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Question Involving the Good End


Neji64

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Here's how I think the decision tree ought to branch out- see if you disagree anywhere:

 

Good choices:

-Choose self, self-sacrifice -> death, good cutscene

-Choose self, have rad suit/high rad resist -> game continues, large karma gain

-*Choose Lyons or any human companion and give them anti-radiation meds and/or rad suit- game continues, small karma gain

 

Neutral choices:

-Choose Fawkes -> game continues, no effect on karma (no risk, no sacrifice, no karma)

-Choose Charon -> game continues, no effect on karma

-Choose Sgt. Gutsy -> game continues, no effect on karma

 

Evil choices:

-**Choose Lyons -> evil cutscene, game continues, player is denied access to Citadel, Cross leaves, large karma loss

-Choose self and use FEV -> death, evil ending

-Choose self and use FEV w/suit or high rad resist -> game ends, evil ending (since almost all the NPCs in the game would be dead)

-Choose Clover -> game continues, large karma loss

-**Choose Cross -> evil cutscene, game continues, player is denied access to Citadel, large karma loss

-Not telling Dogmeat to wait outside if player enters chamber -> karma loss (Dogmeat dies)

 

*Butch or Jericho would refuse to enter the chamber unless you offer them meds and/or a rad suit. Speech checks apply for Butch and Jericho; if player fails speech check then Butch and Jericho will still refuse; Cross has no speech check as she is a 'good' character and would be willing to take the risk just like Lyons; Clover would accept no matter what because she takes orders unquestioningly, but there would still be an option to give her the meds/suit. The karma gain from sending someone else in your place (properly equipped) would be lower than if you'd gone in yourself, so you only get the karma from giving them the meds/suit.

 

**Sending either Lyons or Cross in without the meds/suit would trigger the "sent a hero in your place" cutscene, but the game would still continue after it- but the BoS would no longer be considered a friendly faction as you sent one of their own to die needlessly. They would not become hostile, but neither would you be allowed into the Citadel. If you send Lyons to die, and have Cross as a follower, then Cross would leave you (having proven yourself to be a dishonorable person).

 

Thus, the player can still die or otherwise get a 'game over' from making certain choices, other choices have consequences, and still others have little to no effect on the game. More choices are better. Did I miss anything?

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Well, I'd gladly take those choices as an alternative to the existing ones. It seems fairly balanced, though if meds and rad suit worked on the player, it would seem unnecessary to send anyone else in. But yes, for certain more choices is a better thing.
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Well, the thought here is that the player might not have meds or a suit (*edit- or just be a total %&$! and decide not to offer them). Meds will probably be handy, since at least RadAway is a pretty important thing to have on hand, but how many people really run around carrying a suit everywhere they go- especially if they have a low Str and thus have to choose between that extra gun or another clothing item? Something has to happen if you don't have what you need, or it creates another plot hole.

 

Plus, you're the only one on scene who has any idea how to fix the bloody thing (since you've been all over the facility doing just that once before) if something else goes wrong after it activates, so from that perspective it makes more sense to send someone without that knowledge rather than risk the one person who can make sure everything goes off smoothly.

 

Perhaps it could be made so that, if you choose to send someone else, the Enclave attacks the control room and you have to hold them off while the purifier activates- thus the loot (since Bethesda has announced they're lifting the level cap) provides an incentive to let someone else go inside. So if you go in yourself you get a big wad of karma and XP (or death), and if you send someone else you get combat, loot, XP and karma (which could go either way, since you can choose to keep them alive or let them die). That much could probably be done with the GECK, even if Bethesda doesn't include it. Since everyone has been clamoring for a huge endgame battle, that could be just such an opportunity- have all of the Enclave's remaining forces converge and send wave after wave in to kill you while you have to hold your ground at all costs. Players who don't care about the fighting could still choose to avoid the fight.

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Frankly I found this in particular to be the biggest disappointment in the game. Don't get me wrong, my first thought was "Hell, I'll do it." but the rest of the game was about choice, choices and the ability to make your own path. All of the sudden they rob me of that, and the entire game in my mind just fell apart.

 

I felt robbed. Just... robbed.

 

Can you point out C&C to me? Being a hardcore RPG gamer I didn't notice any, except for the primitive Megaton debacle and the Tenpenny Tower ghoul situation.

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Frankly I found this in particular to be the biggest disappointment in the game. Don't get me wrong, my first thought was "Hell, I'll do it." but the rest of the game was about choice, choices and the ability to make your own path. All of the sudden they rob me of that, and the entire game in my mind just fell apart.

 

I felt robbed. Just... robbed.

 

Can you point out C&C to me? Being a hardcore RPG gamer I didn't notice any, except for the primitive Megaton debacle and the Tenpenny Tower ghoul situation.

 

i agree, there wasn't really any choices to make which actually affected the games outcome

good/neutral/bad = same

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Some of that could be GECK-ed into the game, but it should be there to begin with. The choices you make, especially at the end of the MQ, should have a significant impact on the Wasteland and your own reputation.

 

Beyond character interactions, other things ought to happen- if you successfully activate the purifier, then all of the sinks, toilets, etc in the Wasteland should be affected by it (except those in highly irradiated or otherwise hazardous places), as should the Potomac. The "water bums" hanging around outside of towns should be removed as they no longer want for clean water. Things like that. If the game goes on, it can't go on exactly as before since you've done something truly significant to change the status quo. My greatest fear right now, for the DLC, is that Bethesda will forget about all that when writing in the continuation options.

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