sgtKraigO Posted March 15, 2015 Share Posted March 15, 2015 (edited) Hmmmm that's an interesting idea. Re: step 2, I think the speech checks would be fairly easy for a high level courier (as would bribes), so in addition to the possibility of blackmail, some other avenues might be worth exploring. Something akin to the old saying, you "catch more flies with honey than vinegar". To convince the Seanator(s) on the fence, some favors/services might be in order. I suppose there's a thousand things a frontier state/town might need or appreciate;Wiping out raiders or ogranized crime gangEstablishing a new trade route to a profitable locationOpening up a resource (like an infested mine, or old refinery with some salvageable reserves, etc).Clearing out some natural predators in the area.All kinds of others stuff...... These are meant to be politicians from other states, but I can see there being a few new politicians from NV trying to make a name for themselves. I would imagine any politicians from the Hub would be rather difficult, if not impossible to sway as the Hub is the state that brought back the cap based currency. For the person who gives you the quest, he could originate from Redding. As for the raiders a while back I had an idea that some of the surviving fiends who still wanted to be in the gang have moved up to the Brooks Tumbleweed Ranch and Horowitz Farmstead and were conducting more daring raids against traders and westside due to them not getting enough chems. As for the mines/industrial buildings here's a list.http://fallout.gamepedia.com/Brooks_Tumbleweed_Ranchhttp://fallout.gamepedia.com/Horowitz_Farmstead Gypsum Train Yard which is infested by blind deathclaws, but it has some mining equipment (possibly for limestone).http://fallout.gamepedia.com/Gypsum_Train_Yard Searchlight North/East Gold Mines (considering how we are talking about gold, these would be highly sought after) and Coyote Mines. If Nelson were to be repopulated I could see it being a small mining town. One of the Searchlight mines might be irradiated so if they were to be reopened, the one with radiation could be manned by super mutants and ghouls while the rest could be manned by super mutants, ghouls, and humanshttp://fallout.gamepedia.com/Coyote_mineshttp://fallout.gamepedia.com/Searchlight_North_Gold_Minehttp://fallout.gamepedia.com/Searchlight_East_Gold_Mine Southern Nevada Wind Farm, this could help supply power to Nelson and Novac while being owned by the NCR forcing Novac to pay for the power if they want it.http://fallout.gamepedia.com/Southern_Nevada_Wind_Farm Walking Box Cavarn and Dead Wind Cavarn. If Nipton is repopulated then you could turn these into mines.http://fallout.gamepedia.com/Walking_Box_Cavernhttp://fallout.gamepedia.com/Dead_Wind_Cavern Samson Rock Crushing Plant and New Vegas Steel. These could work if Vault 3 was inhabited by NCR citizens. You could even explain that the crushing plant helps increase Quarry Junctions and possibly Gypsum Train Yards production.http://fallout.gamepedia.com/Samson_Rock_Crushing_Planthttp://fallout.gamepedia.com/New_Vegas_Steel H&H Tool Factory. Gamepedia states that the NCR can make tools[1]http://fallout.gamepedia.com/H%26H_Tools_Factory Black Mountain. This could be used to help boost the signal of some radio stations in the core region and help any new radio station that pops up around the mojave. I believe I mentioned having two new radio stations in the past so I wont go into to much details but basically one being an small independent radio station that looks for the truth and the other being pro-NCR station that skews the facts (basically an NCR version of Fox News)http://fallout.gamepedia.com/Black_Mountain Black Rock Cavarn. You could turn it into a mine as there some black minerals[2][3] that are used in jewelry.http://fallout.gamepedia.com/Black_Rock_Cavehttp://en.wikipedia.org/wiki/Augitehttp://en.wikipedia.org/wiki/Hematite#Jewelry Bloodborne Cave has the same rock formation found in Vault 19. You could open a mine in there and have them mine sulfur.http://fallout.gamepedia.com/Bloodborne_Cave Sunset Sarsaparilla Headquarters. It could be turned into the HQ of a new brewing company (NV needs to get it's booze from somewhere). You could even have the brother of the guy who ran the Brewer's beer bootlegging shack. For the bottlecap quest I think if the HQ is occupied the quest is failed as I'd imagine the back room would be cleared and Festus would be removed.http://fallout.gamepedia.com/Sunset_Sarsaparilla_Headquartershttp://fallout.gamepedia.com/Brewer%27s_beer_bootlegging There's also Silver Peak Mine, Charlestone Cave, and Ruby Hill Mine but with these being close to Jacobstown I could see the super mutants mining it. Ruby Hill mine and Charlestone Cave are partially flooded, but there are minerals that form in and around water[4][5][6][7][8].http://fallout.gamepedia.com/Silver_Peak_Minehttp://fallout.gamepedia.com/Ruby_Hill_Mine [1]http://fallout.gamepedia.com/NCR second sentence, in the second paragraph under Economy [2]http://en.wikipedia.org/wiki/Augite[3]http://en.wikipedia.org/wiki/Hematite[4]http://en.wikipedia.org/wiki/Amethyst[5]http://en.wikipedia.org/wiki/Agate[6]http://en.wikipedia.org/wiki/Opal[7]http://en.wikipedia.org/wiki/Malachite[8]http://en.wikipedia.org/wiki/Turquoise Edited March 15, 2015 by sgtKraigO Link to comment Share on other sites More sharing options...
