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Otherwise, the entire time I read this thread I wondered, "Why isn't OP a writer for Bethesda?"
NMA is a ball of collected hate. It doesn't matter what the game is like, some of the core members would hate it regardless. Some of the most vocal people there ripping into it gleefully admit they have never played Fallout 4 - Or even Fallout 3 for that matter, but hey! Why let a small matter like that stop them. Even some of the old Black Isle staff have said that they can't stand NMA's narrow view.
Hi, PyroMemeDragon.
About not having played the previous games yet, don't worry. I think that most of the people here try to keep the conversation pretty mature so I would be surprised to see someone talking down to you just for that. Should that happen, just ignore them.
Although, I am concerned about one thing.
Some of my points and quite a few elements of the conversation refer to Fallout 1 and 2's plots, er, in details. Like, surgically in details, at some moments. We quoted exact lines of terminals to prove or disprove some continuity elements, for example. If you plan to discover these great jewels of gaming, some day, this conversation could... will take away some of the magic that you'd experience, and for which I envy you.
Whatever you decide to do, give the first titles a chance, they deserve it.
Fallout 2 has more content than its predecessor, but its first hours are pretty unforgiving. Boost the melee combat, save often during the intro, and let the rest do its magic.
Hm. Interesting point! Old World Blues left me the impression of a christmas special, to be honest, and I didn't take it into much account until now, but I'll refresh my memory about it.
I am not sure that it was meant to be taken as seriously as, let's say, Old World Blues or Honest Heart. Even though, you are right, and what's written is written.
Oh, wow! Well thank you very much. That means a lot :)
Fallout 4 in itself is not beyond repair. Far from it. It wouldn't take a lot of duct tape to make its current setting, tone and characters fit a realistic, lore friendly and dramatic structure.
Almost nothing to add, not much to remove or to change. Many things to move, though, some setting elements, chronology and relationships to clarify, but there are tools for that. We already talked about Campbell's monomyth, among others. The lack of experience of metaphorical death/resurrection that defines the hero's last steps is clearly a problem, for example.
Well, that's just my opinion. I don't pretend to be able to write a "how to fix the game" or anything. Of course not. Just ideas. Lysimarkos actually asked me to post it, but I'd still have to translate it.
1: The north east isnt all dead. If radiation infect the geck produce a mutant jungle then the NCR, Vault city and Arrayo wouldnt exist as all three used thier gecks. Fallout tactics is only considered semi canon (there was a chapter sent to chicago but they lost contact with the group and havent heard from them since, Lyon's group was origionaly sent out to find them, Ceaser mentions the legion finding some scribes back east) and Fallout tactics 2 (where you get the info about flordia turning into a giant mutant craphole from a radiation infected geck) was never made and thus is completely noncanon (as is Fallout: brotherhood of steel, the one in texas). Also if the gecks were so easily effected by radiation then what was the ♥♥♥♥♥♥ point of making them when their purpose was to help the survivors rebuild after a nuclear war?
2: Caps. Caps being the currency because they were abundent enough to use, but not enough that they were nearly useless (like prewar cash had nearly become) and they needed /something/ to use as a bartering medium. In fallout 2 they switched to gold because gold is alot harder to counterfit, they had a decent economy going in the SW, and it was a finite resource. In New vegas (which canon status with bethesda is in question, since they make zero references to it outside of that cabbot quest) they had switched to a paper curency sometime between fallout 2 and then, which was supposed to be backed up by gold but the brotherhood somehow managed to destroy or irradiate the gold reserves (and redding apparently) and they had to back it with water instead, greatly devalueing the paper money. Caps were still being used outside of the NCR and by its merchents to deal with other comunities, which is why in new vegas you had the three currencys: NCR paper money, Caps (universaly accepted) and legion coins (backed by the fact they were made of silver and gold). It wouldnt be too surprising given the lack of clean water in 3 that they were also back ed by water, as that was the one thing everybody needed (cept the supermutants and the ghouls). Now in 4, given the ease you can make purified water makes it an odd choice if caps were backed by water there too but that might be a unintended side effect of the settlement feature, as it does seem that water is still in great demand in the commonwealth.
