Let's Play Fallout: New Vegas [The Servant]

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AlternatePFG

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CM156 said:
It makes the game a lot easier. The one at the Republic of Dave is perception. Don't know how you're doin' on that stat. I was a bit supprised that there weren't any Bobbleheads in New Vegas though
Probably balance reasons. People tended to build their characters around the bobbleheads, so I guess they wanted to avoid them in New Vegas. (You can get SPECIAL boosts, but they're extremely expensive and limited by your endurance stat.)

The same reason why there isn't any Almost Perfect or Well Rounded No Weaknesses (Edited it, got the name confused) perks as well, I assume.
 

CM156_v1legacy

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AlternatePFG said:
CM156 said:
It makes the game a lot easier. The one at the Republic of Dave is perception. Don't know how you're doin' on that stat. I was a bit supprised that there weren't any Bobbleheads in New Vegas though
Probably balance reasons. People tended to build their characters around the bobbleheads, so I guess they wanted to avoid them in New Vegas. (You can get SPECIAL boosts, but they're extremely expensive and limited by your endurance stat.)

The same reason why there isn't any Almost Perfect or Well Rounded No Weaknesses (Edited it, got the name confused) perks as well, I assume.
Eh, I wouldn't call the implants expensive. I mean, I have about 40k caps and 3 gold bars left after getting all the S.P.E.C.I.A.L. ones. But then again, in RPGs, I'm very conservative with weapon ammo and health items, and I end up with far to much money to spend.
 

AlternatePFG

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CM156 said:
Eh, I wouldn't call the implants expensive. I mean, I have about 40k caps and 3 gold bars left after getting all the S.P.E.C.I.A.L. ones. But then again, in RPGs, I'm very conservative with weapon ammo and health items, and I end up with far to much money to spend.
Well, they're expensive until you reach the endgame. At least you're not getting stat boosts for free, I guess is the idea. That's why there are way less skill books and skill points in general in New Vegas as well. (Though they do give more skill points)

I never, ever spend money in New Vegas. Every transaction has to have a net profit for me, or it's not worth doing. I wonder what the prices for the GRA weapons are going to be. (Definitely buying both of the new DLC's that are coming out tomorrow, I'm a sucker for new weapons.)
 

CM156_v1legacy

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AlternatePFG said:
CM156 said:
Eh, I wouldn't call the implants expensive. I mean, I have about 40k caps and 3 gold bars left after getting all the S.P.E.C.I.A.L. ones. But then again, in RPGs, I'm very conservative with weapon ammo and health items, and I end up with far to much money to spend.
Well, they're expensive until you reach the endgame. At least you're not getting stat boosts for free, I guess is the idea. That's why there are way less skill books and skill points in general in New Vegas as well. (Though they do give more skill points)

I never, ever spend money in New Vegas. Every transaction has to have a net profit for me, or it's not worth doing. I wonder what the prices for the GRA weapons are going to be. (Definitely buying both of the new DLC's that are coming out tomorrow, I'm a sucker for new weapons.)
I'm pretty much the same way. I make sure I have a net profit every time I make a sale. It's like OCD.
 

ChupathingyX

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CM156 said:
It makes the game a lot easier. The one at the Republic of Dave is perception. Don't know how you're doin' on that stat. I was a bit supprised that there weren't any Bobbleheads in New Vegas though
In Fallout 3 the bobble heads are never really explained very well, they?re just there and they only serve as a way of overpowering your character very easily. Snow globes on the other hand provide decoration and caps, however, a reason is given as to why House even wants them; House loves snow globes because they represent how he enjoys the ability to control something (Vegas) in the palm of his hand and be able to turn it upside down and manipulate it to his will.

Plus, the bobbleheads made it too easy to max out your character.


Viking Incognito said:
Ahhhh, now here's some good thinking!