sgtKraigO Posted March 15, 2015 Share Posted March 15, 2015 (edited) I posted this in my own and in your independent New Vegas thread already, but here it is again: I actually had this idea, I posted it here not too long ago called Law And Order. Essentially, it was supposed to be the next step after Hoover Dam. If, for example, you played as the NCR, then you would lead the attack on the Fiends, taking over Vault 3; taking control of Red Rock Canyon; as well as decimating the Legion camps, Cottonwood Cove and the Fort like you did for Nipton. The NPC's spawning there would then be NCR. There could then be side quests of getting building materials to create new "forts" for the troops. Each town in the Mojave would then get an outpost, like Pimm had with NCR patrols going to and fro. If you side with the Legion, you would then attack NCR strongholds with the raiders falling in line. A bunch of crucified people would then show up along the highways while the legion would patrol the area. I'll add to that with ideas specific to this thread. Post-endgame New Vegas will most likely have no securitrons. The natural inclination of the NCR would be to use the securitrons as a weapon. The problem is, who would have the controls? Let's face it, President Kimball is pretty ineffective, give him such a tool and it would end badly. The same with General Oliver. Absolute power corrupts absolutely. That means that the entrance to NCR New Vegas would have to be enhanced with similar fortifications like the prison. Freeside itself would also be different, with, depending on how you completed the quests, the Van Graffs, The Kings, and The Followers either being closed down and/or replaced by NCR troops (or left alone if you make them allies). A couple more sniper posts would appear as well. Several troops would patrol the area removing the random thug spawn. Inside the strip, things would continue as before, but a statue of Tandi and/or the Vault Dweller erected. The NCR embassy and tram station would then be heavily fortified as well, with checkpoints at the entrance and turrets for defense. Why would the NCR embassy and tram station be heavily fortified? I figured the embassy would be turned into a town hall while the tram station would remain the same and the sniper nests seem a bit overkill and unneeded. As for the Securitrons they aren't the be all end all people seem to imply, sure they have powerful weaponry but they're a large target, they aren't stealthy, and their maneuverability is limited as they only have one wheel and wouldn't be able to fight in rough terrain. They would be best suited to defending military bases and patrolling trade routes, freeside, the strip, westside, and other soon-to-be NCR towns. Edited March 15, 2015 by sgtKraigO Link to comment Share on other sites More sharing options...
