DraQ
Arcane
Tell us about those in Oblivion and Fallout 3 instead.The entire Baldur's Gate main quest.
Occult readings of the lines in my shit have delivered more coherent stories.
You seem to have enjoyed those.
Tell us about those in Oblivion and Fallout 3 instead.The entire Baldur's Gate main quest.
Occult readings of the lines in my shit have delivered more coherent stories.
They at least made sense. Perhaps you aren't able to appreciate English writing, foreign scum.Tell us about those in Oblivion and Fallout 3 instead.The entire Baldur's Gate main quest.
Occult readings of the lines in my shit have delivered more coherent stories.
You seem to have enjoyed those.
>Fallout 3's story making senseThey at least made sense
Okagron, your inability to grasp the most topical ideas is truly astounding. I'm shocked your handler lets you use the internet.
Even then, iirc canonically it was your character who drew the straw that sent him/her out into the wasteland. Do remember that the purpose of Vault 13 is to stay closed for 200 years without contact whatsoever with the outside world. Sending out more than a personnel at a time would increase the risk of the vault's whereabouts leaked to the outsiders, heck even one Vault Dweller can leak it to the Water Merchants which leads to Super Mutants invasion timer to Vault 13 reduced. Even if VD didn't leak it to the Water Merchants, he/she can still leak it to the Super Mutants by joining them when brought to The Lieutenant.
At the point where the vault is no longer self sufficient, the 200 year thing is out the window. They are all going to have to leave or die if they don't get a chip anyway. A group of heavily armed people carrying pristine pre-war technology may be more conspicuous but they are also much more likely to stay on-mission and survive in general. Instead they send out one randomly chosen guy unarmed with nothing to trade and he's wearing a vault suit with a big fucking '13' on the back of it. He's literally a walking advertisement. If he does happen to be spotted by people who have the desire and ability to raid a vault, how hard is it to snatch him up and torture him until he tells them where Vault 13 is?
Anyway, these are the kinds of things I imagine a Vault Dweller would be thinking as he is punching rats to death while his vault suit is riding up on him.
Common sense dictates that you're right, and they should've ditched the vault as soon as the see they're on the verge of no longer being self-sufficient. In fact, there IS actually a faction among the Vault 13 dwellers who agree with your assessment, and tried to 'rebel' against the vault's authority and leave, so it's not like the game/the devs thought it's a brilliant idea in and of itself.At the point where the vault is no longer self sufficient, the 200 year thing is out the window. They are all going to have to leave or die if they don't get a chip anyway. A group of heavily armed people carrying pristine pre-war technology may be more conspicuous but they are also much more likely to stay on-mission and survive in general.
This is assuming that people who have the desire and ability to raid a vault would even exist, 80 years after the Great War, other than the Super Mutants who at the time have no presence in Junktown-Shady Sands area. I might be contradicting myself here after I mentioned that one Vault Dweller can leak the vault's location to the Water Merchants and/or the Super Mutants, but look at it this way. If you, an average wastelander or even a raider for the sake of argument, saw a guy with a tight suit with big ass '13' on his back, 80 years after the Great War, what would came into your mind? Is it that, "that guy must be from a vault numbered 13!", even though you really shouldn't even have that kind of knowledge, no matter how you look at it?Instead they send out one randomly chosen guy unarmed with nothing to trade and he's wearing a vault suit with a big fucking '13' on the back of it. He's literally a walking advertisement. If he does happen to be spotted by people who have the desire and ability to raid a vault, how hard is it to snatch him up and torture him until he tells them where Vault 13 is?
Anyway, these are the kinds of things I imagine a Vault Dweller would be thinking as he is punching rats to death while his vault suit is riding up on him.
