|
![]()
|
# ? Jun 10, 2024 17:42 |
|
Chapter 1: Sun Vulture and the Killer Headache![]() Music: Blue Moon ![]() This intro alone gives a great presentation of the game, honestly. ![]() ![]() ![]() It’s very similar to the one in Fallout 3, with the pan out of old world treasures to new world wreckage. ![]() But it goes deeper, showing us that the new world is still thriving in some way. ![]() ![]() People are even out relaxing and enjoying themselves, and there are even some unicycle-bots to keep the peace. ![]() We leave the bright and glowing paradise, though... ![]() ![]() ![]() ![]() and witness some badass in some sick gear (which we hope to get in the game at some point) sniping some poor soul outside the walls of New Vegas. ![]() A beacon of splendor, and our goal of the game. ![]() But, getting there is going to be a challenge, as some LARPers in sporting goods equipment scout the area. ![]() ![]() And finally, here we are, bag over our head, hands and feet bound, some grunt digging our one-foot grave, and no way out of this. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Enjoy your stay. ![]() ![]() ![]() ![]() ![]() I tend to use a [Monkey][Bird] naming convention for my in-game characters, but this one has more meaning than previous names. “Sun” refers to the Chinese word “sūn (猻)”, which translates roughly to “monkey,” and is used in the name “Sun Wukong,” the mythological Monkey King known for his immense strength, speed, and proficiency with a staff. Vulture is a bit more self-explanatory: they are scavenger birds of prey most commonly portrayed to inhabit wastelands and deserts, circling in front of the looming sun. ![]() ![]() ![]() ![]() ![]() ![]() ![]() There’s our courier, everyone. It’s...more effort than I’ve put into any of my personal character creations in Bethesda games. ![]() ![]() ![]() ![]() ![]() ![]() Sun shambles over to some kind of bar game. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Alright, let’s talk about character building in Fallout: New Vegas. In every Fallout game, the player is given seven SPECIAL stats to distribute points towards, which dictate your starting skill levels. Skills determine how effective you are at certain things. Guns for, well, guns. Barter for prices, Medicine for healing items, Repair for equipment maintenance, etc. Survival was added to New Vegas and offers an alternative playstyle for those who don’t mind carrying a bunch of food and ingredients, but we’ll get into that later. We are allowed to Tag three skills at the beginning, adding fifteen points to each one. We are given the option to respec after leaving the tutorial town of Goodsprings. For now, I just chose Barter, Speech, and Unarmed, but I’ll be changing them once we leave the tutorial. ![]() After that, we get to choose two Traits of our liking. They are ways to shape your character, but they have drawbacks. For instance, Heavy Handed makes our Unarmed and Melee attacks deal 20% more damage, but we also deal 60% less critical damage. With our Luck pretty low and my decision to not sneak around backstabbing people, we aren’t going to really get a lot of critical hits, so it’s a DPS increase for us. As for Logan’s Loophole, we can freely use addictive chems for longer and with no risk at getting addicted to them, but we stop leveling up at 21. In the base game, it stops at 30, but we are using the jsawyer mod (essentially a Director’s Cut), which rebalances the whole game and thus nerfs this otherwise overpowered trait. It’s fine though; after level 20, we won’t need to level anything else. In fact, half the skills available to us are going to go untouched this playthrough. After the obligatory character building, Doc lets us loose. ![]() ![]() He starts to lead us to the exit, but we can just talk to him again to get some answers from the good doctor. