History Fridge / FalloutNewVegas

26th Mar '17 4:35:04 PM Divra
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** Speaking of the "Lucky 38": How can 38 be lucky, when the numbers on a roulette wheel run from 0 to 36 (possibly including a 00, depending on style)? It's an indication that the only way to win is to not play, to bet on a number that isn't part of the game.
12th Feb '17 9:42:20 AM TheKnightWhoSaysN1
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* Many folks might find it strange that the Legion is such an effective military force against the NCR given the latter's guns and modern technology, and that the 1st Battle of Hoover Dam was won by the NCR leading the Legion into what is a fairly obvious trap at Boulder City, that is if you're unaware of Roman military history at least. The historical Roman Legion at its peak was nigh unstoppable in a straight pitch battle (unless your name is Hannibal Barca), however it did suffer a few catastrophic defeats like Teutoburg, Carrhae, and Trasimene. The commonality between them? They all relied on the Romans being lead into position where ambushing forces could take advantage of the terrain to surround and cut off enemy forces while taking most of them out through an initial surprise attack, just like the 1st Recon did in Boulder City.
7th Feb '17 5:30:55 AM Doug86
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** Just because the numbers exist, and we've known there were over a hundred vaults for a long time, doesn't mean that the experiments run in the "real" Vaults 69 and 68 actually match up with the ones run in the Penny Arcade comic. Heck, even though there was that ShoutOut to the comic's Vault 77 in ''VideoGame/{{Fallout 3}}'', that doesn't necessarily ''prove'' that the Penny Arcade Vaults are real, anymore than the fact that running into the [[Franchise/DoctorWho TARDIS]] in ''VideoGame/{{Fallout 2}}'' or the fact Dogmeat's former owner is dressed like ''Film/MadMax'' "proves" that the two universes are connected. EasterEgg, anyone?

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** Just because the numbers exist, and we've known there were over a hundred vaults for a long time, doesn't mean that the experiments run in the "real" Vaults 69 and 68 actually match up with the ones run in the Penny Arcade comic. Heck, even though there was that ShoutOut to the comic's Vault 77 in ''VideoGame/{{Fallout 3}}'', that doesn't necessarily ''prove'' that the Penny Arcade Vaults are real, anymore than the fact that running into the [[Franchise/DoctorWho [[Series/DoctorWho TARDIS]] in ''VideoGame/{{Fallout 2}}'' or the fact Dogmeat's former owner is dressed like ''Film/MadMax'' "proves" that the two universes are connected. EasterEgg, anyone?
15th Jan '17 3:22:57 PM WanderingBrowser
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** Not to mention, the Brotherhood itself has earned a justified reputation for being dangerous to anyone who isn't them. Way back in the first game, they were essentially nothing more than a particularly xenophobic bunch of raiders with a tech fetish, who justified their willingness to do stuff like mugging travelers for their energy rifles or destroying a settlement's only generator as "keeping technology out of the hands of those who'd abuse it". All they needed was the right excuse and they would have set themselves up as kings, and in fact you could actually trigger such an ending, with the Brotherhood sweeping across the California wasteland and brutally conquering it, by killing Rhombus. In the second game, it's established that the Brotherhood have become a power in decline due to both picking fights with everybody who refuses to just meekly hand over their tech and because other factions have managed to find their own stockpile of advanced tech, undercutting the supremacy of the Brotherhood -- the NCR in particular has fought quite often with the Brotherhood, to the point that NPCs in this game mention warring against the local chapter of the Brotherhood. Indeed, the latest battle between NCR and Brotherhood was caused ''because'' of Brotherhood treachery, and unless you play things just right, if the Brotherhood does survive the events of ''New Vegas'', they go on to betray the NCR again and/or to resume their old "tech-bandits" routine by holding up travelers and stealing any valuable tech they have. The Capital Wasteland Chapter from ''VideoGame/{{Fallout 3}} is an exception to the rule that the Brotherhood are a bunch of {{Jerkass}}es who're NotSoDifferent to the raider gangs, which is admitted InUniverse, and they're all the way over on the other side of the continent. ''Any'' faction that doesn't want to submit to the Brotherhood of Steel would recognize them as a deadly threat, between their ideology, their past behavior and their arsenal. Mr. House and Yes Man just happen to have reasoning beyond that; Mr. House's power base stems from his stockpile of incredibly advanced tech (which the Brotherhood would want to steal as much as they could before blowing up the rest), while Yes Man is an Artificial Intelligence (aka, something the Brotherhood would want to blow up).

