Fallout Fallout General Thread - War, War Never Changes. Nor do game engines.

You know...where were the rifle grenades in Fallout? I mean it is a grenade you can put on a special mount on your rifle and fire it using a blank cartridge. Sure it isn't a grenade launcher but it had range and can hit things behind cover.
I just chalk it up to gameplay/engine limitations. And/or the producers not wanting to include them for gameplay balance reasons. Or something.
 
I just chalk it up to gameplay/engine limitations. And/or the producers not wanting to include them for gameplay balance reasons. Or something.

My understanding of rifle grenades is that they're intended as indirect fire and are basically mini-mortars, which would make them extremely difficult to use in-game.
 
My understanding of rifle grenades is that they're intended as indirect fire and are basically mini-mortars, which would make them extremely difficult to use in-game.
Fallout 4 actually shows you the expected trajectory of its dedicated grenade key, complete with a highlighted impact point if in line of sight, so that works fine enough. The likely issue is that this is a separate function from the normal weapon firing, so it'd take low-level engine work to "properly" implement instead of an obvious hackjob like this.
 
Fallout 4 actually shows you the expected trajectory of its dedicated grenade key, complete with a highlighted impact point if in line of sight, so that works fine enough. The likely issue is that this is a separate function from the normal weapon firing, so it'd take low-level engine work to "properly" implement instead of an obvious hackjob like this.

Eh, sorta. The problem with that is that an indirect fire trajectory would often have the endpoint not visible to the firing player, as shown here:



It works with hand grenades because you're tossing it behind a barrier or around a corner because that's at very close range, not being able to see where you're aiming when you're firing it over a build is a different issue.
 
Engine limitations because Bethesda is notorious for barely upgrading the stuff they had from Morrowind.
That and rifle grenades were generally replaced by the US as soon as the M79 was introduced (and the M79 was quickly replaced by the M203). You can get UGLs to work in the Gamebryo/Creation engine, but it takes a lot of work.
 
So I’ve been watching a bunch of lore videos and discussions about Fallout 4, and unsurprisingly for a poorly thought out game, the Railroad is a poorly thought out faction. There’s a reason people hurl the “SJW” moniker at them, made all the worse by their obsessing about their moral crusade to free the synths (a worthy cause to some extent) whilst the Commonwealth is a complete shit show, and caring about nothing else.

Yet I think there is a somewhat simple way in which they can be made into a more fleshed out, understandable faction: make them the former intelligence arm of the Minutemen.

It would explain why spying, passwords and isolated cells are their thing as spy craft was their primary job back in the heyday of the Minutemen. They’d have been the ones sniffing out raider attacks before they even happened.

In a very odd way, the Railroad would still behave as Minutemen even if the best days of that organisation are long behind it. Because in their eyes, Gen III synths are people, thus citizens of the Commonwealth. Therefore, when a synth needs them, the Railroad is there at a minute’s notice.

Edit: You can go further! Alongside freeing the synths, the Railroad could rightfully perceive the Institute as the primary threat to the Commonwealth and are trying to neutralise it.
 
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So I’ve been watching a bunch of lore videos and discussions about Fallout 4, and unsurprisingly for a poorly thought out game, the Railroad is a poorly thought out faction. There’s a reason people hurl the “SJW” moniker at them, made all the worse by their obsessing about their moral crusade to free the synths (a worthy cause to some extent) whilst the Commonwealth is a complete shit show, and caring about nothing else.

Yet I think there is a somewhat simple way in which they can be made into a more fleshed out, understandable faction: make them the former intelligence arm of the Minutemen.

It would explain why spying, passwords and isolated cells are their thing as spy craft was their primary job back in the heyday of the Minutemen. They’d have been the ones sniffing out raider attacks before they even happened.

In a very odd way, the Railroad would still behave as Minutemen even if the best days of that organisation are long behind it. Because in their eyes, Gen III synths are people, thus citizens of the Commonwealth. Therefore, when a synth needs them, the Railroad is there at a minute’s notice.

Edit: You can go further! Alongside freeing the synths, the Railroad could rightfully perceive the Institute as the primary threat to the Commonwealth and are trying to neutralise it.
The railroad should have been a minor faction instead of a major one. Also downtown Boston itself should have been an actual inhabited city instead of a war zone. It could be some sort of social engineering attempt by the institute to create a stable post war civilization.
 