devinpatterson Posted March 15, 2015 Author Share Posted March 15, 2015 This Sound like a perfect idea it would make the game longer and ) Well the first paragraph is generic stuff we're already doing and have/had planned. The second paragraph is, well, sort of convoluted thinking IMHO. For example; The natural inclination of the NCR would be to use the securitrons as a weapon. The problem is, who would have the controls? Let's face it, President Kimball is pretty ineffective, give him such a tool and it would end badly. The same with General Oliver. Absolute power corrupts absolutely. By that same line of reasoning neither the president nor Gen Oliver should have command of 70,000 to 100,000 NCR troops....they are an order of magnitude more powerful than a couple hundred securitrons. Darkus had (or has) an opinion of the Securitrons that is (to me) unrealistically high. I posted a couple of vids in another thread (the independent) to help put them in a more realistic perspective. Vids; https://www.youtube.com/watch?v=RFe-AfGmsaY & https://www.youtube.com/watch?v=fZkaHbz-E38 That's without any special ammo, perks etc, just good ol 45-70. Don't get me wrong the MK IIs are decent bots, top of the line of vanilla bots, on par with sentry bots. But they aren't a robot army to conquer the world, and we wouldn't want them to be (where's the fun in that, if there's no challenge). As SgtKraigO points out they aren't hte end all be all. The NCR embassy and tram station would then be heavily fortified as well, with checkpoints at the entrance and turrets for defense. In addition you don't typically have an embassy to yourself on sovereign territory. The Embassy was NCR territory in a foreign land, in this thread, NV *is* NCR territory. But that's not to say there arn't good ideas in Darkus's post, I like this one about the statue; but a statue of Tandi and/or the Vault Dweller erected i understand that you guys arent really coll with glagust or what ever his name is (the guy who made the mod for the ncr Huh? I don't have a problem with him/her, I don't think anyone in this thread does (never even had any interactions that I recall). but you guys should really work on that Glagust's mod, Darkus's post, or both? Link to comment Share on other sites More sharing options...
devinpatterson Posted March 15, 2015 Author Share Posted March 15, 2015 These are meant to be politicians from other states, but I can see there being a few new politicians from NV trying to make a name for themselves. I would imagine any politicians from the Hub would be rather difficult, if not impossible to sway as the Hub is the state that brought back the cap based currency. For the person who gives you the quest, he could originate from Redding. [8]http://en.wikipedia.org/wiki/Turquoise We're on the same page, I mention frontier state to differentiate them from the core region states (not to imply *only* NV). The reasoning being less settled/urbanized states will have more fires to put out, and be easier to bargain with (as opposed to core states which wield more power and influence, and are assumed to be more "settled"). I don't mean to imply that only frontier states could be influenced, but frontier states are easy to set up plot lines for, with existing assets. You could certainly have some great story lines/quests for the core regions taht involve political intrigue and wheels within wheels, but it's harder (more work) to simulate those heavily populated areas than states that are less sparsely populated like NV (IMHO). Also related to this point are NV Senators. Typically in the U.S. you have to be a resident of the state your running for, I'm curious if the same applies to NCR politics (I suspect it does), and if so, who the lucky SOBs would be. It could be a sort of crossroads for the courier. At this point in time (assuming s/he continues to bear the NCR standard/flag), it could be; 1. the start of the couriers political career by vying for the office of senator. 2. Or it could begin the start of a NCR military career (two choices, standard military vying for rank, or special forces, ie rangers). 3. Just a facilitator to safeguard NV with the assumption that the NCR is the choice of lesser evils and a decent steward of the city. The courier stays above politics and the NCR in general. Essentially a sort of special ops asset, called in for specific problems but not really enmeshed in teh NCR. I'm also curious if anyone has seen any mention of a lower house in teh NCR or is the senate the only legislative branch in the wiki. Link to comment Share on other sites More sharing options...