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** Not to mention, the Brotherhood itself has earned a justified reputation for being dangerous to anyone who isn't them. Way back in the first game, they were essentially nothing more than a particularly xenophobic bunch of raiders with a tech fetish, who justified their willingness to do stuff like mugging travelers for their energy rifles or destroying a settlement's only generator as "keeping technology out of the hands of those who'd abuse it". All they needed was the right excuse and they would have set themselves up as kings, and in fact you could actually trigger such an ending, with the Brotherhood sweeping across the California wasteland and brutally conquering it, by killing Rhombus. In the second game, it's established that the Brotherhood have become a power in decline due to both picking fights with everybody who refuses to just meekly hand over their tech and because other factions have managed to find their own stockpile of advanced tech, undercutting the supremacy of the Brotherhood -- the NCR in particular has fought quite often with the Brotherhood, to the point that NPCs people on both sides in this game mention warring against the local chapter of the Brotherhood. Indeed, the latest battle between NCR and Brotherhood was caused ''because'' of Brotherhood treachery, and unless you play things just right, if the Brotherhood does survive the events of ''New Vegas'', they go on to betray the NCR again and/or to resume their old "tech-bandits" routine by holding up travelers and stealing any valuable tech they have. The Capital Wasteland Chapter from ''VideoGame/{{Fallout 3}} 3}}'' is an exception to the rule that the Brotherhood are a bunch of {{Jerkass}}es who're NotSoDifferent to the raider gangs, which is admitted InUniverse, and they're all the way over on the other side of the continent. ''Any'' faction that doesn't want to submit to the Brotherhood of Steel would recognize them as a deadly threat, between their ideology, their past behavior and their arsenal. Mr. House and Yes Man just happen to have reasoning beyond that; Mr. House's power base stems from his stockpile of incredibly advanced tech (which the Brotherhood would want to steal as much as they could before blowing up the rest), while Yes Man is an Artificial Intelligence (aka, something the Brotherhood would want to blow up).
8th Jan '17 6:14:45 AM WanderingBrowser
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** Not to mention, the Brotherhood itself has earned a justified reputation for being dangerous to anyone who isn't them. Way back in the first game, they were essentially nothing more than a particularly xenophobic bunch of raiders with a tech fetish, who justified their willingness to do stuff like mugging travelers for their energy rifles or destroying a settlement's only generator as "keeping technology out of the hands of those who'd abuse it". All they needed was the right excuse and they would have set themselves up as kings, and in fact you could actually trigger such an ending, with the Brotherhood sweeping across the California wasteland and brutally conquering it, by killing Rhombus. In the second game, it's established that the Brotherhood have become a power in decline due to both picking fights with everybody who refuses to just meekly hand over their tech and because other factions have managed to find their own stockpile of advanced tech, undercutting the supremacy of the Brotherhood -- the NCR in particular has fought quite often with the Brotherhood, to the point that NPCs in this game mention warring against the local chapter of the Brotherhood. Indeed, the latest battle between NCR and Brotherhood was caused ''because'' of Brotherhood treachery, and unless you play things just right, if the Brotherhood does survive the events of ''New Vegas'', they go on to betray the NCR again and/or to resume their old "tech-bandits" routine by holding up travelers and stealing any valuable tech they have. The Capital Wasteland Chapter from ''VideoGame/{{Fallout 3}} is an exception to the rule that the Brotherhood are a bunch of {{Jerkass}}es who're NotSoDifferent to the raider gangs, which is admitted InUniverse, and they're all the way over on the other side of the continent. ''Any'' faction that doesn't want to submit to the Brotherhood of Steel would recognize them as a deadly threat, between their ideology, their past behavior and their arsenal. Mr. House and Yes Man just happen to have reasoning beyond that; Mr. House's power base stems from his stockpile of incredibly advanced tech (which the Brotherhood would want to steal as much as they could before blowing up the rest), while Yes Man is an Artificial Intelligence (aka, something the Brotherhood would want to blow up).
27th Dec '16 12:06:05 AM bwburke94
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** Given how it's possible to destroy most factions in-game (whether at gunpoint or indirectly), one in particular seems to stand out as immune: the New California Republic. With the exception of [[spoiler:spreading my Butt in ''Dead Money'' and targeting the nukes westward in ''Lonesome Road'']], one may notice that even in the least pleasant endings, it's nigh impossible to ''really'' take down the Bear, the worst case scenarios being a humiliating retreat to California and the surviving leaders either tried for incompetence or having the last laugh. This could very much be due to just how ''powerful'' the NCR's become since its origins in Shady Sands, to the point that not even the Courier's history-changing acts could really harm it.