I'd have made the Railroad primarily synths. The Institute is deluding themselves about their synths supposedly being without free will so there are multiple competing conspiracies brewing against them. Both composed of human Institute members planning to backstab the rest of the Institute and rule alone with the monopoly of force offered by a supposedly mindlessly loyal synthetic army and synth rebellions ranging from merely wanting human rights to the haitian revolution by way of terminator. And all of said conspiracies have been having their rival conspirators killed and replaced with synthetic imposter manchurian agents.

Basically, I like the idea that the Institute should be on the brink of hilariously self-destructing in an epidemic of serial backstabbing at a moment's notice the millisecond Shawn kicks the bucket.
 
Tbh the whole synth thing was really half baked, like why is the Institute so obsessed with making synths? Why do you need synths if you are only going to have them do menial labor? There are plenty of existing robots that can already do that and they wont rebel. If they were made solely for replacing people in positions of power so the Institute could run the show Manchurian candidate style it'd be far more compelling.
 
The railroad is a good example of Bethesda sometimes going full lobotomite and taking stuff at face value.
"The railroad, that obscure faction from Fallout 3 who shows up as a SINGLE PERSON?"
"Oh yeah they uhh...Uhm...They like androids, she said they did that, right?...Annnnnnnnnnnnd the use the railroads and use railway rifles! Cos they're called the railroad...Or something!"
 
Emil Pagliarulo is the reason why Bethesda writing has been trash for awhile now. Dude doesn't even know the difference between themes and things.
 
The Railroad originated as a cute joke that fit in FO3 perfectly well when you remember the general history of the DC region, IE that not only is it a major political center, there's a lot of history in the region specific to the US Civil War (if the map had continued just a bit further south past the Dunwich Building they actually would have had to put in Manassas National Battlefield Park). Thus the Railroad being an organization that helps freed slaves escape from the North to the South is a bit of tongue in cheek humor that fleshed out and widened the world while not being essential to the story FO3 was telling.

What the Railroad became in FO3 was... dumb. They became hyper fixated just on synths to the point it became nonsensical (it would make more sense for them to be generally anti-slavery), and the idea they were a major faction was just kind of... ridiculous. But then FO4 did a lot of ridiculous things...
 
If you had a car it also would render much of the Wasteland less dangerous UNLESS you render said vehicle vulnerable (which should be ESPECIALLY in an enviroment like Fallout). Because if you can ran over supermutans and radscorpions what's the point of danger and war or survival ?
 
If you had a car it also would render much of the Wasteland less dangerous UNLESS you render said vehicle vulnerable (which should be ESPECIALLY in an enviroment like Fallout). Because if you can ran over supermutans and radscorpions what's the point of danger and war or survival ?
Supermutants and BOS need to fuck off from future fallout games and make way for some new shit.
 
Supermutants and BOS need to fuck off from future fallout games and make way for some new shit.
Yeah they really stretched the suspensiom of disbelief with 76 and 4.

I doubt that will happen, they're part of the fallout brand at this part.

I mean you can always have something else to replace them.

Obsidian reskinned the trogs from FO3 into spore carriers and tunnelers.

So Bethesda can basically make another group that is "totally different" and click the same way as those two, such as Fallout London mod.

By the way I heard Bethesda poaching their devs is that true?
 
Does anyone know WHY FO3, NV and FO4 sport a retro 50's look? I mean FO1 or 2 had the frakking HK-G11 for goodness sakes.

Imagine Fallout taking place on a map like Steelwater from Saints Row or the island nation of Panau. The big city glows at night from residual radiation and there are abandoned military facilities to explore. However you also have huge areas of mountains and forest to get through and the roads are NOT in the best shape. Imagine a delivery mission and you have to get past an overpass that has collapsed.

Green areas where certain mutant species can hide and hunt. Areas where the water IS radioactive and a settlement needs help because it is leaking into their water. Weapons that look modern though laser weapons are different.

Lasers need either a belt of back unit to power them. A cable runs from weapon to the battery. Your backpack allows you to fire 100 shots then to recharge it visit a powerplant you own or pay someone through the nose,
 

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