sgtKraigO Posted March 16, 2015 Share Posted March 16, 2015 But that's not to say there arn't good ideas in Darkus's post, I like this one about the statue; but a statue of Tandi and/or the Vault Dweller erected Agreed, I think it would be best placed in the small court yard of the embassy. Now my question is, what would it be made out of, sheet metal like the ranger statue, or something else? Limestone is an option. I would also like to clarify something. I'm not disagreeing that the securitrons are a good force multiplier, in the right situations, primarily defensive roles they can be really good at what they do. I do see their value as it frees up troopers/guards for other jobs and they never have to rest, eat, use the toilet, they can't be bribed, etc. they're good guards and good at patrolling in and around settlements. But they aren't soldiers, hence their name. These are meant to be politicians from other states, but I can see there being a few new politicians from NV trying to make a name for themselves. I would imagine any politicians from the Hub would be rather difficult, if not impossible to sway as the Hub is the state that brought back the cap based currency. For the person who gives you the quest, he could originate from Redding.[8]http://en.wikipedia.org/wiki/TurquoiseWe're on the same page, I mention frontier state to differentiate them from the core region states (not to imply *only* NV). The reasoning being less settled/urbanized states will have more fires to put out, and be easier to bargain with (as opposed to core states which wield more power and influence, and are assumed to be more "settled"). I don't mean to imply that only frontier states could be influenced, but frontier states are easy to set up plot lines for, with existing assets. You could certainly have some great story lines/quests for the core regions taht involve political intrigue and wheels within wheels, but it's harder (more work) to simulate those heavily populated areas than states that are less sparsely populated like NV (IMHO). Also related to this point are NV Senators. Typically in the U.S. you have to be a resident of the state your running for, I'm curious if the same applies to NCR politics (I suspect it does), and if so, who the lucky SOBs would be. It could be a sort of crossroads for the courier. At this point in time (assuming s/he continues to bear the NCR standard/flag), it could be; 1. the start of the couriers political career by vying for the office of senator.2. Or it could begin the start of a NCR military career (two choices, standard military vying for rank, or special forces, ie rangers).3. Just a facilitator to safeguard NV with the assumption that the NCR is the choice of lesser evils and a decent steward of the city. The courier stays above politics and the NCR in general. Essentially a sort of special ops asset, called in for specific problems but not really enmeshed in teh NCR. I'm also curious if anyone has seen any mention of a lower house in teh NCR or is the senate the only legislative branch in the wiki. I think it would be best to create new characters for the NV politicians coming from various towns/areas of the Mojave. Some could be interest in bettering the Mojave as a whole while some are more in favour of bettering their home town or helping the casinos. It would be best for the courier to stay out of politics and the army for the most part. Sure they can do jobs for them and there and cast their opinion on a subject but they get more stuff done and are at their best when they don't have to answer to a higher up. In a single moment they get to decide whether or not the NCR needs a new president, who inside the NCR has that sort of capability? As for the government structure"The Congress is a bicameral parliament, which consists of the lower house (House of Representatives) and the Senate. Representatives are elected in popular elections by citizens of the Republic." first sentence, second paragraph under Politics http://fallout.gamepedia.com/NCR Link to comment Share on other sites More sharing options...
devinpatterson Posted March 16, 2015 Author Share Posted March 16, 2015 I would also like to clarify something. I'm not disagreeing that the securitrons are a good force multiplier, in the right situations, primarily defensive roles they can be really good at what they do. I do see their value as it frees up troopers/guards for other jobs and they never have to rest, eat, use the toilet, they can't be bribed, etc. they're good guards and good at patrolling in and around settlements. But they aren't soldiers, hence their name. Oh no, they can be very effective soldiers because of their heavy armament (and area affect weapons), communications (wireless network), they can't be routed and a multitude of other reasons. You don't want to make the argument that they can't be soldiers anymore than you'd make the argument that sentry bots can only be sentries. Which reminds me I forgot to address a comment from your previous post; their maneuverability is limited as they only have one wheel and wouldn't be able to fight in rough terrain. They would be best suited to defending military bases and patrolling trade routes, freeside, the strip, westside, and other soon-to-be NCR towns. Victor is a great example showing that this isn't