4: Yep Jet is a post war drug. Bethesda screwed up by claiming it was a pre war drug. It also sorta shouldnt be on the east coast ether, unless somone who knew how to make it made thier way to the east coast sometime after fallout 2. At least they got the part about psycho being a rare military drug back then (the drug dealer in sanctuary didnt know what the guy who wanted it was talking about).
5: Super mutants are all idiots. The way FEV works is if the subject hasnt been exposed to signifigant levels of radiation/the airborne strand of FEV that got loose from West-tek, then they become "smart" supermutants, all the strengths, no loss of inteligence (though all "smart" supermutants suffer memory loss, as demonstrated by Marcus and Fawks, Uncle Leo). Now the strands used on the east coast are different then the west coast ones (as was the method of delivery, diping vs a gas) so theres no really telling other then the left over logs of how many were inteligent or at least not brain damaged by the process (vault 87s records indicate almost every testsubject died from brain damage).
6: Insititues main defense. The teliporter made sure that noone could get into the insitute without them wanting them to. even when the sole survivor got in the way they did, the insitute WANTED them to come. As to why noone started digging, if anyone tried they could have easily detected it (remember most if not all the birds are actualy synths) and sent a coursor to deal with it.
7: Deathclaws are ferals. Yep. They were even in fallout 1. Smart deathclaws were a product of the enclave's exparaments to make up for thier lack of manpower/disposable assets. Even so they decided they were too much trouble as they were too inteligent for thier own good, rebelling aginst the enclave.
8: Insitutes motives. They see gen 3s as nothing more then your average prewar model robot: tools to be used and discarded at will. Any that develop free will are simply malfunctioning and they try to recapture or kill them to fix the problem and stop anyone from figuring out how to build them thierselfs.
9: Insitute doesnt rule the commonwealth. They dont want to rule the commonwealth, they just want to have thier little exparaments and keep destroying any attempts to unite the commonwealth as it would stop/slow thier exparaments. They're just waiting for the surface to die off so they can eventualy emerge and take over. Think Enclave but not wanting to get any real blood on thier hands (they pretty much leave that up to Kellog and they hate him).
10: Shawn has cancer. Shawn specificly says there are ways to keep on living but "at a great cost" He doesnt want to. It's his choice. Sure he could take a dose of FEV and become a supermutant, then cure himself. Or cyborg himself like Kellog. or download his mind into a synth. Or pull a Mr house and live in a tube hooked up to computers for the rest of his life. But he doesnt see that as living. He's said (in emails) about how extending the human lifespan is wrong and shut down all the projects to do so. Strange views coming from the director of the insititue but thats his choice.
11: West coast brotherhood approved Maxton as new elder. I used to think the west coast brotherhood was utterly wiped out sans the Mojave chapter but theres a good chance that while most of them are gone (especialy the ones in the NCR) that they might have regrouped further north, outside of NCR territory or into other bunkers (they dont specificly mention in NV wether the Lost hills bunker was lost or not, though the NCR commander at the dam mentions they destroyed 3 or 4 bunkers during the war they had with them)
12: Liberty prime in alaska. Nope LP never left the pentagon until Lyon's boys got him running in fallout 3. If the bots in cambridge think he did, then it was lies spun by the goverment to up morale, which wouldnt be unheard of, especialy when they mentioned before that they took the city with high losses. Lieing to cover that up to play up thier technilogical edge is something the pre-war goverment would do.
13: Brotherhood blows up the insitute. The brotherhood has shown that if they cant have something then none can have it and they since they consider synths to be the greatest threat to humanity they'd rather blow it up and sift though the rubble later then risk it spreading (look at how they dealt with the east coast enclave).
14: Insititute/Railroad blow up the airship. The railroad blew it up as revenge for the brotherhood attacking them and killing Glory (dispite glory not seemingly dead). The insitute blew it up to basicly show the brotherhood they werent gona sit around and let them mess with thier toy box (the commonwealth) and by reprograming prime that they could take anything they wanted from the brotherhood and turn it into a weapon aginst them.