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Skills, perks, and SPECIAL stats all give some form of dialogue option for the player to use, which will give us experience and other useful stuff/progression if successful. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Before that, let’s look at what we got from him. The player always receives items and weapons based on the tagged skills; for instance, since we chose Unarmed, we got some boxing gloves which deal bonus fatigue (knocked down, unconscious) damage. Good for pacifist runs, but we aren’t going for that. If we tagged Melee Weapons, we’d get a Straight Razor, which deals small damage but has a bonus crit rate/damage. The items are varied, but reflective of the build the player chooses, which really helps to compliment their playstyle early on. ![]() With Doc’s dialogue exhausted and the rundown of the town finished, we can explore his home. First up are some stimpaks, rad-x (grants radiation resistance), and antivenom (cures Poison). In one of the boxes is a Laser Pistol and the ammo for it, in case players decided later that they wanted to try out energy weapons. ![]() We have a Doctor’s Bag (restores limb damage) at the foot of the bed we woke up in. ![]() ![]() Next to the bed is a broken gun we can repair and use if we met the Repair requirement, and a chemistry set we can use to make some chems, but only if our Science was high enough. ![]() ![]() ![]() ![]() ![]() In his hallway, we have a knife, snacks, food ingredients, and containers. Certain containers will have a random chance of carrying items corresponding to their purpose. For instance, first aid kits can have stimpaks and rad-x, and ammo boxes can have, well, ammo! ![]() ![]() ![]() ![]() We are playing on Hardcore mode, meaning we will need to eat, sleep, and drink to keep ourselves from dying. Thankfully, Doc has a sink that dispenses clean water for us to drink! ![]() In his kitchen, we grab his coffee pot and mugs. This will be useful for the rest of our playthrough. ![]() Raiding his fridge, we find some good food, but no booze, which we will be needing much of. ![]() After a debilitating ordeal, Sun sits down and enjoys an iguana on a stick and a warm Sunset Sarsaparilla, clueless of the grand journey she will embark on just to finish her job.
|
![]() |
|
I'm quite liking this so far. I wouldn't have expected F:NV to translate so well to an SSLP, but you seem to be making it work; I look forward to seeing where this goes.
|
![]() |
|
As someone who has done a punchyfist run of every Fallout (never finished 4's though), I am so on board with this.
|
![]() |
|
I loved doing a melee run of New Vegas. I had explosives as a backup though in case of annoying snipers.
|
![]() |
|
If your problems can't be solved by punching, they can be solved by having Veronica do the punching.
|
![]() |
|
Glad you're not doing an unfunny comedy courier like most LPs of this game. That said, no Wild Wasteland?
|
![]() |
|
eating only apples posted:Glad you're not doing an unfunny comedy courier like most LPs of this game. That said, no Wild Wasteland? I'll...do something to show that off, don't worry. Edit: VV Oh this will be a...special run. ApeHawk fucked around with this message at 19:33 on Feb 4, 2018 |
![]() |
|
Oh poo poo, I'm so excited for this LP to get 40% through the game and then stop! (not a knock on you, just a trend I've noticed with NV LPs here) I like the inclusion of third person perspective camera shots as well. Adds more flavor than if it were just first person ones. Lastly, given the skills you're focusing on, you do plan on dining on... the ultimate game, right?
|
![]() |
|
Unarmed and melee together, huh? Okay, that'll be interesting to see.
|
![]() |
|
Any plans to do the DLC?
|
![]() |
|
Siegkrow posted:Any plans to do the DLC? I plan on it, yes, as well as at least checking out every location I can in the game.