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** Given how it's possible to destroy most factions in-game (whether at gunpoint or indirectly), one in particular seems to stand out as immune: the New California Republic. With the exception of [[spoiler:spreading my Butt the Cloud in ''Dead Money'' and targeting the nukes westward in ''Lonesome Road'']], one may notice that even in the least pleasant endings, it's nigh impossible to ''really'' take down the Bear, the worst case scenarios being a humiliating retreat to California and the surviving leaders either tried for incompetence or having the last laugh. This could very much be due to just how ''powerful'' the NCR's become since its origins in Shady Sands, to the point that not even the Courier's history-changing acts could really harm it.



** If you ask [[ButtCuckooLander No-Bark Noonan]] if anyone has been acing strangely, he states that he doesn't trust anyone who acts too normal, and his description fits Clanden to a tee.

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** If you ask [[ButtCuckooLander [[CloudCuckooLander No-Bark Noonan]] if anyone has been acing strangely, he states that he doesn't trust anyone who acts too normal, and his description fits Clanden to a tee.



** Why are the only romanceable followers two of the homosexual ones (Arcade for men, Veronica for women)? Because they're the only ones who are A: human, B: emotionally and mentally stable enough, and C: actively interested in romance. Boone and Waking Butt are grieving the deaths of their respective spouses, Christine is too scarred from being trapped in the malfunctioning Autodoc to be interested in a new girlfriend, Raul and Dean are ghouls, Lily is a Nightkin (and was a grandmother before her transformation), Dog/God is an insane Super Mutant, Cass is too mentally messed up to be looking for a longterm bedmate, [=ED-E=] is a robot, Rex and Roxie are cyberdogs, Joshua Graham is a former preacher and currently a physically and mentally ruined wreck, and Follows-Chalk is too young to be thinking about settling down.

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** Why are the only romanceable followers two of the homosexual ones (Arcade for men, Veronica for women)? Because they're the only ones who are A: human, B: emotionally and mentally stable enough, and C: actively interested in romance. Boone and Waking Butt Cloud are grieving the deaths of their respective spouses, Christine is too scarred from being trapped in the malfunctioning Autodoc to be interested in a new girlfriend, Raul and Dean are ghouls, Lily is a Nightkin (and was a grandmother before her transformation), Dog/God is an insane Super Mutant, Cass is too mentally messed up to be looking for a longterm bedmate, [=ED-E=] is a robot, Rex and Roxie are cyberdogs, Joshua Graham is a former preacher and currently a physically and mentally ruined wreck, and Follows-Chalk is too young to be thinking about settling down.
22nd Dec '16 3:56:59 PM NotGodot
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*** Actually, Vaults 68 and 69 was created by Chris Avellone as part of the Fallout bible.
22nd Dec '16 3:46:02 PM NotGodot
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** Even the Katana introduced in Gun Runners Arsenal fits the fifties theme. Japanese swords were common trophies for Americans who served in Japan during the Second World War.



** Given how it's possible to destroy most factions in-game (whether at gunpoint or indirectly), one in particular seems to stand out as immune: the New California Republic. With the exception of [[spoiler:spreading the Cloud in ''Dead Money'' and targeting the nukes westward in ''Lonesome Road'']], one may notice that even in the least pleasant endings, it's nigh impossible to ''really'' take down the Bear, the worst case scenarios being a humiliating retreat to California and the surviving leaders either tried for incompetence or having the last laugh. This could very much be due to just how ''powerful'' the NCR's become since its origins in Shady Sands, to the point that not even the Courier's history-changing acts could really harm it.

to:

** Given how it's possible to destroy most factions in-game (whether at gunpoint or indirectly), one in particular seems to stand out as immune: the New California Republic. With the exception of [[spoiler:spreading the Cloud my Butt in ''Dead Money'' and targeting the nukes westward in ''Lonesome Road'']], one may notice that even in the least pleasant endings, it's nigh impossible to ''really'' take down the Bear, the worst case scenarios being a humiliating retreat to California and the surviving leaders either tried for incompetence or having the last laugh. This could very much be due to just how ''powerful'' the NCR's become since its origins in Shady Sands, to the point that not even the Courier's history-changing acts could really harm it.