15: Ghouls are created by radiation. Yep ether volentary like Desmond and Eddy or just by being "lucky" enough to get enough radiation that should kill you but because of something in your genetics, turns you into one. The only known exception to this is Harrold who isnt a ghoul but a former vault dweller who got mutated by FEV into a very ghoul like state instead of becoming a supermutant (or whatever the master was).
16: Ghouls dont need to eat/drink/can surivie on radiation alone. Now the whole kid in the fridge thing while kinda funny IS pretty lore breaking and would have made more sense if he had been trapped at school for a long time (surviving off the food there) then got stuck in the fridge trying to make his way back home after he ether dug his way out or got freed somehow.
17: Ghouls can run/charge. True, lore wise Lenny made it a point that he couldnt run and that was the "norm" for ghouls. I actualy like this change from Fallout 3/NV, it made ghouls actualy pretty scary for the first time in a while.
18: Super mutants in boston (and in great numbers). I honestly cant really make an excuse for this one, much like supermutants in 3, it was really just a cop out by bethesda to shoehorn in an icionic enemy. I suppose CIT could have gotten a sample of the virus before the war and they maintained facilities that could reproduce it but thats a bit of a strech for me. At least in 3 they made it a point that the SMs there were nearly out of FEV and were gona die out soon anyway because of the BOS, even without the Lone Wanderer's help.
19: Insitute has teliport technology. New advances in technology arnt really all that uncommon in fallout, the enclave managed to improve apon power armor, Madison and the brotherhood got Liberty Prime running with its weapons working (something that the prewar military couldnt do with the all the resources they had), and theres all that fun stuff in old world blues. Whats not really stated in fallout 4 is what range the teliporter actualy has, I susspect its actualy confined to the Commonwealth itself.
20: Robots with personality. There just werent enough robots around in fallout 1/2 to get a real feel for how common personalitys were with prewar bots, just some ZAX computers, and a bunch of robots under thier comand. If fallout 3 is anything to go by, then they were rather comon, the two butler bots have personalities (perhaps not as....human as cogsworth, but maybe such personalities only really appear after functioning nonstop for a number of years, and they had been wiped a few times), as do some of the mr gutsys (sawbones writes vorgon level bad poetry, cerberus obviously wants to wipe out the ghouls, Sargent RL-3 is picky about who he follows).
Says who ? Its events are mentioned in a canon episode.
Briefly, sure, but no more, no less than let's say Fallout 2's Vault City.
I'm not sure I understand your point. Sealed inside vaults, the GECKS have zero reason to be irradiated, and their sole function is to be used long, long after the nuclear winter.
I'm aware of the economical history of the west, but now the story takes place on a different place, where still using caps two centuries after an apocalypse makes no sense. And you don't take my point into account : how do foreign traders and caravaneers can make business with the commonwealth, in absence of an exchange currency ? Caravans' employers wouldn't care for barter. They want a cash commission on transaction. A cash commission they'd be able to actually use to make a profit, which is not possible with caps at this point. Remember the exchange rate, caps are worthless in NCR territories by now, and so are they for most other areas. As for New Vegas which may lose its canon status, that would be... concerning. Its events have no reason to influence the commonwealth in any way.
Which would require a lot of talent, time and equipment. Commonwealth people have trouble building wells two centuries after the war, and in absence of a production place of any kind, so the most logical explanation for the jet's presence is western caravans. Which again, bring up the currency problem.
Well, the Master still had a few hundred super mutants who weren't completely dummies, remember ? And let's not forget Talius or the Master's plans. He was well aware that non irradiated people could bring about a whole, diffferent race than super mutants.
As for the method of delivery, it can be a clue, indeed. Still doesn't explain why the Institute would release its mutants into the wild instead of just shutting them down in the lab. They cause a threat to their ambitions, after all.
How so ? Didn't need a teleporter to dig a little hole in the ground and get there. The only reason I needed a teleporter was to inflitrate the faction and recover data without them worrying. It's only by chance that the said infiltrator was the one that Shaun was expecting. Without his/her intervention, it would have still happened, Proctor Ingram would have simply sent someone else.