|
![]() |
|
Chapter 2: Sun Vulture and the Star Cap Stalker![]() Music: One More Tomorrow ![]() ![]() ![]() ![]() The humdrum town of Goodsprings is a peaceful place. It has everything a traveler needs: a bar, a general store, a roaming robot. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The buildings in Goodsprings are a near replica of their real-life counterparts. Of course, because of copyright laws and what-have-you, they can’t be exactly the same, but it really helps to make the world seem familiar and interesting. ![]() Fallout: New Vegas has these dropboxes all over the world, and by that I mean there are five in total. The idea is that you put items into the dropboxes, send them to another dropbox in another town, and the items will be there waiting for you. Since there are a small amount of them and it isn’t a universal storage system, they are frequently ignored. Besides, there are player homes, rented rooms, and safehouses for the player to unlock for storage. ![]() Inside the Goodsprings general store, we meet Chet, the owner. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Fallout games’ merchant system works by trading caps (the main currency in the Fallout universe) and goods of equal value. The Barter skill increases the value of stuff we sell and decrease the value of stuff we buy. Chet also exposits that there are different types of ammo for each gun, for certain situations, and there are mods we can equip to make our weapons better. We won’t be buying anything from Chet yet, since he doesn’t have anything we need immediately. I was hoping he had some Brass Knuckles for sale to make better use of my Unarmed skill, but he sadly didn’t. Oh well, Melee Weapons this early will suffice. ![]() Outside Chet’s are a workbench (for crafting items and converting energy weapon ammo types) and a reloading bench (for crafting or breaking down ammo). ![]() Next stop, the Prospector Saloon! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Sunny leads Sun outside, hands us a Varmint Rifle, and instructs us to shoot some bottles. ![]() She doesn’t tell us WHERE to shoot them from, though. It’s really just to show that this game has ironsights, which Fallout 3 didn’t. You just sorta...hunched forward with your gun out. ![]() ![]() ![]() ![]() The geckos are gathered around the area that Goodsprings get their water. It’s a never-ending power struggle between them and the townsfolk. Their own Hoover Dam, if you will. Anyway, that knife we got from Doc’s house will be enough. ![]() ![]() Geckos are bipedal goofy-running demons are lunge at you, fangs first. ![]() They go down quickly enough, though. There’s two more water sources to clear, so we help Sunny out with those, too. ![]() VATS is a great tool for players with terrible computers/consoles to run the game and wish to get by with the combat. It pauses everything, displays targets in front of the player, and allows them to select specific limbs (only with guns) to damage, with each attack costing Action Points. The percentage is the chance you have of actually hitting the target. Also, please pay no attention to the dog’s eyes. ![]() We find a shovel at the second water source (which we can drink for more clean water and keep us from getting dehydrated), and equip it. It deals more damage than our knife, but is noticeably slower. ![]() ![]() ![]() Saving the settler give us two things: one, three bottles of purified water, and two, some positive reputation with Goodsprings! We are now Accepted by them, meaning they will reflect on our relationship with the town and offer better prices to us. ![]() This reputation system is almost everywhere in the game, and can either make the game easier or harder for you, depending on how you act towards each faction. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Towns generally look like this in the Fallout world. Nuclear blasts tend to leave a wave of destruction. ![]() Mailboxes are found all around this town and others. They will generally contain grenades, cherry bombs, and skill magazines, which give the player a brief +10 boost in the skill the magazine specializes in. For example, this copy of Future Weapons Today will give us +10 to our Energy Weapons skill. ![]() Homes will also sometimes actually belong to NPCs. Which means almost anything in them will belong to them, and thus be considered stealing (which I’m not doing this playthrough, for a bit more of a challenge. Sun Vulture is, if nothing else, a professional), which will get us into trouble if we are caught, or make us lose karma at the very least. Karma is...well, it’s there. Some NPCs react to it, but it’s nothing game-breaking. ![]() Special items, though, will always be free for us to loot. This Sunset Sarsaparilla Star Bottle Cap, for instance, is one of many. These special caps can be found in specifically placed locations, or randomly from drinking Sunset Sarsaparilla (drinking a bottle will always result in a normal cap). ![]() ![]() Goodsprings is a small farming town, which means they have harvestable crops (though that would be stealing for us) and cattle like this Bighorner right here. Little