Historically there isn't much conversation involved in a mugging.
I agree with fish
it is a strategic game however, and one strategy is simply to get your alliances in quick.
One things that's making me for example to want alliances fast is the fact that in Talon Companies faction sheet it says there getting ready for war against the regulators (for I have no clue what reason )
Now that they have paradise in a sort of mutual relationship, I don't want to be left in the dust and cornered
You can usher my guys out if you want to Gingy.
Otherwise I can do it to (If there is nothing more to discuss)
Not just that, description, buildup, that sort of thing. But I didn't mean with just your posting with Bos, sort of across the board. Not a big issue or anything.
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Also, does anyone else feel like a few factions are too well-armed? I mean, non high-tech factions with good armor, weapons, and power in numbers.
Which ones are you talking about?
The Wolves have acquired some advanced tech from their scavenging, like perhaps one suit of power armor and a few plasma rifles, but not near enough for standard issue.
The Wolves not so much, more Talon Company, the Regulators, those sort which are large yet their standard issue seems to be some high-end rifle and combat armor or more. That's a little much, isn't it?
I suppose, although the Talon Company agents we see in Fallout 3 all wear combat armor. I get what you mean, though.
I would say that such a thing is unnecessary, as you are correct in saying that we all know Burke well. In addition, there are at least two or three people who have already started RPing without a CS, so it doesn't look like it's a prerequisite at all.
On the subject of some select factions being unjustifiably armed, I'd say that it is an issue. I can only really think of one faction that's actually a large issue, and that faction is, of course, the Regulators- no offense meant.
*Shrugs* I was going to lower the population down to 243 but it was added to the front page
If it's a problem simply change the population to 243, it makes sense because Outcasts with Power Armor, and advanced weaponry is at 179
Talon Company is with Combat armor and Decent weaponry and is at 280
So I feel the Regulators population should be 243 because they have: Armor equal to combat armor and Semi-Advanced Weaponry
I'm going to be updating my Faction and Character sheets B/C I was not satisfied with the way they turned out. Expect them either later tonight or tomorrow.
Also, what is going with the assault on Little Lamplight? Killing kids is a no-go on this forum, mods and RPers frown upon it. Just wanted to make sure that was clear.
I feel like all of those numbers are too large for what they're carrying to the table. None of those are really reasonable in my opinion.
I was wondering this as well, I'd forgotten to mention it. I'd assumed and hoped that it would only be capturing the kids without harm and taking their possessions and supplies. That's literally all that could be done. Assault makes it sound bad. Hurting kids is an absolute not-going-to-happen.
Implying is iffy enough but detailing it at all is just not something that should be done ever. We shouldn't even go near that territory.
Will you still be RPing as the denizens of Point Lookout, then?
The problem isn't the balance of power per se, but rather how you acquired this equipment- and enough of it to supply of of your men with it. Both Talon Company and the Outcasts are shown with that equipment in-game, but the Regulators certainly are not. That's my only issue with the situation, really.
Fdog, you thinking about talking to the Enclave yet or waiting or still waiting on someone to post OOC?
Yes, I rushed my sheet and was unsatisfied with it, and after reading the sheets of Ranger, Andro and your's I want to go back and give Point lookout the justice it deserves
My regulators aren't the Regulators that they were in the game in any shape or form, whether it be their goal or their weapons and armor it's all different, their pretty much an entirely new faction
That'd kind of be like saying to a new faction such as De-Burgo "How did your men obtain all that weapon and armor"
I like it Dalek, the luxury of Tenpenny Tower... a poisoned chalice.
Except De Burgo, from what I can tell, didn't just suddenly have all these new sorts of weapons and armor and it's essentially still Tenpenny Tower with changes to make it unique.
But you still haven't explained how they got those weapons, especially those weapons. The armor hasn't been explained either. There are no convenient caches of energy weapons lying around, nor high-caliber conventional firearms.
Regulators normally spawn with energy weapons and high powered bullet weapons
I'll add an explanation for the armor soon since everyones getting worked up about it
I'd like to get my CS and a largely pointless faction-building post in before I do so, but at this point I'm not waiting on anyone. So either later tonight or tomorrow I'll send a post your way. (I'll likely appear at Vault 101, just so you know in advance)
Fair enough, I suppose. I'll be waiting with baited breath to see what you do with Point Lookout in this next iteration. I've always loved PL, personally.
This, basically. If an explanation is presented than I'm in no way opposed to your possession of these more advanced arms. I just want this to feel like Fallout, y'know?
Travel should take some time, yes. For instance, the Pitt raiders took a good while, about a day in real life, to get from the Train Tunnel to Paradise Falls.
As for this last bit, you could just say your character heard rumors or something like them. It's a believable way to get the thought into the character's head.
But, didn't you just say that the Regulators of yours are nothing like the ones in the game? I thought they were completely different.
You'd still need a viable explanation for the plasma weapons.