's death) or inspiring speech (VD Jr. speech check) they rather just lower their heads and find better opportunities elsewhere than risk their lives.

And that’s the end of the Modoc section.
 
In My Safe Space
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RK47 said:
Blobert, if the Overseer wanted to keep a severely closed community, capable of self-reliance and walled from the outside, he CAN. Just look at how Vault City did it to control access.

Day passes for non citizens and merchants, a small enclosure outside for merchants without permits, and gun turrets to fend off raiders and slavers. If that is what GECK is capable of, then why is the Overseer so afraid of coming out and starting anew with full turret support and bunkering down. They have the supplies, their own water supply to start a farm outside with sufficient protection. Unless Vault City traded for those turrets, I fail to see why V13 didn't implement the GECK.
The whole GECK thing was just a retcon. Look at the GECK ad in the Fo1 manual. It was just a small survival kit for individuals or small groups of people, not for building whole cities.
 

Menckenstein

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Awor Szurkrarz said:
The whole GECK thing was just a retcon. Look at the GECK ad in the Fo1 manual. It was just a small survival kit for individuals or small groups of people, not for building whole cities.

I always thought of it as a something like this and that your retard tribal family weren't aware of the fact. RESULTS MAY VARY.

The worst was Fallout 3's GECK shit, how did it go from being a kit with some seeds and shit to help them grow to A WATER PURIFICATION SYSTEM CPU.
 

RK47

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Menckenstein said:
Awor Szurkrarz said:
The whole GECK thing was just a retcon. Look at the GECK ad in the Fo1 manual. It was just a small survival kit for individuals or small groups of people, not for building whole cities.

I always thought of it as a something like this and that your retard tribal family weren't aware of the fact. RESULTS MAY VARY.
.

No. One look at vault city and you'll know that isn't true. Lynette credits it to their GECK and they 'used it up' to build their city. Full of turrets, automated doors and pre-fabs.
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
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Awor Szurkrarz said:
The whole GECK thing was just a retcon. Look at the GECK ad in the Fo1 manual. It was just a small survival kit for individuals or small groups of people, not for building whole cities.

Bethesda took the stupidity to an even higher level. The GECK is now a quantum physics magically energy thingy fuck my life the plot for Fallout 3 is some retarded shit. I hope to god Beth lets OE crew do Fallout 4 to at least make a somewhat coherent story.

Why did BI retcon the GECK in Fallout 2? It felt like a very forced plot device and in the end it didn't matter since you had to deal with the enclave.
 

Menckenstein

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RK47 said:
Menckenstein said:
Awor Szurkrarz said:
The whole GECK thing was just a retcon. Look at the GECK ad in the Fo1 manual. It was just a small survival kit for individuals or small groups of people, not for building whole cities.

I always thought of it as a something like this and that your retard tribal family weren't aware of the fact. RESULTS MAY VARY.
.

No. One look at vault city and you'll know that isn't true. Lynette credits it to their GECK and they 'used it up' to build their city. Full of turrets, automated doors and pre-fabs.

I thought the explanation behind that was they initially scavenged tech from their vault but yeah it's still really stupid.
 

Jaesun

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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Here is the actual Ad from the manual:

falloutpic001.png
 

Vault Dweller

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Wyrmlord said:
Vaarna_Aarne said:
Fallout 2 bashing is the new hip way to earn Kodex Kool Kredits.
It's new?

Roshambo and Vault Dweller were doing this before...

- Well, for the lack of a better word -

...before it was cool.
Pretty much. Fallout 2 had a lot of glaring issues and design "liberties". Some people didn't care, some people did. Anyone who was around when the game was released would certainly remember the discussions on the interplay forums.

Anyway, my 2 cents (from an old post):

"Fallout 1 is a well focused game. ...

Fallout 2 is a "mix of everything" game. It's a game designed by a bunch of 13-year olds following the unbeatable "won't it be cool if the game had...." principle. It has huge gangsters with tommy guns running casinos, it has yakuza with samurai swords, it has a king-fu fighting town, it has scientologists with celebrities, it has tribals, aliens, drug dealers, talking deathclaws, and even real GHOSTS. The game's a joke.

The main villain is a stereotypical "I kill everyone for the lulz" villain who looks like a giant robot. (the 13 year olds strike again!) You can't reason with him. The only way to beat the game is to fight him.

Overall, I feel that FO2 locations, NPCs, and quests are clearly inferior to FO1. While FO2 is better than most games (mostly due to being a sequel to a great game), it failed to deliver the quality of the original."
 