touches like this help the game feel lived in. ![]() ![]() ![]() Hovering around the cemetery are Bloatflies, annoying bugs that spit at you and are a nuisance to shoot. ![]() We get our broc flower, and gaze at the bright lights of New Vegas, with the giant warning sign between us. The sign is no joke, either; there are some nasty creatures that way to prevent players from just beelining it to the main attraction of the game. ![]() Our grave, which Victor easily dug us out of. Don’t know why the lamp is there though. Shouldn’t robots not need outside sources of light? Anyway, there are some cigarettes to the upper right of our grave. We take them, as we remember that the rear end in a top hat in the checkered suit was smoking them nonstop and they can probably lead us to them. I mean, who else could be a heavy smoker in this wonderful utopia? ![]() ![]() ![]() ![]() ![]() ![]() ![]() We can dig up these graves for some goodies, thanks to our shovel. Not a lot except for a few guns which we’ll sell later. ![]() Alone in the graveyard is this snowglobe, which we’ll take with us. Surely some loser wants them. ![]() It’s getting dark out, so we need a place to crash for the night. ![]() Thankfully, Victor’s shack has a bed to the immediate right of us, which we sleep in for a doctor’s eight hours. ![]() Refreshed, we come across a Mantis. ![]() Horrified, it gets crushed by our heel. ![]() The schoolhouse is right next to Victor’s shack. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() We head inside the schoolhouse, which is abandoned except for a few Mantises. Mantisi. Manti. ![]() Desks are knocked down all over the place, with more skill magazines on the ground. ![]() In the corner is a computer and a safe. They are both Easy, requiring 25 in Science and Lockpicking, respectively. We don’t have enough in Lockpicking to try the safe, even with a skill magazine and drugs, but we can read a Programmer’s Digest (+10 Science) to hack the terminal. ![]() The hacking minigame is pretty simple. There are words on the screen, and you have to select the right one. You have four chances before it locks you out until you can get the password some other way. The words have the same amount of letters, and if you select the wrong one, it tells you how many letters are the same match (and they will be in the same place the correct word is). You can also select non-letter characters that form a string to either remove a word from the screen that’s a dud, or replenish the chances you get. Lockpicking is pretty much just rotating a bobby pin and pushing a screwdriver using controls until either the bobby pin breaks or you unlock the mechanism. Fallout: New Vegas introduced the Force Lock option, which gives you a small chance to unlock the mechanism without doing the minigame, but if you fail it remains locked forever until you find the key that unlocks it normally. Which means no one uses that option since bobby pins are plentiful. We hacked the terminal, which allowed us to unlock the safe connected to it, and got some random loot, as well as a Stealth Boy (increases Sneak drastically, puts stealth field over player). ![]() We meet up with Sunny, who is standing by a campfire pit littered with empty whiskey bottles and tin cans. ![]() ![]() ![]() ![]() Campfires (and hot plates in the DLCs) are used to craft food and other consumables. We make the Healing Powder (heals us based on our Medicine skill, but also reduces our Perception by 2) and also put that coffee pot and mug we took from Doc’s place to use. Black coffee is a DLC consumable that gives us minor food, water, and sleep relief, but also a decent boost to our Intelligence! It doesn’t consume the coffee pot, but the mugs it uses break as soon as we drink the coffee. ![]() ![]() ![]() ![]() Per Sunny’s request, we head back to the Prospector Saloon, and run into another local. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() You will find that this is kinda the air that surrounds the NCR. An organization that tends to keep the peace, but they are basically just another faction claiming territory and imposing their flag over any settlement they can, no matter what. As evil as the Legion sounds, they are the main reason why the NCR hasn’t conquered further east, and some people find that to be a good thing. I’m really glad the writers chose to paint the NCR this way this early in the game. It gives the player a grayer perspective on the whole “Order vs. Chaos” thing going with these two factions. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() We have more information, and should head off to Primm when we can, but Town Mom Trudy is inside the saloon now, so we go inside for now. ![]() Oooh, an argument. ![]() ![]() The threatening stranger in old world riot garb walks off. ![]() We sit down and drink the coffee on the bar, ready to ask Trudy just what that episode was all about next time. <coffee mug shatters>
|
![]() |
|
I've seen that hosed up dog eyes thing in my own playthroughs and what the poo poo kind of bug causes that
|
![]() |
|
Oh, this is going to be a treat, at this rate. Loving the content so far, dude, good luck!