It's nice to see someone who doesn't blindly hate Caesar based on face value and actually analyse him and his Legion. However, I feel that Lanius should get a little bit more respect than he does, sure he's a pyschopath, but he's an honourable psychopath. Just look at the discussions you have with Moore and Oliver, they're thick-headed individuals who don't see beyond their strengths and realise their faults and can't be convinced otherwise. Compare that to Lanius who can be convinced that what he is doing is wrong and he actually remains honourable about it. I think he might just be one of the only characters in the game who respects the Courier as an enemy and if you convince him to leave he mentions that he looks forward to facing the Courier again.

Also, Manny Vargas used to be a member of the Great Khans and still feels like he belongs there and is tempted to go back, so you could say that is one of his problems.

In terms of reputation preceding the right course, I think Kimball is the epitome of this. All he cares about is increasing the name of the NCR and his own ego with it. When he gives his speech at Hoover Dam, after finishing he accidently says something into the mic (which is still on) that shows he doesn't really care about the soldiers in the Mojave and is too determined to take it without considering the cost.

AlternatePFG said:
Obligatory question: What did you think of this particular quest?
It was alright, although I think the ICBM was wasted potential. They could've used that to open up a new area or something, similar to the ending of Lonesome Road.
 

ChupathingyX

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AlternatePFG said:
I never, ever spend money in New Vegas. Every transaction has to have a net profit for me, or it's not worth doing. I wonder what the prices for the GRA weapons are going to be. (Definitely buying both of the new DLC's that are coming out tomorrow, I'm a sucker for new weapons.)
J. E. Sawyer said they would be pretty expensive, however, some of them can be crafted. Also, not only does it add new weapons but ammo to go along with them.

Also, Jason Bergman of Bethesda officialy stated that the Fallout: New Vegas studio was being closed, meaning there will be no more DLC or patches and all members have gone onto new projects...:(
 

ChupathingyX

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MacNille said:
What!? Why are they closing them? The game has still a shitload of bugs. MacNille is angry.
For me I can honestly say I have seen a drastic reduction of bugs since the patches, now they barely happen to me, then again I personally never really had any game breaking bugs in the first place since launch except for freezes and enemies getting stuck.
 

CM156_v1legacy

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ChupathingyX said:
Ahhhh, now here's some good thinking!

It's nice to see someone who doesn't blindly hate Caesar based on face value and actually analyse him and his Legion. However, I feel that Lanius should get a little bit more respect than he does, sure he's a pyschopath, but he's an honourable psychopath. Just look at the discussions you have with Moore and Oliver, they're thick-headed individuals who don't see beyond their strengths and realise their faults and can't be convinced otherwise. Compare that to Lanius who can be convinced that what he is doing is wrong and he actually remains honourable about it. I think he might just be one of the only characters in the game who respects the Courier as an enemy and if you convince him to leave he mentions that he looks forward to facing the Courier again.

Also, Manny Vargas used to be a member of the Great Khans and still feels like he belongs there and is tempted to go back, so you could say that is one of his problems.

In terms of reputation preceding the right course, I think Kimball is the epitome of this. All he cares about is increasing the name of the NCR and his own ego with it. When he gives his speech at Hoover Dam, after finishing he accidently says something into the mic (which is still on) that shows he doesn't really care about the soldiers in the Mojave and is too determined to take it without considering the cost.
Ehhh, as we've spoken in the past, I've a bit of a problem with the whole "Caesar's Legion" thing.

It seems like they are trying to crowbar redimible traits into a group to make a choice easier to justify.

I don't hate them at face value, mind you. I do hate what they do, however.

They:
Enslave people against their will
Treat women like dogs. Actualy, I take that back. They treat their dogs better
Nail people to crosses
and kill people for failing them

Sure, the NCR may have a few assholes here and there. Sure, there was Bitter Springs and all that. But I prefer them over people who still practice crucifixion.
 