Menckenstein

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Vault Dweller said:
Wyrmlord said:
Vaarna_Aarne said:
Fallout 2 bashing is the new hip way to earn Kodex Kool Kredits.
It's new?

Roshambo and Vault Dweller were doing this before...

- Well, for the lack of a better word -

...before it was cool.
Pretty much. Fallout 2 had a lot of glaring issues and design "liberties". Some people didn't care, some people did. Anyone who was around when the game was released would certainly remember the discussions on the interplay forums.

Anyway, my 2 cents (from an old post):

"Fallout 1 is a well focused game. ...

Fallout 2 is a "mix of everything" game. It's a game designed by a bunch of 13-year olds following the unbeatable "won't it be cool if the game had...." principle. It has huge gangsters with tommy guns running casinos, it has yakuza with samurai swords, it has a king-fu fighting town, it has scientologists with celebrities, it has tribals, aliens, drug dealers, talking deathclaws, and even real GHOSTS. The game's a joke.

The main villain is a stereotypical "I kill everyone for the lulz" villain who looks like a giant robot. (the 13 year olds strike again!) You can't reason with him. The only way to beat the game is to fight him.

Overall, I feel that FO2 locations, NPCs, and quests are clearly inferior to FO1. While FO2 is better than most games (mostly due to being a sequel to a great game), it failed to deliver the quality of the original."

Protip from 1998: you don't have to fight Frank Horrigan :smug:
 
In My Safe Space
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The main villain is the President and you can reason with one of the scientists behind the plot.
 

Menckenstein

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Awor Szurkrarz said:
The main villain is the President and you can reason with one of the scientists behind the plot.

Also you can murder the president with super stimpaks

10/10
 

Vault Dweller

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Menckenstein said:
Protip from 1998: you don't have to fight Frank Horrigan :smug:
It's been a long time since I've played it, but if I recall correctly, in the best traditions of Doom, you can't escape the rig until Frank is dead. So, no sneaking or talking your way out options, even though you can have a chat with him first. Or even forced to have a chat?

Also, if I recall correctly, there are 3 parties there: Frank, the turrets, and some troops. You can use the president's card to turn the turrets on Frank and you can talk the troops into siding with you, which amounts to increasing the odds. Since you have to be there, I don't think it counts as a non-combat solution.
 

Menckenstein

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Vault Dweller said:
Menckenstein said:
Protip from 1998: you don't have to fight Frank Horrigan :smug:
It's been a long time since I've played it, but if I recall correctly, in the best traditions of Doom, you can't escape the rig until Frank is dead. So, no sneaking or talking your way out options, even though you can have a chat with him first. Or even forced to have a chat?

Also, if I recall correctly, there are 3 parties there: Frank, the turrets, and some troops. You can use the president's card to turn the turrets on Frank and you can talk the troops into siding with you, which amounts to increasing the odds. Since you have to be there, I don't think it counts as a non-combat solution.

The turrets shred him before he can touch you.
 

sea

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I played Fallout 2 fairly recently. Unless it's something added by the Restoration Project, the only way to win the game is to fight Frank. Whether you hide in a corner as allies and the turrets do the work for you is a different story, but chances are they'll all bite it and you'll be forced to mop up anyway (at least that was the case for me). There is no outright avoiding the battle at all.
 

Vault Dweller

Commissar, Red Star Studio
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Menckenstein said:
Vault Dweller said:
Menckenstein said:
Protip from 1998: you don't have to fight Frank Horrigan :smug:
It's been a long time since I've played it, but if I recall correctly, in the best traditions of Doom, you can't escape the rig until Frank is dead. So, no sneaking or talking your way out options, even though you can have a chat with him first. Or even forced to have a chat?

Also, if I recall correctly, there are 3 parties there: Frank, the turrets, and some troops. You can use the president's card to turn the turrets on Frank and you can talk the troops into siding with you, which amounts to increasing the odds. Since you have to be there, I don't think it counts as a non-combat solution.

The turrets shred him before he can touch you.
And your point is? Somehow entering combat and letting your ally (even if temporary) kill someone is not combat?
 

Menckenstein

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sea said:
I played Fallout 2 fairly recently. Unless it's something added by the Restoration Project, the only way to win the game is to fight Frank. Whether you hide in a corner as allies and the turrets do the work for you is a different story, but chances are they'll all bite it and you'll be forced to mop up anyway. There is no outright avoiding the battle at all.

Yeah that much is true. Shitty that they force the encounter on you but at least they left a few other options. Still would've been better if you could've won through speech.
 

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