|
![]() |
|
Fun thing: Bloatflies don't spit at you. They are mutated botflies, they shoot their larvae at you. The thought is that if you die, your corpse will become a nest for them, and one day in a few weeks hour bloated corpse will explode into dozens of Bloatflies.
|
![]() |
|
My favourite thing about Malcom is that he is wearing two pairs of goggles. A stylish man, to be sure.
|
![]() |
|
I'm glad I'm not the only one whose game had issues with Cheyenne's eyes.
|
![]() |
|
Star caps. This was one of the few NV quests I didn't like. For being something of a wasteland myth, I expected more petty warfare over the caps. There's a couple setpieces, and that's it. Then again, all the HQ has is money and Pew Pew, so it scales well I guess?
|
![]() |
|
Malcolm Holmes is in the unfortunate situation where he 1.Stalks you like a creepy motherfucker 2.Has a ton of star caps despite saying he doesn't while telling you of their value 3.Has a trader hat and outfit, the only one of its kind in the game from what I remember 4.Is completely alone and nobody will ever miss him It's so hard to not kill him. ![]()
|
![]() |
|
nah, the trader at the 118 wears one and I swear I've seen a roaming npc (that isn't malcolm) wear one as well.
|
![]() |
|
The main thing is that there is literally no reason NOT to kill him. I have no idea if Malcolm was supposed to actually have a questline and it got cut, but he's basically holding a giant "kill me" sign with his loot.
|
![]() |
|
Nuckelavee posted:My favourite thing about Malcom is that he is wearing two pairs of goggles. A stylish man, to be sure. For a while, a helmet with goggles, a suit with goggles and an actual pair of goggles was my go-to outfit. I want my characters to look like they had a fight with a thrift shop and lost.
|
![]() |
|
Chapter 3: Sun Vulture and the Goodsprings Gang![]() Music: Chain Gang ![]() Man, these are some big bar counters for such a small town drinking hole. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() I feel like this is the perfect sentence to describe the NCR. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Enough town drama, time for the real questions. Our employer needs his package! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Trudy seems to be the only one in town to actually suspect Victor of having alternative motives. Could be paranoia, or could be town mom’s intuition. ![]() ![]() ![]() The “special discount” is basically a 1:1 ratio on the value of goods we can sell or buy from her. Meaning that whatever the item says is worth on the information it gives us (not how much they are willing to part with) is how much we are getting from it. Otherwise, we would be getting far less than the 28 caps the Magnum Revolver is worth. Increasing or decreasing Barter through other means does not affect the discount, either. Positive reputation is a great thing to have. With the guns and ammo we are carrying but won’t be using, we manage to sell them and buy everything we need from her: beer, liquor, food, skill mags, the works. ![]() Trudy mentioned her broken radio, and we just so happened to find some gear that increases our Repair enough to fix it. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() After finishing the quest of...talking to Trudy at Sunny’s behest, we gain enough experience to level up! We dump all our points into Survival for now and take a random perk, for now. ![]() Chet has considerably more caps than Trudy does, being a general goods merchant instead of a bartender. Which means I want to get them all, get all the goods I can get from him, and offload the rest of the useless junk I’m carrying with me. First, we equip Malcolm’s Roving Trader gear for +10 Barter. ![]() Then, we drink some beer, giving us +1 Charisma, translating to +2 Barter. ![]() But that only brings us up to 7 Charisma, so we guzzle down some moonshine (which stacks with beer/alcohol), giving us 2 more Charisma. ![]() We then read our Salesman Weekly for another +10 Barter. ![]() ![]() Our outrageously drunk courier, brushing up on her haggling tactics in front of the merchant two feet away from her, is ready to make a killing! ![]() Maybe he’s just impressed that someone who just downed a whole jug of moonshine after her beer appetizer was still able to read. Or he’s afraid. Either way, we get rid of all our useless baggage and load up on more food and drugs. Now, yes, I could’ve just spent all those skill points I just got from leveling up on Barter, but I wanted to show off the effects of stacking skill buffs and how beneficial they are. Besides, I’m gonna need the additional Strength for more loot to carry. I will have more than enough caps throughout the game, and plenty of things to buy. ![]() ![]() ![]() ![]() Trudy told us where Ringo is hiding out, so let’s hope he doesn’t mind us barging in. ![]() ![]() ![]() ![]() Alright, we got our first minigame challenge! So, here’s how you play Caravan. I don’t care about Caravan. