Fallout Bible 6..

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Saint_Proverbius
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Fallout Bible 6..

Post by Saint_Proverbius »

<strong>[ -> N/A]</strong>

You can head on over to <a href="http://blackisle.com/">Black Isle's homepage</a> and pick up the latest <A href="http://feedback.blackisle.com/downloads ... p">Fallout Bible 6</a> copy in PDF format. Here's a fun part where <b>Chris Avellone</b> clings to the foolishness about the NCR having a massive car fleet:<br><br><blockquote><b>6. Last update, you said there were 1/200 cars/people ration in the NCR. If there were so

many working cars in NCR, where were they?</b><br><br>

They’re there. It’s game logic. You don’t see them for the same reason NCR is only three maps, only has 1 councilor/senator, and only about 40-50 people in its city limits. That’s why the Chop Shop in Reno exists, why the bum outside of NCR offers to watch a car for you before you show up in one, and a reason that NCR built a garage in Shady Sands.<br><br>

So to explain "game logic" in this instance, there’s nothing precious about building a car of your own if you can steal one – or if somebody else in town has one. Or in the words of one designer (me), “there's no good reason why a PC would want to undertake a fucking huge Fed Ex quest to rebuild one if they can jack one from the locals.� The last part is especially true considering town-wide mass murder is possible in both Fallout 1 and 2.<br><br>

And before you get the image of tanks and jeeps flying around everywhere with heavy machine guns mounted on the back, most of that junk is old tractors and crap like taxis, old buses, snowplows, and even old construction equipment. It's possible that mysterious old steam-truck mentioned in the bowels of the F1 data archive is still lumbering around somewhere. The caravan houses of the Hub, in particular, around the time in Fallout 2, have been looking to further its trade influence, and new vehicles (and types of transport, such as trains, boats, or barges) have been eagerly sought after for carrying large amounts of trade goods vast distances. Good ol' human greed will move mountains. Or at least rebuild things that can. Once they learn of the Enclave's presence in the North, they are likely to have huge bounties promised for vertibird plans - or better, a working vertibird.<br><br></blockquote>

Then again, <b>Chris</b>, considering the NCR was pretty big on caravans, that garage has a rather simple solution that actually fits the game - <i>It was used to fix caravan trailers!</i><br><br>As for the bum who knows how to fix up your car, why would the NCR have their mechanics living outside of town as hermits? He could be, shockingly enough, <i>a BOS agent in cognito</i>. Oh no! That makes more sense as well!<br><br>Well, it makes more sense than saying the NCR had hundreds of vehicles roaming around that no one ever saw, even though we got a lovely tour of Westin's Ranch in <a href="http://www.interplay.com/fallout2/">Fallout 2</a>. If Westin, one of the most powerful people in the NCR who was also a big time caravan guy, didn't have a car, I doubt anyone else did either.<br><br>Thanks to <b>Ausir</b> of <a href="http://www.tytan.org/fallout ">Fallout Warfare</a> for the heads up.
Xaphod_x

Fallout Bibles

Post by Xaphod_x »

so this is section six.. where do i get sections 1-5??
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Araanor
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Post by Araanor »

I think MCA describes how to get them in issue 6.
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