hte case at all, they'r fully capable of navigating throughout the various Mojave landscapes. I think it would be best to create new characters for the NV politicians coming from various towns/areas of the Mojave. Some could be interest in bettering the Mojave as a whole while some are more in favour of bettering their home town or helping the casinos. Might be best, but I would be curious if anyone thinks any existing NPC would be a promising candidate. It would be best for the courier to stay out of politics and the army for the most part. Sure they can do jobs for them and there and cast their opinion on a subject but they get more stuff done and are at their best when they don't have to answer to a higher up. In a single moment they get to decide whether or not the NCR needs a new president, who inside the NCR has that sort of capability? I strongly disagree. One of the cool things about supporting a faction is rising in it's ranks and acquiring perks from doing so. In addition fallout is all about choice. Now that's not to say the courier is railroaded in any way, shape, or form, but that it is an option. While this applies to all three choices, in hindsight it would probably be better to axe the political option as I don't think I could create a compelling enough story line to interest any players other than very hard core RPGers. The ranger path though has a lot going for it. Popular among players, brings some nice perks, has a great potential storyline, reinforces the option to integrate into your faction, are special forces that work outside of conventional methods and restrictions, some great role playing opportunities/comradeship among your fellow squad members etc etc. As for the government structure "The Congress is a bicameral parliament, which consists of the lower house (House of Representatives) and the Senate. Representatives are elected in popular elections by citizens of the Republic." first sentence, second paragraph under Politics http://fallout.gamepedia.com/NCR Makes sense as they appear to have modeled it on the US gov. I'll check it out. In re: to the Legion (a large part of this mod), I think I'v learned how to clone a worldspace which opens up the possibility of creating Sedona AZ from Zion. I'm also looking for other ideas where future NCR/Legion wars will be fought. Many of these are obvious (places of current conflict in the wiki), but I'd love to hear some outside the box thinking on Legion locations (and Legion targets, ie NCR). One idea I was playing with while reading up on the wasteland wiki's entries on rangers, was the Ranger citadel. The lore on desert rangers is pretty sparse in fallout, it has some basic outlines of their history and a homage to Tycho. There is much more extensive lore in the wasteland games (in re: to desert rangers), but also considerable divergence (much, much earlier timeline, the great war's antagonist was primarily Russia, Rangers originated from a company of U.S. Army Engineers, and many other differences). But I think some of it could be adapted as back story in general and as a specific setting in re: to Ranger Citadel and other locations. Ranger citadel <crib notes version) was originally guardian citadel (guardians have some similarities to teh BOS) but later in wasteland 2 becomes the home of the Desert Rangers. The Desert Rangers were a very influential faction in wasteland 2, and I think the Desert Rangers of fallout could have reached teh same levels before the Legion began to overwhelm them. So the Legion could hold Ranger Citadel in the present as well as Ranger Central (formerly Arizona State Death Row). Despite the differences in the two universes, there is a lot of good lore that can be adapted to create a history and depth for the Desert Rangers before and after the Legion invasion/occupation. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 16, 2015 Author Share Posted March 16, 2015 Oh, almost forgot, we should keep in mind that the majority of players that support the NCR faction ending will have MK I securitrons. It's certainly possible to activate the platinum chip and upgrade them to MK IIs by following part of the Independent or House questline, but I think that's a minority path for those that support the NCR. In addition it *may* be possible to pull off mobilizing the Securitron army after the upgrade by progressing almost to teh end of the Independent quest, but I don't think so. I believe it's set up to get help via the rangers and what have you *or* the securitrons. This is from editing Hoover dam and noticing how it's setup to fulfill the end game quest. However I haven't specifically tried it, so I can't say it's impossible. If, however we find that it's either/or, we have a choice to make. Do we allow mobilization of the securitrons after the endgame, for the benefit of teh NCR. I'd rather not, simply because it's easier to maintain game balance. The NCR does utilize bots, and in that case it would just have the ones on the strip. On the other hand we can utilize some of the independent plot lines if the securitron army is in play, and some players will ask why can't the Securitron army be used if they progressed far enough into the Independent story line. There's some merit both alternatives. Link to comment Share on other sites More sharing options...