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Leaving Ringo to his thoughts, we raid the gas station. It has some great stuff in it, such as this Doctor’s Bag, yeast (which we will want for much later), a Boxing Times skill mag, booze, caps, a safe that we can’t open… ![]() But the REAL loot is truly amaizeing. This food is both a great source of relieving hunger and thirst, and is an ingredient we will want for later. ![]() Joe Cobb is to the south side of town. Let’s see if he wants to chat. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Stimpaks are for pansies. And for me to sell. There’s more than enough food and drinks to recover health. We even randomly get Star Caps from drinking Sarsaparillas! Gotta minmax that poo poo! ![]() Cobb’s crew is waiting outside of town, just like he promised. Tough-looking bunch. ![]() ![]() ![]() ![]() ![]() ![]() ![]() Before the alcohol wears off, we go towards a cave near Goodsprings called...the Goodsprings Cave. Since it’s just outside of the tutorial bounds, we get a chance to respec our courier. ![]() We tag Barter, Melee, and Survival. A decent level Barter is great this early on, Melee is going to be our main source of damage before we get the good Unarmed weapons, and Survival will allow us to get the most out of our food and water. The experience from our level up comes back, but we need to stop whatever is attacking us first. ![]() ![]() ![]() ![]() With our level-up finally available to us again, we properly put our points towards Melee, Speech, and Survival. Why am I getting Survival this high this early? ![]() Because I want this perk. Getting this early will make our healing situation even better, and we will always be eating and drinking before fights. ![]() This bloody water is clean to drink. Yeah, I dunno. The Goodsprings water source is already a safe place to get clean water; why this also needed to be purified despite looking clearly infected just seems like overkill. ![]() There are also some corpses (and more coyotes) hanging around, but this one is pretty great for Energy weapon-users ![]() The Recharger Rifle has its own supply of ammo, which is slowly regenerates by itself. Think of it as those low-energy flashlights you can crank to charge. Not the most powerful, but it basically has free ammo. ![]() ![]() ![]() ![]() ![]() The Leather Armor has a decent DT (Damage Threshold), and we can combine it with one that we bought from him earlier to repair this one. ![]() Armor in this game works off of both Damage Threshold and Damage Reduction (DR). DR is applied first, capping at 85% of initial damage taken being reduced. Then DT is applied, subtracting damage that made it through DR. That doesn’t mean we can just take no damage; a little will still get through even the best armor. ![]() ![]() ![]() ![]() ![]() ![]() Even though we don’t have Doc’s medical supplies (we can also buy them off him, or pickpocket them, or just kill him and loot his corpse), the Powder Gangers still have the Leather Armor Chet promised. ![]() ![]() ![]() ![]() Drugs time! Med-X gives us DR… ![]() while Buffout gives us extra health, Endurance, and Strength. Together with some Scotch we bought from Trudy and a bit of junk food, as well as the Leather Armor and a Tire Iron we got from Chet, we can tank nearly all the fire and still damage them quickly. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Killing enough of the townies nets us negative reputation with them, but it doesn’t revert back to Neutral. Instead, we have the positive rep from before combined with the negative rep we just got. Basically, they know we did good for them, but that we’ve also done wrong by them. ![]() The job isn’t done, however. ![]() ![]() ![]() Doc ![]() ![]() ![]() Mr. Medicine Man proves to outdamage our armor with his Laser Pistol, so we lead him back to our new posse, we proceed to blow him out of the sky. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Sun laments over the harsh decision she made with some beer and a gecko steak, determined to make it worth it when she finally finds the man in the checkered suit. It’s going to be a long trip.
