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Author Topic: Fallout 4: It Just Works  (Read 800398 times)

SOLDIER First

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1860 on: September 21, 2015, 09:38:25 pm »

If it exists and you're playing a Bethesda game, you can mod it in.
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Neonivek

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1861 on: September 21, 2015, 09:40:57 pm »

I did like that there were some weapons that existed to simply take sucky ammo and make it either somewhat usable or outright usable.

There was even a gun in new vegas that turned BB-gun shots into a halfway decent ammo.
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Wimopy

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1862 on: September 22, 2015, 04:43:26 am »

Now I want to see something like a mass driver or railgun that shoots BB pellets at a speed only measurable in km/s.
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GiglameshDespair

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1863 on: September 22, 2015, 05:08:15 am »

That's basically the gauss gun.
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Neonivek

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1864 on: September 22, 2015, 05:39:48 am »

Party Member Dogs in RPGs fall into three categories:

Suicidal Liabilities: Dogmeat (all Fallout dogs basically), Dragon Age's Barkspawn

Regular Party Members: Red XIII, Fable 2 dog

Hyperpowered Death Machines: Dog from Arcanum (i.e. the reason all character builds are equally viable in that game)

Fable 2's dog wasn't so much a party member as he falls under... the fourth category

"Dogs are tools"... Which is where Dead To Rights, Fable 2, and MGS: Phantom Pain have them.

As for Hyperpowered Death Machines... I am not aware of any other game that had an overpowered dog character except for IVAN (but in that case you deserved it for feeling it so many bones)
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TempAcc

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1865 on: September 22, 2015, 08:21:29 am »

I think they'll go for a "dogs are tools" approach in Fallout 4. A companion that can't be equiped and is destined to always fight in melee will never be super successful in fallout, unless its some sort of super mutant and things of that nature. Dogmeat's usefulness in fallout 3 wasn't combat, but his ability to retrieve things for you, anyway.
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Egan_BW

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1866 on: September 22, 2015, 08:26:11 am »

if you can't give that dog equipment then this game will be objectively worse than metal gear
( :P)
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Krevsin

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1867 on: September 22, 2015, 12:54:04 pm »

I think they'll go for a "dogs are tools" approach in Fallout 4. A companion that can't be equiped and is destined to always fight in melee will never be super successful in fallout, unless its some sort of super mutant and things of that nature. Dogmeat's usefulness in fallout 3 wasn't combat, but his ability to retrieve things for you, anyway.
don't forget "being the most adorable mangy mutt this side of the Wasteland".
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Shadowlord

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1868 on: September 22, 2015, 02:13:23 pm »

At least in the Fable games, your dog would find BURIED TREASURE for you.
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Wimopy

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1869 on: September 22, 2015, 02:20:37 pm »

I think they'll go for a "dogs are tools" approach in Fallout 4. A companion that can't be equiped and is destined to always fight in melee will never be super successful in fallout, unless its some sort of super mutant and things of that nature. Dogmeat's usefulness in fallout 3 wasn't combat, but his ability to retrieve things for you, anyway.
don't forget "being the most adorable mangy mutt this side of the Wasteland".

Isn't he like... the only dog in the game? Wait... no, I think there was one other in FO3.

FNV has more, though only about 6 have names, IIRC.

Funny how there are no cats though. You'd think those have a higher priority in vaults since they hunt down mice and rats. Turns out it's only german shepherds (? not sure) that Vault-Tec thought helpful.
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notquitethere

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1870 on: September 22, 2015, 02:23:17 pm »

The vault planners were concerned about catsplosions so thought better of it.
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Shadowlord

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1871 on: September 22, 2015, 02:31:56 pm »

Considering the "experiments" we saw, I'd guess that if they considered the possibility of a catsplosion, they'd have made sure there was a vault designed to create one. Of course, only a small part of the US has been featured in the games...
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Wimopy

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1872 on: September 22, 2015, 02:34:59 pm »

Well... this is just a theory, but I don't think Fallout reproduction can happen without physical contact... or at least line of sight. Keeping a cat population at bay shouldn't have been a concern (though based on how most vaults loook... a catsplosion is the single most likely outcome).
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Rolan7

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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1873 on: September 22, 2015, 02:38:08 pm »

So they can prevent catsplosions...  All they have to do is herd cats?  Famously easy :P
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Re: Fallout 4: Do You Know What Makes YOU S.P.E.C.I.A.L.?
« Reply #1874 on: September 22, 2015, 02:44:06 pm »

I did mention in parentheses that it would not work, but VaultTec was quite the insane bunch, it's something they could dream up.
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