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Can Coursers track?


Zorkaz

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It's honestly really confusing, because there's a dialogue line in Far Harbor that says something along the lines of "Yes, it's easier to avoid detection if you don't remember that you're a synth". I think it's DiMA who says it.

Which leads me to think that there's some kind of... tell. Something that Coursers can notice in a Synth's behavior that's unique to Synths and not regular humans.

But I mean, every synth has a Synth Component. We have no real idea what the Component actually does. It could give off a signal that can be tracked? Maybe it just shuts them down when it detects that someone has read their Synth Designation Code out loud. Who knows.

And by the way - does saying a Synth's Designation Code not work if the synth deafens themselves?

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I wrote Synthetic Player on the principles that:

 

(1) the courser component allows teleport and must be a transponder to explain other G1/G2 synths in the Commonwealth "non hostile member of the Institute faction" posture to the player when it is fitted to pipboy in the base game.

 

(2) the G3 synth component does not allow teleport or detection, else escaped synths could not hide and the player would be able to detect G3 synths in the Commonwealth (e.g. settlements) whilst a member of the institute using the courser component in the pipboy. Infact I wrote a "G3 synths are highlighted because the player is a G3/Courser" module, but it didn't make sense or add value so cut content. Because less is more.

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they seem to find runaways by old fashioned detective work. A lot of their behavior seems to be patterned after kellogg. Plus the institute seems to have a network of human informants all over the place. Most likely the coursers contact the local informants and ask who's new in town, who's acting weird, what have you heard?

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