|
![]() |
|
I like how "oh by the way, this probably isn't going to get you out of any fights" is at the end like a big coda of regret.
|
![]() |
|
So we're not a good person. Check. Well at least we're not murdering minorities with a machete. This should be entertaining.
|
![]() |
|
I could never bring myself to kill Doc Mitchell, mainly for the practical reason of who else is going to fix my broken legs every time my stupid rear end steps on a mine?
|
![]() |
|
Long term results of siding with Cobb are one less merchant and one less doctor available for a little bit of ganger reputation. really not worth it.
|
![]() |
|
And I show that off in the next two updates. The Powder Gangers could have been interesting, but with time constraints or oversight, they really just serve to show the player a more oppressive side of the NCR and an extended tutorial to the reputation system. If you really wanted to give them more credit, they give you dynamite every day you visit them, to provide Explosives players another source of ammo early on, but that's kinda stretching it. Not exactly spoilers, just some early game explanations. Also, this path is reflective of my first playthrough of the game, where I expected the PG to help me out further down the road, and then Cobb drops that "by the way, you're on your own" line and my frustration skyrocketed.
|
![]() |
|
RickVoid posted:So we're not a good person. Check. Ohhh I remember that one. How DID that guy think that was gonna fly?
|
![]() |
|
literally murder joe cobb and put his body in the shallow grave you came out of
|
![]() |
|
Coolguye posted:literally murder joe cobb and put his body in the shallow grave you came out of I have a better fate for both.
|
![]() |
|
That would have been glorious in video format. Still bloody good though
|
![]() |
|
![]() ApeHawk posted:
In respects to a topic talked about in the Fallout Thread in the Games forum, it's interesting how the Courier's line "Tell me about the NCR" is a subtle mix of allowing people new to this aspect of the series' ![]() ![]()
|
![]() |
|
LashLightning posted:
Unfortunately, there is the instance of the dialogue option with Sunny Smiles earlier ("NCR?"), but that may have been an oversight. There is a TON of dialogue in this game, most of it having to be recorded, so the writers can be thrown a bone here and there. And Fallout 4 is atrocious at this thanks to whatever they were thinking when they made the origin of the PC. As for the "murdering minorities with a machete" comment (not to derail my own LP), is this in reference to that banned LP of this game? Because if so, yeah, I'm not RPing as a racist or anything. I'll make jokey jokes and stuff, but the playthrough I'm going for is someone who is advantageous, lighthearted, professional, and vindictive. Sorry if I don't get the reference!
|
![]() |
|
Chapter 4: Sun Vulture and the Primm Prison Problem, Part One![]() Music: Jailhouse Rock ![]() New morning, new destination: south to Primm, with a detour to the NCR Correctional Facility. ![]() The Powder Gangers who took over the town of Goodsprings are enjoying their early drinks in Trudy’s bar. ![]() There’s a room with a safe connected to a terminal (which is no longer considered stealing since the owner is now dead), which contains a significant upgrade to our Tire Iron! It even lets me show off a cool swing we can do with these types of weapons. ![]() ![]() Speaking of looting the property of dead people, Trudy’s home has a copy of a skill book in her living room bookshelf: a Chinese Army: Spec Ops: Training Manual(+3 Sneak, permanent). ![]() ![]() ![]() After making some more food by the campfires Sunny Smiles trained us at, we find this man...in the middle of something. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() After some retreating and healing, we manage to pick them off one at a time. ![]() ![]() ![]() ![]() ![]() Bartholomew here carries a Plasma Pistol, which eats through our armor pretty quickly. ![]() Fortunately, our new Sledgehammer can destroy his limbs and disarm him in just a couple of swings, making him flee in terror. ![]() ![]() ![]() ![]() ![]() Up the hill isn’t exactly a stash. A fridge with some food in it, an empty footlocker, a corpse with decent gear (worse than ours, though) and an ammo box with a gun and ammo. If you came here with the Wild Wasteland trait (the one that fills the game with wacky references) you would see Mr. Johnathon Cincospades or whatever. Here’s basically what it’d look like: ![]() yeah ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() On our way to the NCRCF, we come across the Jean Sky Diving shack. It doesn’t have a whole lot in it, but it does have a star cap, which we take. (note: I will most likely miss some star caps, but I’ll do my best to show the locations of them.) ![]() There’s also some Gangers hanging out back, near the old airplane. ![]() ![]() ![]() We just need to head down the train tracks, which will lead us to the prison. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Note: If you help Joe Cobb take over Goodsprings, you are supposed to have the option to tell Dawes so he lets you inside without the “toll”. I honestly don’t know if I did something wrong, or if it was a bug. Either way, nothing run-breaking. 100 caps is nothing, even this early in the game. Still, it’s annoying. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Eddie, the man in charge, is just upstairs, guarded by his crew. ![]() ![]() ![]() ![]() ![]() ![]() ![]() Now that Eddie is more friendly with us, let’s talk to the man next to him. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() There’s a Lad’s Life (+10 Survival) skill mag in the leftmost crate, hidden between the burned books. ![]() ![]() ![]() ![]() We read a Meeting People (+10 Speech) skill mag, to see if we don’t have to deal with a few dudes with dynamite. ![]() ![]() ![]() The bonus experience pushes us to level 3, which gives us the opportunity to boost our Melee and Survival. ![]() Something that a lot of players might not know when first playing this game: Survival affects how much you get from eating food and drinking water, but it ALSO affects the amount of stats you get (and lose) from food and liquor. So we now get an additional point in both Strength and Charisma (and one less point in Intelligence) from beer, scotch, wine, whiskey, and vodka at 50 Survival! We return to Eddie for hopefully some good reward. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The suspicious merchant is hanging around the Jean Sky Diving shack. ![]() ![]() ![]() ![]() ![]() ![]() Hard to be a bounty hunter if there’s no official hunt. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() The Mojave Wasteland is a savage hell filled with the most needless of feuding foes. ![]() On our way to the NCR base near Primm, we are stopped by a trooper. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Well that was a bust. Let’s see if we can get some info out of someone else. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() So, yeah, the baddies (or the NCR, so that no one bothers them sitting on their hands) mined the most immediate passageway to Primm. With our Explosives skill at...well, we might as well not even have an Explosives skill...we don’t have a lot of time to disarm the mines. ![]() Thankfully, there’s a safe detour we can take. ![]() Another real-life location translated to the game world, Primm is known as being a New Vegas-lite town. But we’ll cover that later. ![]() Right now, we have some nuisances. ![]() Our limbs are pretty much gone at this point, but liquor and food keep us going. ![]() We are regenerating our health back almost immediately after being shot. ![]() Sure, we get a little beat up and lose some resources… ![]() but early game in RPGs are mostly always a battle of attrition before ascending to near invincibility, and Melee/Unarmed runs are no exception. ![]() ![]() ![]() Still, getting half your body crippled is never fun. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Crippled but still in good health, Sun Vulture takes a moment to reflect with some squirrel stew and purified water she purchased from Johnson Nash. All she knows is that the Powder Gangers may not have been the best horse to bet on. First things first, though: Sun needs to get that info from Beagle. ApeHawk fucked around with this message at 14:38 on Feb 12, 2018 |
![]() |
|
The flippancy is interesting compared to the other New Vegas LPs. Will the lottery-winning goon receive similar treatment?
|
![]() |
|
I vote siding against the bomb throwing criminal rapey anarchists.
|
![]() |
|
I agree it's more fun to gently caress them over. And much better in the long run too.
|
![]() |
|
![]()
|
# ? Jun 10, 2024 17:42 |
|
Kind of difficult IIRC, but yeah, worth it. There really aren't any "good" people in this story are there? Just evil and less evil. Actually, The King might be the best person. Maybe a certain octogenarian gardener, too. Everyone else is a gradient of suck.
|
![]() |