AlternatePFG

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[HEADING=1]Chapter XXXVII - Screw the Coding, I Have Bullets[/HEADING]​
We could retitle this update (And the last) "Some of the Ghoul NPCs in This Game Are Dicks" but I'd think that'd be too long, and that would apply to pretty much the majority of the other NPC's in the game as well, not just ghouls.

So today, we'll be focusing on the Tenpenny Tower sidequest. There's some cool ideas in here, but it's totally let down by:

1) Poor writing
2) Poor quest design (IE: Not enough options)
3) The fucking karma system

Let's get to it, shall we?


Yes, we're going to have to use the intercom everytime we enter the building. At laugh at those who got the Tenpenny Tower suite as a reward for blowing up Megaton. This is karma right here. Good characters only fast travel and go through one loading screen, evil ones fast travel and go through 3.

Of course, it isn't quite as bad as the Strip.


I mentioned it before with the last update, but the people in Tenpenny Tower are apparently rich. I really don't how you could be rich in the Capital Wasteland, there's no obvious economy to speak of. No mining, no farming, no ranching, none of that. Yet somehow these people are rich. I guess the people who claim the first luxury hotel after the apocalypse get to call the shots as to who is rich.


This is the leader of the guards. We talked to him a bit last update.


This guy is kind of a dick.

"How's that Ghoul situation coming along?"

"That damn Roy Phillips won't take no for an answer. Keeps showing up, looking for a handout. He and his kind aren't wanted. End of story. If I were a betting man, I'd place a stack of caps on him trying something violent soon. And that would make Tenpenny nervous. I don't like it when Tenpenny gets nervous. But I can't spare the manpower to go hunt down Roy Phillips and his band of misfits, or I'd gladly end this thing once and for all."

"Perhaps the residents could be "persuaded" to let the ghouls live here."

"You're out of line. Those filthy bitches can stay living in those metro tunnels. They'll move in here over my dead body."

Yeah, some of the people in the tower are assholes (This guy) but some of them are actually pretty cool. (Dashwood for example.)

"That can be arranged. You don't look like much."

Yeah, I know it's a stupid option, but it's the only non-"Ghouls suck" option.

"Are you threatening me? You're obviously an idiot, so I'll let that one slide. But I'm warning you, I won't hesitate to kill you if I have to."

Likewise. Still, believe it or not, the supposedly evil people of Tenpenny Tower are really the more reasonable side in this sidequest.

"I'm going to find a non-violent solution to your Ghoul problem."

Mostly to avoid Three Dog bitching us out over the radio.

"That's a laugh. Roy Phillips can't be reasoned with. Trust me. But go ahead and try to talk some sense into him. It's your funeral. They've holed up in the nearby metro tunnels."

Why am I not surprised.

"They're living with packs of Feral Ghouls. They've barred the main entrance. Go through the train yard. Good luck, kid. You're gonna need it."

For some reason, picking the non-violent option through dialogue doesn't give us the quest, but we tell him we'll kill the ghouls instead. Don't worry, it doesn't really matter what you say to him. (Speech checking him gives you a free assault rifle.)


So now we're off to another metro station. Are you sensing a pattern here?


There's a trainyard filled with ghouls over here.


I never used SMG's much in this game.


But, Sydney's SMG takes down these ghouls in about one round of attacks in VATS.


This is a cool little location though.


Christ, another reaver. This things are so annoying. I don't mind the idea of having boss enemies, but can you make them more powerful in other ways than making them ridiculously bullet spongy?


Unloading a ton of bullets into it's head at point blank should do some damage.


Some lucky crits and we wear it's health down pretty fast.


There it goes. They never even have any decent stuff on them either.


There's a good amount of supplies to be found here.


Now we're in the metro. We find this skeleton with an assault rifle and some ammo for it. It's not like we need the stuff though, we have a fully repaired Perforator and over 1,700 rounds of ammo for the thing. There are benefits to hoarding you know.


Let's play with the Railway Rifle a bit more. (Love this gun now. Never actually made it before in a playthrough before this LP.)