sgtKraigO Posted March 16, 2015 Share Posted March 16, 2015 I would also like to clarify something. I'm not disagreeing that the securitrons are a good force multiplier, in the right situations, primarily defensive roles they can be really good at what they do. I do see their value as it frees up troopers/guards for other jobs and they never have to rest, eat, use the toilet, they can't be bribed, etc. they're good guards and good at patrolling in and around settlements. But they aren't soldiers, hence their name.Oh no, they can be very effective soldiers because of their heavy armament (and area affect weapons), communications (wireless network), they can't be routed and a multitude of other reasons. You don't want to make the argument that they can't be soldiers anymore than you'd make the argument that sentry bots can only be sentries. Which reminds me I forgot to address a comment from your previous post; their maneuverability is limited as they only have one wheel and wouldn't be able to fight in rough terrain. They would be best suited to defending military bases and patrolling trade routes, freeside, the strip, westside, and other soon-to-be NCR towns.Victor is a great example showing that this isn't hte case at all, they'r fully capable of navigating throughout the various Mojave landscapes. I think it would be best to create new characters for the NV politicians coming from various towns/areas of the Mojave. Some could be interest in bettering the Mojave as a whole while some are more in favour of bettering their home town or helping the casinos.Might be best, but I would be curious if anyone thinks any existing NPC would be a promising candidate. It would be best for the courier to stay out of politics and the army for the most part. Sure they can do jobs for them and there and cast their opinion on a subject but they get more stuff done and are at their best when they don't have to answer to a higher up. In a single moment they get to decide whether or not the NCR needs a new president, who inside the NCR has that sort of capability?I strongly disagree. One of the cool things about supporting a faction is rising in it's ranks and acquiring perks from doing so. In addition fallout is all about choice. Now that's not to say the courier is railroaded in any way, shape, or form, but that it is an option. While this applies to all three choices, in hindsight it would probably be better to axe the political option as I don't think I could create a compelling enough story line to interest any players other than very hard core RPGers. The ranger path though has a lot going for it. Popular among players, brings some nice perks, has a great potential storyline, reinforces the option to integrate into your faction, are special forces that work outside of conventional methods and restrictions, some great role playing opportunities/comradeship among your fellow squad members etc etc. As for the government structure"The Congress is a bicameral parliament, which consists of the lower house (House of Representatives) and the Senate. Representatives are elected in popular elections by citizens of the Republic." first sentence, second paragraph under Politics http://fallout.gamepedia.com/NCRMakes sense as they appear to have modeled it on the US gov. I'll check it out. In re: to the Legion (a large part of this mod), I think I'v learned how to clone a worldspace which opens up the possibility of creating Sedona AZ from Zion. I'm also looking for other ideas where future NCR/Legion wars will be fought. Many of these are obvious (places of current conflict in the wiki), but I'd love to hear some outside the box thinking on Legion locations (and Legion targets, ie NCR). One idea I was playing with while reading up on the wasteland wiki's entries on rangers, was the Ranger citadel. The lore on desert rangers is pretty sparse in fallout, it has some basic outlines of their history and a homage to Tycho. There is much more extensive lore in the wasteland games (in re: to desert rangers), but also considerable divergence (much, much earlier timeline, the great war's antagonist was primarily Russia, Rangers originated from a company of U.S. Army Engineers, and many other differences). But I think some of it could be adapted as back story in general and as a specific setting in re: to Ranger Citadel and other locations. Ranger citadel <crib notes version) was originally guardian citadel (guardians have some similarities to teh BOS) but later in wasteland 2 becomes the home of the Desert Rangers. The Desert Rangers were a very influential faction in wasteland 2, and I think the Desert Rangers of fallout could have reached teh same levels before the Legion began to overwhelm them. So the Legion could hold Ranger Citadel in the present as well as Ranger Central (formerly Arizona State Death Row). Despite the differences in the two universes, there is a lot of good lore that can be adapted to create a history and depth for the Desert Rangers before and after the Legion invasion/occupation. The securitron was deigned and built for the purpose of being a security guard while the sentry bot was designed and built for the purpose of serving in the US army. Yes they could be soldiers but they wouldn't be a very effective offensive force as it would be difficult to maneuver especially in close quarters, mountainous regions, muddy, or forested areas, add to the fact that they're large targets and can't use cover. Maybe if the conditions (Terrain, enemy numbers/defenses, enemy awareness etc.) were right they could act as a shock trooper that rushes the enemy then followed up by regular troopers. But even Mr. House acknowledges that they are a defensive force when you upgrade them. As for Victor I assumed he followed the same route you're supposed to take to NV. But since he's a random robot traveling the wastes and not a traveler with valuables on them, any raiders hey came across simply stayed out of his way as the risks were to high for something that doesn't have any value to them. In the vanilla game you never join the NCR, you just fight along side them and help them reach their goals. I feel that the courier can aid the NCR far more when they don't have to follow their laws. But as for becoming a ranger, I'm not completely against it, I will post an idea for NCR/Legion battle that could involve the courier as a ranger later as it will be fairly long. But I feel if there is a main quest line in the mod then becoming a Ranger should be a reward near the end or up to the players choosing as to when they want to join (I'll explain more later). Link to comment Share on other sites More sharing options...
