Poll

[February 2016] Most anticipated DLC?

Automatron
Wasteland Workshop
Far Harbor

Author Topic: [MEGATHREAD] Fallout 4 || Contraption, Vault-Tec, Nuka World  (Read 718345 times)

Well since everyone shares the same mentality as you, no wonder games are being more casual these days. If you're going to just lay there and accept it without challenging the developer.
My apologies that they are catering to the larger audience.

Why don't you piss off and find another game you'll like, rather than choose to play one you knew you were going to hate before you even played it?

You're causing more problems than it's worth. Please, leave the thread or stay on topic.

Was it ever revealed why Vault-Tec was so insistent on getting you into the Vault ASAP?

I know Vault-Tec got the early warning and that's why the rep showed up but they seemed like they REALLY wanted to get you in

If there was a reason I don't necessarily want to be told, I'd rather find it myself, but I was curious if such a thing was actually explained or not

[The only thing I can think of is something with the Institute, but I didn't think their grand scheme began until after the war]


I'm not really sure what their plan was in 111, besides the cryonics.

As far as I am aware, all the info in the vault just says that the test subjects were to be monitored, possibly indefinitely.
I don't think there was anything specific about the Lone Wanderer and his family that meant Vault Tec really needed them, other than the fact that they lived very close to the Vault.
Maybe having a baby/child was important, but probably only in order to test out the cryonics. There weren't any other children in the vault, so that seems possible to me.

As for rushing to get them into the Vault, I'm guessing that because Vault-Tec was connected to the military, they had early warning of the bombs, and were rushing to complete any remaining files/checks needed in order for their test subjects to get in to the vault as easily as possible.
That said, the Vault-Tec rep only wrote down your results on a piece of paper, and then seemingly carried on going to different houses.
And when the bomb falls, he's just trying to get into the vault, so he's not exactly handing anything over.
I guess it could be assumed that we definitely were on the list anyway, and he was just doing some last-minute checks, or at least informing us we had a place.

I'm not really sure what their plan was in 111, besides the cryonics.

As far as I am aware, all the info in the vault just says that the test subjects were to be monitored, possibly indefinitely.
I don't think there was anything specific about the Lone Wanderer and his family that meant Vault Tec really needed them, other than the fact that they lived very close to the Vault.
Maybe having a baby/child was important, but probably only in order to test out the cryonics. There weren't any other children in the vault, so that seems possible to me.

As for rushing to get them into the Vault, I'm guessing that because Vault-Tec was connected to the military, they had early warning of the bombs, and were rushing to complete any remaining files/checks needed in order for their test subjects to get in to the vault as easily as possible.
That said, the Vault-Tec rep only wrote down your results on a piece of paper, and then seemingly carried on going to different houses.
And when the bomb falls, he's just trying to get into the vault, so he's not exactly handing anything over.
I guess it could be assumed that we definitely were on the list anyway, and he was just doing some last-minute checks, or at least informing us we had a place.
It was technically "to test the effect of continued animation on unaware subjects". Don't know how that would ever be relevant but okay.

Keeping pure genes alive for a time after the world has been healed, I'm guessing. The more reproduction in a vault, the higher chance of bad genetic mutation or radiation exposure. Maybe keeping people alive for travel to a new planet, who knows.

They were only supposed to be under for like a hundred days but the scientists in the vault had a mutiny and tried to leave and they all killed each other
I'm guessing they wanted fertile people since long-term exposure to radiation makes you sterile

Was it ever revealed why Vault-Tec was so insistent on getting you into the Vault ASAP?

I know Vault-Tec got the early warning and that's why the rep showed up but they seemed like they REALLY wanted to get you in

If there was a reason I don't necessarily want to be told, I'd rather find it myself, but I was curious if such a thing was actually explained or not

[The only thing I can think of is something with the Institute, but I didn't think their grand scheme began until after the war]

Maybe you can ask the guy, he probably has some amount of info regarding the situation.

They were only supposed to be under for like a hundred days but the scientists in the vault had a mutiny and tried to leave and they all killed each other
I'm guessing they wanted fertile people since long-term exposure to radiation makes you sterile

No, the terminals said that they were only supposed to be monitored by those in the vault for 100 days. After that the staff were to leave the vault, leaving the experiment to be monitored externally by Vault-Tec through some unexplained mechanism. I believe some other vaults were set up to be monitored externally by Vault-Tec as well but I'm not sure about that

Maybe you can ask the guy, he probably has some amount of info regarding the situation.
You can't have a conversation with him after the first time you meet him again in Goodneighbor

No, the terminals said that they were only supposed to be monitored by those in the vault for 100 days. After that the staff were to leave the vault, leaving the experiment to be monitored externally by Vault-Tec through some unexplained mechanism. I believe some other vaults were set up to be monitored externally by Vault-Tec as well but I'm not sure about that
Yeah, there wasn't any indication that the chambers were ever going to be opened, instead simply monitored from afar.

Presumably the mechanism that allowed for that monitoring still exists in some way, because the Lone Wanderers chamber was opened remotely.

As for the science team, they were expendable. They were hopefully, but not likely, going to be able to leave after about 100 days, if not they'd start to starve after 180.
Whereas in other vaults, where a science team had a continued presence, the science team were incorporated into the experiments themselves.
For example, Vault 81 had a scientific team, who were essentially intended to live in tandem with the general population. I don't believe it's claimed that they were part of an experiment too, but I find it unlikely given the circumstances, that they wouldn't have been a social experiment running alongside Vault 81s actual laboratory experiments.

You can potentially infer spoilers from this link, but I suspect that the science team may essentially have been involved in an experiment not unlike the Milgram experiment, where the science team are seperate from the subjects.

So despite the fact no one asked for a Borderlands style of loot they did

At least it's better than waiting x amount of seconds for the UI to pop up. I would have preferred something styled a little more like the previous games but still functionally the same, but that's what mods are for.

So a serious downside to the Diamond City house is that it has no armour/weapons workbench inside, AND you can't build one.

There are the workbenches just outside in the market, HOWEVER, they don't share inventory with your settlement workbench in the house.
So if you deposit all your junk in the house, then you have no materials when you go outside to work on your armour/power armour/weapons, and if you deposit outside, then no materials for decorating.

Basically you have to move all of your junk in and out of the house all the time.
No idea why they wouldn't let you build a crafting station inside, especially as you're very limited by what you can build inside anyway (no walls, fences, doors, traps or turrets).

So a serious downside to the Diamond City house is that it has no armour/weapons workbench inside, AND you can't build one.

There are the workbenches just outside in the market, HOWEVER, they don't share inventory with your settlement workbench in the house.
So if you deposit all your junk in the house, then you have no materials when you go outside to work on your armour/power armour/weapons, and if you deposit outside, then no materials for decorating.

Basically you have to move all of your junk in and out of the house all the time.
No idea why they wouldn't let you build a crafting station inside, especially as you're very limited by what you can build inside anyway (no walls, fences, doors, traps or turrets).

I wouldn't mind tricking it out.
Luckily there'll probably be a mod to unlock it.
« Last Edit: November 28, 2015, 08:20:20 PM by Steve5451² »