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Nuka world.... What was your Decision?


NVBlues

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  • 2 weeks later...

Nuka world had lots of potential, but they did not use it. Some areas are fun, others are boring as hell. Star core collecting is a real waste of time for example.

Its nice one time to explore, but after that i skipped the drama and move in guns blazing, just to get over with it.

It may be nice for those, who like to play raider-style. But thats not my way.

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  • 2 weeks later...

I almost always keep the raiders alive.

As far as I see it, they're not much worse or self serving than any of the other factions in the game.

The only reason they don't farm for themselves is because they don't WANT to. Can you imagine how much they could do if that wasn't a problem?I

 

I do wish there was more to Nuka World, though. I quite like it.

I wish you could finish the main story with them.

I wish they had a rivaling faction. Maybe the triggermen.

I wish more happened with the 5 theme parks. Like little cities actually sprang up with more quests.

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I haven't completed nuka world yet, but if I take the time for it 1 day, I will kill everyone of those raiders. It is a easy choice for me. They - or my settlements.

Edited by taryl80
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I helped raiders until they asked me to give them my settlements. I could not go with this. Found some mod that allows to skip the part. In the end I killed their leaders.

Installed another mod that allows to use handcuffs and neutrolized all the remnants. They are now sitting with their hands tied.

Without mods ..I think I`d still kill raider leaders. I was hoping to turn them into normal people, but they seemed hopeless.

Though I really enjoyed exploring the area and the funny hubologist quest. The area is one of my favotites in the game. Was slightly disapponted to find only one settlement there.

Edited by kitcat81
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Oh yeah, one more thing that I love about NW is the settlement changes.

 

The Settlement system becomes so much more simple when you turn them into Raider settlements. You no longer need supply lines, they all automatically connect with eachother. And (dunno if this is a glitch that's not being fixed) you can easily connect the Raider settlements into your own Normal settlements.

 

Not only do you not need to worry about Provisioners ever again, but they already come equipped with solid weaponry and armor. Also, they don't complain all the damn time about blisters and fingernails... There is literally no other difference between Raider and Normal settlements. In fact, on Raider settlements, you at least still retain the option to build normal Shops, plus the unique Raider Shops, plus the unique Raider resources. Like the Overboss Chest. This is twice as many jobs than the Normal Settlements get. And I find the Chem producing fridge pretty nice, free Chems is always good. Free booze is OK too.

 

And on top of all that, if there's any settlements that you just plain don't want to manage or defend ever again, just turn it into a Vassal Settlement. You lose control of the Workshop mode that way, which also means you never get called to defend it from a Settlement Attack ever again. It'll just supply you and all of your settlements with however much food and water you set it up to produce before converting it into a Vassal Setttlement. What more could you want?

Edited by LucidLady
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  • 4 weeks later...

After completing NW with the "skip raiding settlements mod" and, for reasons I'm now questioning, establishing a settlement at the RR and setting up guard patrols (mod) around the market and surrounding area, my decision was to never go back. I can revisit Far Harbour without it getting boring but NW is so freakin' empty there's just no point. Which was too bad, I liked how the world space reminded me of FONV.

 

I actually thought the DLC was ok. Not stellar by any means, and not even close to Far Harbor, but ok. The firefights to wipe out the raiders was fun. And alternating between R4-04 and Audrey as companions (from the Tales from the Commonwealth mod) really spiced things up since they have lots of NW dialogue. (Had no interest in pairing up with a #@$! raider like Gage.)

 

But, yeah, there just doesn't seem to be much point in going back there. I guess to stock up on 7.62 ammo, but I installed a mod to give the HMR a 5.56 receiver option so that reason's toast. And maybe there would be if you side with the raiders, but that seemed so incredibly inconsistent with my character that it woulda entered the realm of sheer ridiculousness. Even some of the dialogue choices before betraying the raiders made my eyes roll.

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NukaWorld was obviously made to appease those who were loudly complaining that they couldn't play as a raider (despite the fact that if you act like a raider, you're a raider, whether they tack a "faction" on you or not...).

Then, they realized "hey, not everyone would want to play as a raider" and threw in the poorly executed kill-em-all quest for those folks who hadn't been playing as a raider and didn't want their characters to have a sudden and extreme personality change 90% of the way through the game.

 

It irked me that a sniper shot on one of the leaders from a stealthed position still instantly aggroed every raider in NW.

...that not one of the raiders would rather surrender than die.

...that once I turned the park over to the merchants, I didn't get anything out of it.

...that the merchants never expand beyond their initial boundaries.

...that they never expanded into any of the rest of the park, even though I had a massive number of hacked bots all waiting to help them out, and when there were such perfect places for settlements and trade centers within the parks.

...that the only thing that could be turned into a settlement was the Red Rocket out in the middle of nowhere.

Obviously all of these could be appended with "... without mods".

 

There was a lot that I loved about NW, but there could have been so much more.

Anyway, I chose the kill-em-all option because raiders are scum, and I wasn't given any anti-raider options that were less destructive.

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