** If you ask [[CloudCuckooLander No-Bark Noonan]] if anyone has been acing strangely, he states that he doesn't trust anyone who acts too normal, and his description fits Clanden to a tee.

to:

** If you ask [[CloudCuckooLander [[ButtCuckooLander No-Bark Noonan]] if anyone has been acing strangely, he states that he doesn't trust anyone who acts too normal, and his description fits Clanden to a tee.



** Why are the only romanceable followers two of the homosexual ones (Arcade for men, Veronica for women)? Because they're the only ones who are A: human, B: emotionally and mentally stable enough, and C: actively interested in romance. Boone and Waking Cloud are grieving the deaths of their respective spouses, Christine is too scarred from being trapped in the malfunctioning Autodoc to be interested in a new girlfriend, Raul and Dean are ghouls, Lily is a Nightkin (and was a grandmother before her transformation), Dog/God is an insane Super Mutant, Cass is too mentally messed up to be looking for a longterm bedmate, [=ED-E=] is a robot, Rex and Roxie are cyberdogs, Joshua Graham is a former preacher and currently a physically and mentally ruined wreck, and Follows-Chalk is too young to be thinking about settling down.

to:

** Why are the only romanceable followers two of the homosexual ones (Arcade for men, Veronica for women)? Because they're the only ones who are A: human, B: emotionally and mentally stable enough, and C: actively interested in romance. Boone and Waking Cloud Butt are grieving the deaths of their respective spouses, Christine is too scarred from being trapped in the malfunctioning Autodoc to be interested in a new girlfriend, Raul and Dean are ghouls, Lily is a Nightkin (and was a grandmother before her transformation), Dog/God is an insane Super Mutant, Cass is too mentally messed up to be looking for a longterm bedmate, [=ED-E=] is a robot, Rex and Roxie are cyberdogs, Joshua Graham is a former preacher and currently a physically and mentally ruined wreck, and Follows-Chalk is too young to be thinking about settling down.
17th Dec '16 7:19:11 PM undead2814
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* Not so much Fridge Brilliance since it's no secret romance options were cut from the final game, but when you step back and look at your four human companions, it's still interesting to note that not only do you have a straight and gay option for each sex (Cass's BiTheWay being downplayed) each one corresponds to what a person of their counterpart persuasion would stereotypically be looking for in a partner.
**For gay men there's Arcade, a cultured intellectual with father issues and a history of hiding something about himself (both related to the Enclave-thing rather than his homosexuality, but nonetheless).
**Straight men have Cass, a badass and [[AManIsAlwaysEager promiscuous]] [[HeroesWantRedheads redhead]] that can handle herself equally well in battle, the bedroom and at the bar.
**Straight women have Boone, a [[MercyKill devoted husband and father]] that, despite being able to [[MemeticBadass kill everything in the Mojave]], is still a broken man that needs someone to save him [[DeathSeeker from himself]].
**Gay women have Veronica and...I admit, I've got nothing. But three out of four is still hard to ignore.
12th Nov '16 5:46:51 PM Litzfed81
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* Why the vault security armour from vault 34 has better protection rating than its vault 101 counterpart in fallout 3 makes sense from both gameplay and in lore viewpoints. The gameplay reason is that Vault 101 security armour is at the start of the game and is a low level armour that would be quickly rendered obsolete, while vault 34 security armour is encountered at a much later point of the game and would have to require better stats to be viable. A in lore explanation is that the conditions of Vault 34 and Vault 101 are completely different. In vault 101 the secuirty at most would on a regular have to deal with troublesome youths and radroaches which could be easily be dealt with so they don't need anything heavier than 10mm pistols and the vault armoury was secured on a tight control from the overseer. However vault 34 was filled with easy access guns and explosive weapons, meaning the chance of somebody of suddenly just losing and go on a shooting rampage was extremely high. This results in the vault security requiring to needing a better standard of protection to be able to preform their duties.
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http://tvtropes.org/pmwiki/article_history.php?article=Fridge.FalloutNewVegas