It's a pretty damaging weapon and it's not too loud too.



This quest has relatively little combat compared to stuff like Reilly's Rangers but it wouldn't hurt if for the next Fallout game Bethesda toned down the constant encounters with ghouls in these tunnels. Give it some time to build up atmosphere perhaps.



The Railway Rifle pins heads and limbs to the wall, it's pretty cool like that.


Now would be a bad time to run into a rea-


God damn it.



Backpedaling and shooting it with a ton of shotgun shells helps.


The Dart Gun was something I forgot to use on the reaver that would have been extremely helpful in that situation. (It cripples limbs, so we could avoid more damage from the ghoul.)


Ugh.


So we run into the lookout for the ghouls down here. He is pretty trusting of us, all things considered.


A bit of a temper is putting it mildly. He is a psychopath.


So another cult-like group of rebels being shunned by humans hiding out in the metro tunnels. That sounds familiar...


Roy's skin is weird looking. It's like blue-ish.


"So what are you doing in the Metro Tunnels?"

"Biding our time, making plans, getting ready. Tenpenny and his pack of elitist wannabees can't keep us out of that tower forever."

At this point, even a good karma character should see that letting Roy into the tower is not the right idea. At all.

"We got rights. And we'll tkae them if they aren't given to us."

"I might be able to get you in there."

"I already got a plan. They think I'm a monster. I'll show them the real monsters!"

By killing everyone in the tower!

That's a great plan.

"We'll unleash our feral brethren on them: all those bigoted sons-of-bitches will get torn apart. Trouble is getting past the damn subway access door!"

Subway access door? You think Tenpenny would have blocked that off a long time ago, considering how many things crawl through those sewers.

"You see, there's some kind of escape door that leads from the Tenpenny basement to the subway tunnels. There must be some way to get that open."

"Let me try talking to Tenpenny. Maybe he wouldn't mind you living there."

"Ha! Those snooty bitches probably can't stand living with each other, let alone with us. But by all means, try talkig to Tenpenny if you like. But it won't work. Then we'll do it my way. You get that escape door in Tenpenny basement open, and I'll unleash those ferals on 'em!"

I guess it really isn't much of a surprise what eventually happens if you actually let the ghouls in peacefully, but you aren't given the option to just kill Roy and leave the other ghouls alone. And because you massacre all of them, you get bad karma, and Three Dog bitches over the radio about how much of an asshole you are.

But, we've found a way to sort of trick the game, you see.


Now it's time to leave. Just like that other particular quest with a settlement in the metro, this is a shortcut that you could use to get here faster without all that fighting. That means we'll have to backtrack back here, doesn't it?


Now we're right near Tenpenny Tower. It looks pretty impressive in this screenshot, doesn't it?


So let's talk to Tenpenny about this plan we propose.


This is all that Tenpenny does, sit out here all day. Must be a boring life.


You know, for an NPC vital to so many quests, there are an awful lot of quests involving you killing him and by doing so, locking you out of others. You'd think they'd give him plot armor like every other major NPC in this game.

"There are some Ghouls who want to live here. What do you think about that?"

"Why - I do believe you've lost your mind! Ghouls, living here? You're serious?"

"What if the residents are okay with Ghoul neighbors?"

"Ha! I don't suppose I'd mind terribly if Ghouls were to live here."

I seriously don't get what's so evil about Tenpenny. Burke was the one who suggested he blow up Megaton, but besides that, he seems like just a snobby rich guy.

"And it'd be a good bit of sport hunting them down if they misbehaved."

Oh... Well, they do that with everyone here, not just ghouls. (Remember the many death threats we received from Gustavo downstairs?)

Apparently money is directly proportionate to how evil you are in Fallout 3's universe.

"I dare say though, you'll have a bit of trouble convincing certain residents to go along with your novel proposition. Tell you waht. If you can convince Mr. and Mrs. Wellington, Mr. Ling, Ms. Montenegro, and Ms. Lancaster, those Ghouls can live here. Have you seen me shoot? I'm quite proficient, if I do say so myself."