Being noticed when you attack an enemy's capital is part of the job. It's not like the BoS was hiding its intentions, after all. As for the Courser, if the Institute had so much confidence in their abilities, they would have used them to strike the brotherhood the night of their arrival. Yet, they did not. Neither did the coursers manage to eradicate the railroad, for that matter, which... raises the question of their true abilities. No doubt that the Institute keeps a myth around them, but in the end, it sounds like propaganda more than anything.
I corrected my point long ago.
Who could possibly have the technological means to build a synth, except the institute ? Even the Enclave would have trouble.
Which contradicts Shaun's lines. Also, Shaun is an intelligent, educated man. He knows history. He knows that his there is a society on ground level 200 years after the war, it would need another nuclear war to make it die off. The Commonwealth shows no sign that its existence is dying off : people are doing business in Diamond City, listening to a local radio while welcoming foreign caravans and building new settlements, etc. Radiations are slowly going away. Not far away, a giant water purifier was built. In fact, with the BoS's power growing at the capital wasteland, it can only grow and become more secure.
So, Shaun is an idiot ? No. So, Shaun's motives are incoherent with his supposed knowledge.
Except Railroad's blood, innocent abducted people's blood and a whole BoS's chapter's blood. You raise another contradiction with their motives, in fact. These guys are butchers thinking of themselves as pacifists.
Love how you call him "Shawn" ^^ Strange views indeed, but that's my point.
Contradicts litteraly everything he stands for, and all the objectives he fought to accomplish, and which are now at hand. On overall, it's used as a cheap way to force awkward emotion into the plot, instead of just, you know, a coherent and immersive story.
That's my exact point. I'm just raising attention on the obvious contradiction.
Again, that's my exact point.
Yeah, they seized all their technologies and know they use them. Like the BoS does.
Why can't they "have" the MIT's tech ? They take it over without much effort. Destroying the synth's production, easy. But what about the rest of the researches ? Do you know how long a BoS scribe can go just to get his hands on a working microscope ? Now, look at everything the Institute has. Maxson's plan of nuking it all would have caused an immediate schism, like with the outcasts, and probably an internal civil war again. Let's not forget that any paladin can defy the high elder's authority.
You know, the BoS seized the Enclave's technology and weaponry. They probably have biological weapons, now, for example. They can turn the whole area into another glowing sea and wait for these factions to surrender. They can push the super mutants to the commonwealth. They can pay mercs so that they bring chaos to the area and isolate Diamond City. And finally, they can send the infantry in the streets, again, and try another approach commonly called "exterminatus".
What has the railroad/institute won, then ? Oh yeah, they avenged an average NPC or flexed their muscle in front of heavily armed fanatics who control the rest of the region, and who own Enclave's technology. These guys are geniuses.
I know, but that's not the problem, here. "How" the ghouls are created, even Black Isle's team doesn't really know. It's "why" the Ghouls are created, in a storytelling sense. "New ghouls" like the ones in F4 overwrite a very fundamental, dramatic process that was a part of the universe. In other words, they rewrite an element from the previous games, which is, well, the very definition of breaking the lore.
That would have fixed it, true. Just like for the rest, a little writing effort and it all comes out fine.
So did I. It made them dangerous, true. It also made them lore breaking.
Exactly. As for the super mutants who'd die without your help, it's actually a common story problem with Bethesda. For Skyrim, Fallout 3 and even Fallout 4, let's imagine that your character died in the first hour. The world would have been fine, in the end. Sure, settlements would have trouble, but the main danger would still be crushed.
-Skyrim : Not only a great fighter, Ulfric is also a dragonborn and he is leading a revolt. Logically, killing the dragons would bring the entire country to support him, which is his exact objective. So, no need for the hero to resolve the problem.
-Fallout 3 : The BoS would have won against the super mutants at some point, either with patience or with a military offensive. At this point, they would have seized vault 87 and found the GECK. And they already knew about project purity before the hero was even born.
-Fallout 4 : The hero doesn't bring any intel or strategic advantage that the BoS could have found on their own. Nothing would have stopped Ronnie Shaw to reform a unit of minutemen. Etc etc.
True. But the very idea of an autonomous robot with a functioning personality (in other words, that allow it to take decisions based on emotional informations) defies everything the robobrains stand for, and which are very common in the previous titles.