Someone sacked Vault 15 and if I remember correctly that was still living memory during time of Fallout 1.This is assuming that people who have the desire and ability to raid a vault would even exist, 80 years after the Great War
Nobody 'sacked' Vault 15. What happens instead is, due to the nature of the experiment conducted specifically for the vault, a schism occurred between the various diverse groups that prompts them to form 4 different groups and all 4 of them decided to venture out into the waste, simply because they can't stand being forced to live in restricted space of the vault while coexist with 3 other different groups. 3 of those groups went on to become the Khans, the Jackals, and the Vipers, while the last group went on to form Shady Sands.Someone sacked Vault 15 and if I remember correctly that was still living memory during time of Fallout 1.This is assuming that people who have the desire and ability to raid a vault would even exist, 80 years after the Great War
Town greeter in Shady Sands says something about living in Vault 15 and escaping when that place gets attacked.Nobody 'sacked' Vault 15. What happens instead is, due to the nature of the experiment conducted specifically for the vault, a schism occurred between the various diverse groups that prompts them to form 4 different groups and all 4 of them decided to venture out into the waste, simply because they can't stand being forced to live in restricted space of the vault while coexist with 3 other different groups. 3 of those groups went on to become the Khans, the Jackals, and the Vipers, while the last group went on to form Shady Sands.Someone sacked Vault 15 and if I remember correctly that was still living memory during time of Fallout 1.This is assuming that people who have the desire and ability to raid a vault would even exist, 80 years after the Great War
Right, but she also says that they tried to stay in the vault after the other groups left, and they also happened to take the best equipment with them. Considering the context of these groups and their relationship with each other, I'd assume they were attacked not because there's anything worthwhile left in the vault, but because those who attacked them is one of the raider groups and they attacked because they hate the group that stayed. Otherwise, how would the attackers even know the vault's location or even care if it's a vault at all?Town greeter in Shady Sands says something about living in Vault 15 and escaping when that place gets attacked.
It still implies that there are groups that are willing and capable destroying Vaults with shut doors, thus vindicating Vault 13's overseers careful approach that tries to keep at least location of Vault 13 secret with limited resources they have.Right, but she also says that they tried to stay in the vault after the other groups left, and they also happened to take the best equipment with them. Considering the context of these groups and their relationship with each other, I'd assume they were attacked not because there's anything worthwhile left in the vault, but because those who attacked them is one of the raider groups and they attacked because they hate the group that stayed. Otherwise, how would the attackers even know the vault's location or even care if it's a vault at all?Town greeter in Shady Sands says something about living in Vault 15 and escaping when that place gets attacked.
I understand where you're coming from, especially since the Super Mutants are pretty much a real threat and in the bad ending you can see the Super Mutants blasting the door forcefully. The thing is, we don't know if the groups who attack Vault 15 are actually capable of destroying the vault's doors, and the Shady Sands town greeter didn't say anything about it or the attackers. If they're especially powerful enough to be capable of destroying vault's doors, then I'm sure she would've say anything about it or even gtfo out of area in fear of getting attacked again, especially a place as close as Shady Sands.It still implies that there are groups that are willing and capable destroying Vaults with shut doors, thus vindicating Vault 13's overseers careful approach that tries to keep at least location of Vault 13 secret with limited resources they have.
Something has definitely gone "BOOM" there.
When a dumbfuck like you doesn't have any counter argument, just resort to nonsense like you just did. Your retardation levels are truly off the charts.Okagron, your inability to grasp the most topical ideas is truly astounding. I'm shocked your handler lets you use the internet.
Just did some research to remind myself what James used to try to kill Autumn and apparently James caused a radiation leak in the project purity room, but Autumn had something that completely countered radiation injected into him. This is somehow even more stupid, because how did Autumn know James was gonna cause a radiation leak and how convenient of him to have something that specifically counters radiation poisoning with him. Also, why didn't the Enclave soldiers there had this counter measure for radiation with them.Actually, if you look closely, when James tries to kill himself, Autumn injects himself with something before dropping.
Vaults had only weapons for squad of men (ten at most) and they send two people before you, those men were not heavily armed they were equipped as XXI century mail cops at best (in F3 they died like flies from cockroaches) Comrade so even if Overseer send entire Vault Security on mission they could be wiped out by one patrol of Super-mutants or Khans raiding party.
That is not really the main quest, it's a consequence of the main quest. The main quest was to get the G.E.C.K.tribal, facing the remnants of the U.S. government. All of who wear Power Armor, nonetheless.
You realize it was Fallout 2 which actually killed thematic consistency of first Fallout and what Bethesda probably copied?That's because only Fallout 1, 2, and New Vegas are canon. 3 and 4 are bad fanfiction that should be disregarded.
Yes, Fallout 2 had a lot of dumb shit, but it doesn't even remotely reach the dumbness of 3 and 4.
New Vegas is also more of a Fallout 2 than a Fallout 1 game.
The irony is thick.Okagron, your inability to grasp the most topical ideas is truly astounding. I'm shocked your handler lets you use the internet.
Good, because you had nothing of value to say and all of your arguments were utter nonsense. Because you are a dumbfuck.Okagron, I stopped reading after the first sentence.