Tenpenny has some interesting stories. I suppose we'll talk to him about them later if we get the chance.

And now we commence the part of the quest I like to call "Speech check NPC's and get pretty much the same dialogue and dialogue options for each of them."

Maybe I should shorten the name. I'm not showing you all of the conversations because they play out the exact same way, but I'll show you one of them.


You have to talk to 5 different NPCs and convince them that to allow the ghouls to stay (Every time it just ends up with them leaving though, so I don't know.)


They basically have the same dialogue, calling you a ghoul lover and all sorts of terrible names. This makes them out to be bigoted assholes, but here's the thing: They're partially right. In Fallout 3, ghouls can become feral over time, meaning they might literally turn on them. Of course, the other ghouls seem fine, but Roy? He threatened to murder his way in here multiple times, of course these people are going to be absolutely terrified of the ghouls.


And then every single person you convince to leave, leaves Tenpenny Tower and most of them time ends up dead out in the wasteland because they have no way to defend themselves.

You see, apparently the majority of the people in Tenpenny Tower are considered evil by the game, through the GECK or through characterization. (Tenpenny is considered very evil and you get a sizeable amount of good karma for killing him.) But there's nothing that really says why they're evil. They aren't tied in with slaving or anything, they just have the gall to keep their tower clean and tidy, while the rest of the settlements in the wasteland are still filled with skeletons. I get that they're supposed to be uptight, rich snobs who don't really care about the common folk of the wasteland, but at least they aren't actively trying to kill them. The Power of the Atom quest is ridiculous in and of itself, I almost consider it non-canon for this games already poor written universe. And even then, that's just Mr. Burke and Tenpenny.


Eventually we get all dissenting opinions to leave the tower and probably die out in the wasteland or something.


"The bigots have all been taken care of. So the Ghouls can move in now. Right?"

"Well, if my tenants want Ghoul neighbors, they can have them! Though the Ghouls must pay and follow the rules like everyone else."

Completely reasonable. Aside from Megaton, why is Tenpenny labeled very evil again? I can think of way more eviler NPC's than Tenpenny who are labeled just evil.

"You're a clever one aren't you? I'm glad this situation has been resolved! It's a bit crass, but here's a little something for your troubles."

500 caps for a few speech checks? Don't mind if I do.


So now back into the metro to talk to Roy.


So Roy gives us a ghoul mask for our troubles. This quest isn't quite over yet. There's a catch.

Letting the ghouls in gives you good karma right? Well, come back a few days later, and everyone who isn't a ghoul in the tower is killed. By Roy, of course.

Even Dashwood, who is totally in support of the ghouls. In fact, as soon as he enters the tower, Roy kills Tenpenny.

So, as far as I am guessing, we kill Roy, we save the people living in the tower, and the can coexist with the current residents.

Fuck the games programming, we really should have been able to kill only Roy as a solution from the start.


There's now a ton of ghoul residents in Tenpenny Tower. They seem to be getting along quite nicely, surprisingly.

Let's make sure that doesn't change.


You can see the blood stains all over Tenpenny's Suite.


So yeah, Roy kills Tenpenny no matter what. I hope you didn't do this quest before You Gotta Shoot Em in the Head or evil Power of the Atom.


Roy gets what's coming to him though, don't worry.


So, I assume this outcome works but we won't know that for a few day in game time. I'll get back to you on that.


The worst thing about this quest, is how the karma system plays into it. You kill the ghouls at the start of the quest? Quite a bit of evil karma, and you get Three Dog bitching at you over the radio, despite Roy actually threatning the tower. You peacefully bring the ghouls in, you get good karma (That makes sense) but when Roy betrays everyone, you still get bad karma for killing him. This was a reasonably grey moral choice, but they ruined it with the karma system and not giving you enough choice. It's great that you can speech check the people of the tower to let the ghouls in, but you can't do other, more reasonable options, such as pointing the ghouls in the direction of Underworld or convincing Roy to back down.