sgtKraigO Posted March 16, 2015 Share Posted March 16, 2015 Oh, almost forgot, we should keep in mind that the majority of players that support the NCR faction ending will have MK I securitrons. It's certainly possible to activate the platinum chip and upgrade them to MK IIs by following part of the Independent or House questline, but I think that's a minority path for those that support the NCR. In addition it *may* be possible to pull off mobilizing the Securitron army after the upgrade by progressing almost to teh end of the Independent quest, but I don't think so. I believe it's set up to get help via the rangers and what have you *or* the securitrons. This is from editing Hoover dam and noticing how it's setup to fulfill the end game quest. However I haven't specifically tried it, so I can't say it's impossible. If, however we find that it's either/or, we have a choice to make. Do we allow mobilization of the securitrons after the endgame, for the benefit of teh NCR. I'd rather not, simply because it's easier to maintain game balance. The NCR does utilize bots, and in that case it would just have the ones on the strip. On the other hand we can utilize some of the independent plot lines if the securitron army is in play, and some players will ask why can't the Securitron army be used if they progressed far enough into the Independent story line. There's some merit both alternatives. I personally upgrade the securitrons, but that's me. There could be a quest where a high ranking officer or an engineer in charge of maintaining the robots contacts you and asks if you could find a way to upgrade the securitrons any further. If the player hasn't upgraded them they can choose to say there's no way of doing so and that's the end of the quest but no rewards, or the player can go to the Lucky 38 and upgrade them and collect their reward. Alternatively the player can go to the fort and choose to destroy/upgrade the bots there, then go back and tell the officer/engineer about the extra bots and collect an even bigger reward. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 16, 2015 Author Share Posted March 16, 2015 The securitron was deigned and built for the purpose of being a security guard while the sentry bot was designed and built for the purpose of serving in the US army. The argument that something couldn't take on role A because it was designed as role B isn't an argument at all. In addition it ignores the fact that fallout has this happen in many facets of the game with bots, technology, structures etc. Re-purposing is something of a central thread in post apocalyptic settings. The securitrons may not have been advertised as military bots, but that doesn't mean they can't be used for that purpose. Just like a sentry bot could be used in the same role as a peacekeeper in the strip. The idea that House would design, manufactor and store 100s of robots that couldn't function in an environment where they would be needed, is a bit shortsighted. Yes they could be soldiers but they wouldn't be a very effective offensive force as it would be difficult to maneuver especially in close quarters, mountainous regions, muddy, or forested areas, add to the fact that they're large targets and can't use cover. Maybe if the conditions (Terrain, enemy numbers/defenses, enemy awareness etc.) were right they could act as a shock trooper that rushes the enemy then followed up by regular troopers. "All together, the Mark II {emphasis}software upgrade confers a 235% increase in combat effectiveness per unit." "The city of New Vegas finally has soldiers worthy of protecting it!"- Robert House Your projecting your opinion on the Securitron, both in teh roles you believe they are restricted by and their capabilities. There are no restrictions of the form your asserting in the game files or wiki/lore. But even Mr. House acknowledges that they are a defensive force when you upgrade them. As for Victor I assumed he followed the same route you're supposed to take to NV. But since he's a random robot traveling the wastes and not a traveler with valuables on them, any raiders hey came across simply stayed out of his way as the risks were to high for something that doesn't have any value to them. You may have misunderstood my reference to Victor, I was referring to his behavior of helping the courier at low level with random encounters. He has no restriction in the geck or mention in the wiki of being limited in regard to terrain. If, on the other hand you do find some restriction in the wiki or in geck, let me know as it would have huge implications for both the independent and House story lines. But is sholdn't be based on your opinion of what they should or shouldn't be capable off, since opinions between modders and players will vary greatly. That's not to say we shouldn't keep some ideas of possible restrictions like this in reserve, if we need to exclude the securitrons from a plot line or quest for the sake of the story. Might come in handy for crafting a scenario where they need to be excluded to provide a challenging trial to overcome. There could be a quest where a Oh yeah it's easy to play it out/design it, my question focuses on whether we should or not. So you believe we should? Link to comment Share on other sites More sharing options...
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