A common human brain is more powerful than supercomputers, even by today's standards. So, what, Codsworth has a supercomputer's hardware, now ? Like, Skynet's kind of hardware ? I don't remember Codsworth and Curie to be tall as a building and require a hundred fans to, well, not just melt.
Do they?
At irst they were just a combination of seeds, chemicals and cold fusion power.
Then, in F3, it suddenly becomes something much more advanced:
"The G.E.C.K. will collapse all matter within its given radius and recombine it to form a living, breathing, fertile virgin landscape and allow life to begin anew. " - Fallout 3
No more gardening, you turn it on and it terraforms the area around into needed structures, perhaps without limits.
What is funny, but actually concerning, is that by turning the GECK into this macguffin device and alienating its lore, they actually made the GECK useless for its task, while the original, lore friendly one, would have probably done a good job. In Fallout 3, James hints that he is after the GECK's replicator.
By definition, it... replicates things. In this case, either irradiated cells from the GECK's templates or irradiated cells from the water (which is at a lethal level of radiation, at this point). Either way, it wouldn't work, unless explained why. Which never happens.
Time and equipment, yes. Talent.. No. If a pimple faced self-taught teenager can develop Jet in New Reno, then it doesn't take that much talent.
I refute this. East coast FEV more often than not destroys higher brain functions, something that no scientist would want. As for 'enhancements' like Kellog's, its established ingame that Shaun hated Kellog and a lot that he stood for, so cybernetic enhancements may be off the table for that reason. Is it poor writing? Possibly. But so's a lot of the original writing. (Just what is the aim of the BoS? Collect technology for the sake of collecting technology).
The BoS have a habit of destroying tech they can't have for themselves. They are also canonically uninterested in sifting through the ruins. Case in point: Mariposa. Largely intact under the rubble, but ignored by the BoS. Also, remember that the appearance of locations in the games is only representative of what would really be there. The Institute would be considerably bigger (and more interesting) than what we see in the game - Just like The Vaults of F1 & F2 would be bigger if they matched the descriptions of them.
You say its fundamental. I say its a minor detail. Both are opinions.
I wouldn't necessarily say incoherent so much as twisted. It makes it much harder to continue his plan if he accepts that there is something on the surface worth saving, it is easier to simply dismiss it as dead/decayed.
Blood by proxy in those circumstances, possibly of the same/similar moral consideration as doing the killing themselves but it is easier to claim innocence if you are personally removed from the consequences of your decisions. This may make the institute repulsive depending on your values but it seems consistent with their behavior in general.
I understand the point you are driving at but personally I considered Shauns limited life expectancy as a way of explaining away the undue haste the institute is handling the Gen 3 roll out. The Gen 3 are tied to him, they are his in a way and represent a different form of immortality. Still out of all people you would think the director of the institute would been amenable to transhuman solutions.
Paladins helped me turn Mariposa into a ruin, again. Whilst I generally agree I think you are pushing the possible fallout of the decision a bit too far. I do think the destruction of the institute could have done with some further elaboration.
Size and scope of Brotherhood operations is unclear, probably so the writers can make them as large or small as the feel like, either way the destruction of the prydwen and 'some' of the senior leadership is a blow. I tend to think of them as still relatively small as Bethesda doesn't seem interested in pursuing major state formation in the east coast.
And yet we get the complaints that Bethesda creates god tier character who are the chosen one for all the problems in the world (which I tend to lean more towards). Not that it matters profoundly but Ulfric can use the thuum and is not a dragonborn.
Oh, yes. Emil Pagiarulo who changed the GECK's function, the ghouls' nature, who ignored the established timeline, turned vault tek into Umbrella and forgot that dozens, if not hundreds of irradiated people turned into sociable, sexually defined and relatively smart super mutants. A man who wrote a story about an unnecessary water purifier machine in a area where nobody would have agreed to live in the first place because super mutants invaded it a year after the bombs fell. And let's not even talk about the inexplicable betrayal of half a BoS chapter towards the ideals it was fed with since they were born. Why does the brotherhood protects a DJ again, while north, the Institute's threat was established and known for thirty years, according to Mister Pagiarulo's fantastic timeline ?
Tell me again how he is a lore specialist.