So, in order for us to get a satisfactory outcome, we kind of have to play the game a bit. In the end, I think the best option is to simply not choose to get involved in the quest, but that's not really an option that the game recognizes. At least Roy didn't have plot armor.

So, what did you think of the Tenpenny Tower quest?

(On a side note, I saw the conversation a page or so back about what location do you want the next Fallout game to be in. Personally, I'd like to see the Midwest (Chicago specifically) but that's just me.)

(On another side note, I do think Obsidian really tried to make the conflict between NCR and Legion ambiguous, but they didn't completely pulled it off. If I ever LP New Vegas, I'll get into it.)
 

Aidinthel

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AlternatePFG said:
On another side note, I do think Obsidian really tried to make the conflict between NCR and Legion ambiguous, but they didn't completely pulled it off. If I ever LP New Vegas, I'll get into it.
Yeah I was really hoping for some nice moral ambiguity in New Vegas. The player's first contact with the Legion effectively kills that, though...

Also your plan won't work. I killed Roy when I realized what he'd done to Tenpenny and all the human residents still died on schedule. The only difference is that now you don't have anyone to ***** about it to.
 

Immortal_Engines

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ChupathingyX said:
In Fallout 3 the bobble heads are never really explained very well, they?re just there and they only serve as a way of overpowering your character very easily. Snow globes on the other hand provide decoration and caps, however, a reason is given as to why House even wants them; House loves snow globes because they represent how he enjoys the ability to control something (Vegas) in the palm of his hand and be able to turn it upside down and manipulate it to his will.
It's still not excusable that they will just rot in your inventory, unable to sell, if you side with anyone but House during the main quest :mad:
 

AlternatePFG

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Completely random, but I just wiped out everything on The Strip (Upgraded Securitrons included) with the new Bozar gun from the GRA. It's amazing. Downside? It costs 20,000 caps.


The things a fucking beast though. Best part? It uses 5.56mm ammo.
 

CM156_v1legacy

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Mar 23, 2011
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AlternatePFG said:
So, what did you think of the Tenpenny Tower quest?
AlternatePFG said:
(On a side note, I saw the conversation a page or so back about what location do you want the next Fallout game to be in. Personally, I'd like to see the Midwest (Chicago specifically) but that's just me.)
As a midwesterner, I think it would work well. I wonder if they would use the faction system.
AlternatePFG said:
(On another side note, I do think Obsidian really tried to make the conflict between NCR and Legion ambiguous, but they didn't completely pulled it off. If I ever LP New Vegas, I'll get into it.)
I agree.
AlternatePFG said:
Completely random, but I just wiped out everything on The Strip (Upgraded Securitrons included) with the new Bozar gun from the GRA. It's amazing. Downside? It costs 20,000 caps.


The things a fucking beast though. Best part? It uses 5.56mm ammo.
Is there a unique Silenced .22 yet? If not, that maks me sad :(
 

Plinglebob

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First of all, I'm really enjoying this LP and should you ever manage to finish it, another of New Vegas would be awesome. I admit I don't really enjoy playing these games (along with the Eldar Scrolls) as I just find them to be time sinks where I feel compelled to do quests to get it off my journal then because I want too to advance the plot.

AlternatePFG said:
So, what did you think of the Tenpenny Tower quest?
I think its a quest where the designer was either very good or just stupid. The way it plays out (re-enforced by the Karma system) is the same as pretty much any "Lawful Good" quest in RPGs (as well as other games/TV shows and ilms). You have 2 groups fighting and it can be stopped by either getting them to like each other and get together or by blowing 1 side away. Normally in the 1st situation the protagonist gets them together, leaves and everyone lives happily ever after and if its your 1st playthrough and you never go back there (really, what reason would you have?) its how you would expect the quest to end. This is why Three Dog has a go at you/you get bad Karma if you kill one side as this sort of action is generally seen as evil when people think being good means everyone should get along.

