bojackx said:
You're applying way too much realism to that; there are holes like that in pretty much every game. If the entire game had to work based on rules like that, everywhere would have to be very similar and there'd be no variety.
I strongly disagree with both points. Not every game brings attention to food/water and their scarcity - Fallout 3 does.
Not every town would have to be similar, that's silly. In fact, as it stands towns are too similar, my suggestion would actually make towns different by having them specialize.
This isn't a problem that would have been impossible to fix. I'm not asking for an economy with real world depth and complexity, I'm asking for some pretty basic things that could have been implemented with trivial ease. Here, in a few easy steps I'll fix a lot of the logic-fail issues in Fallout 3:
1. Add more travelling merchants and establish that they periodically travel outside of the DC wasteland to sell their weapons and scrap, which are plentiful in DC, for large amounts of food and water for their return trip. The food is worth more in DC and is traded for more scrap and weapons from the scavengers, and the cycle is repeated.
2. Revise or remove Little Lamplight. Perhaps instead of bratty, stupid kids kicking out adults - which is fucking retarded - have the population of the town have an illness that kills them off in their early twenties, but makes them more fertile. There, now Little Lamplight makes sense.
3. Add Tenpenny Tower to the trade route circuit and make the outside of the tower more friendly to incoming traders. It only makes sense for the 'wealthy' people to be inviting to those with things for them to spend their money on.
Note that I'm not suggesting things that would require enormous amounts of development resources to implement. All of the above would require tweaks to dialogue and a few extra NPCs. Easy peasy.