Sure thing. But it invented new things, things that can be considered as bad, true, but it didn't rewrite, modify or erase elements of its roots. It can be considered as badly written and incoherent, but it didn't touch the established lore. It made its own.
Which is what you expect from a normally written sequel.
Listen to Myron's dialog again. The guy may be a spoiled, annoying brat, but he is not just a random chemist. Even the head of the medical department of Vault City, with all his education and technology, never managed to even replicate Jet, which was made by a self educated genius half his age. Do you think that the Mordinos, drug savy mafia lords, would have entrusted a random kid with what was probably their biggest investment ever ?
My point is, in Fallout's world, scientists found a cancer immuned, genetically engineered organism... 200 centuries ago.
Look at medecine and technology 200 years ago. Look at it now. Do you honestly think that if anybody, anywhere, made a discovery about a cancer immuned organism, 200 years later the greatest minds of science wouldn't have learned to master it ? I never talked about Shaun becoming a super mutant. I talked about how unrealistic it is for a scientific community to have made zero medical advance in two centuries, while on the other hand, stipulating that all they did during that time was science.
Yes. It's simple. It works. It integrates the world well and it refers to dozen, if not hundreds of monastic orders who were basically doing the exact same thing with relics, for centuries. It refers to the dark ages monks who were protecting the roman's knowledge just for the sake of it. It is realistic. That's an order that could potentially exist, should the world end.
Oh really ? Which ones and when, exactly ? They may destroy the source of a geopolitical threat, sure, but never pure, raw technology. They isolate it, put it in quarantine, protect it and study it. The destruction of technological, pre war data is not only a collateral damage, it's actually worse than taking human lives, according to their credo.
Also, in this case, there is no "they can't have it for themselves" scenario.
They invade the MIT with great success. Execute anyone in sight. The civilians flee the place. The synths production line is stopped, forever. All security systems are off.
The MIT is theirs without any question, with all the techs it contains. Not just "heretic machines" but microscopes, terminals, the ♥♥♥♥♥♥♥ teleporter technology, nuclear reactors. They CAN have it, and these are not trivial things to the BoS, they are religious relics. They would have never destroyed them, especially when they were in their control.
Mariposa is a bio military base. Which advanced technological wonders does it contain ? None. Lost Hills is a far more advanced facility, technology speaking. Mariposa's wonders are in the fields of biological research, a domain in which the BoS shows zero interest. Of course they wouldn't care if the place was destroyed.
"There ain't any ghouls but old ghouls. We're the first and last generation of ghouls." - Typhon, Fallout 2.
Giving the player a fundamental, empathic reason to intervene in the Gecko-Vault City crisis and give the ghouls the power of a harnessing a nuclear plant is not a story "detail".
Giving the player a reason to embark with Lenny, a weak, rotting, ever walking zombie who gets the whole group blocked at entrances is not a detail, especially when it's connected to the previous titles.
It can go far. Without the various storytelling elements that create empathy towards them, you would have no reason to talk with Harold and Talius (not ghouls, I know. But, the player doesn't make the difference, yet.), conversations which lead to learn the fate of the previous vault 13's dwellers, the origins of the Master etc, etc.
These are not details. They are fundamental story elements, and they only work because of a set of tools, this one included. These tools being a part of the game's structure, removing them is litteraly a lore breaking decision.
You realise its basically the same set, right? You only changed starting location and hero's motivation to go outside. If father-son relationship is cheesy then why finding a cure isnt?
I dont have any problems with linear RPG stories. In many ways having a linear story really helps to make it interesting and focus more on character development (if you make all choices for your character all character development goes out the window).
What I dont like is when developers add choices but force players to pick what they think is right.
Either the moral is constantly preached (save it for linear RPGs or better make players come to a conclusion on their own). Or not the "right" choice doesnt benefit anyone and would only be fitting if you play psycho (Bethesda too made some of it - like destroying BoS in the end of F3 Broken Steel). Or by heavily punishing the player in gameplay terms (like making a faction that controls a better half of the map hostile to the player right in the beginning).