I think that made sense.
 

Viking Incognito

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Nov 8, 2009
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CM156 said:
ChupathingyX said:
Ahhhh, now here's some good thinking!

It's nice to see someone who doesn't blindly hate Caesar based on face value and actually analyse him and his Legion. However, I feel that Lanius should get a little bit more respect than he does, sure he's a pyschopath, but he's an honourable psychopath. Just look at the discussions you have with Moore and Oliver, they're thick-headed individuals who don't see beyond their strengths and realise their faults and can't be convinced otherwise. Compare that to Lanius who can be convinced that what he is doing is wrong and he actually remains honourable about it. I think he might just be one of the only characters in the game who respects the Courier as an enemy and if you convince him to leave he mentions that he looks forward to facing the Courier again.

Also, Manny Vargas used to be a member of the Great Khans and still feels like he belongs there and is tempted to go back, so you could say that is one of his problems.

In terms of reputation preceding the right course, I think Kimball is the epitome of this. All he cares about is increasing the name of the NCR and his own ego with it. When he gives his speech at Hoover Dam, after finishing he accidently says something into the mic (which is still on) that shows he doesn't really care about the soldiers in the Mojave and is too determined to take it without considering the cost.
Ehhh, as we've spoken in the past, I've a bit of a problem with the whole "Caesar's Legion" thing.

It seems like they are trying to crowbar redimible traits into a group to make a choice easier to justify.

I don't hate them at face value, mind you. I do hate what they do, however.

They:
Enslave people against their will
Treat women like dogs. Actualy, I take that back. They treat their dogs better
Nail people to crosses
and kill people for failing them

Sure, the NCR may have a few assholes here and there. Sure, there was Bitter Springs and all that. But I prefer them over people who still practice crucifixion.
I'd just like to say, they don't actually nail people to crosses, they just tie them to it tightly, which I would wager is a lot better then being nailed to it. IT would still suck really bad though. Also, you're totally right about the dogs, because I'm pretty sure that trainer guy Antony fucks Lupa.

Edit: About the Tenpenny quest: Mabey the no-win nature of it is the whole point? You said in an earlier post that the game is really bleak. Maybe this quest was showing that even when you think you've made everything right, you still can't overcome the nature of the wasteland.
 

AlternatePFG

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Viking Incognito said:
About the Tenpenny quest: Mabey the no-win nature of it is the whole point? You said in an earlier post that the game is really bleak. Maybe this quest was showing that even when you think you've made everything right, you still can't overcome the nature of the wasteland.
I think that's the idea, I don't mind the idea of having Roy turn around and stab you in the back, but the fact that you can't pick more reasonable options hurts it.

Unrelated, but GRA adds a new perk to New Vegas:

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

I don't know if it does anything, but I'm so getting this perk.
 

Viking Incognito

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AlternatePFG said:
Viking Incognito said:
About the Tenpenny quest: Mabey the no-win nature of it is the whole point? You said in an earlier post that the game is really bleak. Maybe this quest was showing that even when you think you've made everything right, you still can't overcome the nature of the wasteland.
I think that's the idea, I don't mind the idea of having Roy turn around and stab you in the back, but the fact that you can't pick more reasonable options hurts it.

Unrelated, but GRA adds a new perk to New Vegas:

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

I don't know if it does anything, but I'm so getting this perk.
I don't care if it is a permanent minus five to your total health meter, I'm still going to get that perk.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
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Viking Incognito said:
CM156 said:
ChupathingyX said:
Ahhhh, now here's some good thinking!