Its pretty close to a wrong choice system I described. You arent even put in a situation that would make becoming a slaver a real choice. You arent surviving and dont need this little extra money to pay for Vic's freedom and obtain the best gear from all Den's vendors at the same time, yet gameplay punishment is harsh and you even warned about it beforehand. Good for roleplaying evil psycho, but hardly worth it.
He isnt really immortal. Besides I prefer to think of myself as better ruler anyway ^^
Curie had 200 years to achieve self-awareness, you can immediatelly spot a difference between her and regular robots.
Synths are programmed to infiltrate, to look and act like humans. Even Institute's scientists didnt decide among themself what they are. At this point there is no way to tell a difference.
But there is a difference, if they arent self-aware then Railroad is a bunch of crazy terrorists willing to sacrifice human lives for some talking toasters.
Well, player is always special in those games. Developers tried to make world move on its own (BoS will still re-assemble Liberty Prime, and Institute still finds a way to start its reactor if you work against them, some minor world events occur w/o player directly triggering them, etc). But its impossible to hide this completely.
If given other circumstances, yes. But you are good. You saved his ass w/o him ever offering any reward. You probably saved a few settlements after that.
Then you go and tell him how evil you are. What response did you expect?
The same with Danse. In this world actions mean more than words. You expected him to act like a spoiled little girl after a few sarcastic lines?
He's made practical and selfless (after all he was the last minuteman alive to not become a traitor or raider, so it would be out of character to act differently). In the opportunity I already mentioned (the last quest) he explains that no matter what the minuteman are still needed, even through you lose him as available follower.
Fine. Tactics is canon. The BoS came out of a Vault. They were altruistic and beat back threats to humanity. Talking hairy Deathclaws are common. Many ghouls have tree's growing out their head. Speaking of ghouls, ghoul recruits can have above average agility, meaning they can probably run. Modern weaponry is all around. The MidWest BoS are considerably more competant than all other chapters, as they actually know how to construct Power Armour, and not just salvage it (Mind, as in Fallout 1 a couple of yokels can improve Power Armor and the Plasma Rifle over what the BoS use, one has to doubt the competance of the Scribes).
You may not like Pagiarulo's stance, but well, frankly 'boo-hoo'. That is the official stance of the company, and if you are going to argue lore and canon, you have to accept the canon status as it has been laid out, else there is no point. (On the plus side, he also rendered Fallout: Brotherhood of Steel non-canon (And there was much rejoicing)).
He was self taught and stumbled into making Jet. That much he states himself. He was clever, certainly, but his original invention of Jet was pretty much an accident: The Mordino's shovelled the dung into vats to grow magic mushrooms (At Myron's suggestion, prior to this they were farming peyote which had a very poor turn around), the fumes were concentrated and BOOM! Jet was created. So it was an accident, and he quick-talked his way into the rest.
Vault City were not able to replicate Jet, as its creation was too simple. It was overlooked in favour of searching for more complex answers to the question to its creation.
Great! We must have a cure for cancer now, as for centuries we've been looking non-stop! And not just one research place, but dozens, if not hundreds worldwide who largely share knowledge between themselves... Just because you may research something, does not mean you will succeed.
(We do have cure's for several present day diseases right now, its just that current side-effects often include 'painful, agonising death', so the cure is generally considered to not be worth it).
You don't believe they would be interested in revisiting their ancestral home? The place where all their initial technology came from? The place that has the technology to synthesise a highly advanced virus? Technology that could potentially be repurposed?
Its poor writing again, true. But if you listen to what he says later in the game, at that point he was a broken man on the verge of suicide. The Minutemen were the centre of his whole existence, and you were the only possible option available to do anything about it. For good or ill, he foisted the responsibility on you (As he does for every little problem that pops up).
Shauns goal is human purity.That is why he is against the cybernetics Kellog had, and stopped the development of thus after taking over.
Shaun Dying:
Now was the FEV research a last grasp to cure his cancer? You never find out but he pushes it without reason agianst Dr.Virgils objections. He kept his cancer secret, only one person knew he had cancer that's Dr.Volker. When Virgil left and all research failed(as it always has with FEV) he resulted to die as a pure human would. Its all about human purity. Anyway just my 2 cents.
BTW you guys are beasts. A great thread.
https://youtu.be/myhnAZFR1po