It's nice to see someone who doesn't blindly hate Caesar based on face value and actually analyse him and his Legion. However, I feel that Lanius should get a little bit more respect than he does, sure he's a pyschopath, but he's an honourable psychopath. Just look at the discussions you have with Moore and Oliver, they're thick-headed individuals who don't see beyond their strengths and realise their faults and can't be convinced otherwise. Compare that to Lanius who can be convinced that what he is doing is wrong and he actually remains honourable about it. I think he might just be one of the only characters in the game who respects the Courier as an enemy and if you convince him to leave he mentions that he looks forward to facing the Courier again.

Also, Manny Vargas used to be a member of the Great Khans and still feels like he belongs there and is tempted to go back, so you could say that is one of his problems.

In terms of reputation preceding the right course, I think Kimball is the epitome of this. All he cares about is increasing the name of the NCR and his own ego with it. When he gives his speech at Hoover Dam, after finishing he accidently says something into the mic (which is still on) that shows he doesn't really care about the soldiers in the Mojave and is too determined to take it without considering the cost.
Ehhh, as we've spoken in the past, I've a bit of a problem with the whole "Caesar's Legion" thing.

It seems like they are trying to crowbar redimible traits into a group to make a choice easier to justify.

I don't hate them at face value, mind you. I do hate what they do, however.

They:
Enslave people against their will
Treat women like dogs. Actualy, I take that back. They treat their dogs better
Nail people to crosses
and kill people for failing them

Sure, the NCR may have a few assholes here and there. Sure, there was Bitter Springs and all that. But I prefer them over people who still practice crucifixion.
I'd just like to say, they don't actually nail people to crosses, they just tie them to it tightly, which I would wager is a lot better then being nailed to it. IT would still suck really bad though. Also, you're totally right about the dogs, because I'm pretty sure that trainer guy Antony fucks Lupa.

Edit: About the Tenpenny quest: Mabey the no-win nature of it is the whole point? You said in an earlier post that the game is really bleak. Maybe this quest was showing that even when you think you've made everything right, you still can't overcome the nature of the wasteland.
Really? I thought they nailed people to the crosses

And even then, you die of asphyxiation a lot slower if you aren't bleeding. So in a ways, it's still just as bad.
 

ChupathingyX

New member
Jun 8, 2010
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CM156 said:
Really? I thought they nailed people to the crosses

And even then, you die of asphyxiation a lot slower if you aren't bleeding. So in a ways, it's still just as bad.
I don't know if I've said this to you before but the way I see it is that you have to look at it from the perspective of the Mojave and Vegas as a whole.

Sure the Legion do some terrible things, but for the Mojave the Legion means safe roads, safe citizens, strict laws to keep crime to an absolute minimum and an almost 0% chance of the Great War ever happening again.

The NCR may seem like a better option, but in the long run they will not be able to control Vegas and it is already shown that they are incapable of holding onto Nevada.

Both have their pros and cons, but I think the message in New Vegas wasn't so much of a moral one, than it was a political one.

The Mojave is doomed no matter who rules it, being cruel and harsh means peace and control, but people will suffer. Being a goody goody leads to you being pushed around by everyone (Followers of the Apocalypse).

AlternatePFG said:
Unrelated, but GRA adds a new perk to New Vegas:

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

I don't know if it does anything, but I'm so getting this perk.
Dammit, I was planning on siding with House in my next playthrough, now I can't :(
 

Agayek

Ravenous Gormandizer
Oct 23, 2008
5,175
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AlternatePFG said:
Completely random, but I just wiped out everything on The Strip (Upgraded Securitrons included) with the new Bozar gun from the GRA. It's amazing. Downside? It costs 20,000 caps.

The things a fucking beast though. Best part? It uses 5.56mm ammo.
Only 20,000? That's chump change.

Go raid a legion camp or two at any point after level 20 and you'll make 10,000 caps easily. Standard weapons post-level 20 vendor for upwards of 3,000 caps, and they are everywhere. My character in NV has 60,000 caps currently in my inventory and I've bought basically everything but the GRA weapons. It's stupid easy to make a ridiculous amount of money once enemies start being armed with brush guns and ballistic fists.