Do you like the vaults in Fallout 4?

Post » Sun Jan 10, 2016 11:54 am

I think they don't come close to the ones in Fallout 3 and New Vegas.

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Lisha Boo
 
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Post » Sun Jan 10, 2016 4:55 pm

Didn't you already post a thread about this? http://www.gamesas.com/topic/1579280-how-many-vaults-are-in-fallout-4-and-what-are-they-called/

Regardless, my thought still remain the same:

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Mariaa EM.
 
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Post » Sun Jan 10, 2016 7:56 pm

They were kind of lackluster in this game. I mean...

Vault 111 - We freeze people! Oooh, how evil and cruel we are! Seriously, what's the point of this experiment?

Vault 114 - What was the original purpose of this Vault? No one knows, because it was never completed.

Vault 95 - Oooh, we work people through their addiction, then show them the chems and see what happens! So...EVIL!!!

Vault 81 - Medical experimentations!! Kind of...interesting had the overseer of the time not rebelled and turned it into a control Vault that did what its advertisemants said Vaults were supposed to do.

Vault 75 - We weed out the weak children! Um...what? What kind of experiment was this again?
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Dorian Cozens
 
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Post » Sun Jan 10, 2016 6:11 pm


Well, all of the Vaults in F4 are actually plausible scientific studies. These vaults didn't have the cartoonishly evil feel to them that some of the vaults in F3/NV had.

They were testing stress, eugenics, cryogenics, addiction and the last was a disease treatment testing facility. They were all unethical but believable.

I did like that Vault 81 succeeded due to an actual ethical overseer though. That was a nice change of pace at least.
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Gwen
 
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Post » Sun Jan 10, 2016 5:37 pm

I like the new vault design and it's interesting that not all the abandoned vaults turned into dirty ruins but are still clean and function. The experiments were also way better then 3 or NV's save for Vault 22 from NV, 22 was pretty cool.
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sharon
 
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Post » Sun Jan 10, 2016 10:14 pm

I really enjoy the new design of the vaults, but yes, I'm a bit saddened they don't have the run-down look the other Fallout games had.

I was hoping we'd get another Vault 34, because that's the best damn vault I ever had the pleasure of soiling my underwear in.

Alas, no such luck. Hell, we didn't even get a "Deathclaw Sanctuary" in this game. :(

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Isaiah Burdeau
 
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Post » Mon Jan 11, 2016 1:37 am

I was a bit disappointed that there weren't at least some "Normal" vaults in the vanilla game so far. Sure, some vaults were experimental, but not all for &^^&^ sake!

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Katie Louise Ingram
 
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Post » Sun Jan 10, 2016 11:17 pm


I mean, given how deathclaws are in Fallout 4 I'm kinda glad. That would be a massive nightmare.
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Susan Elizabeth
 
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Post » Sun Jan 10, 2016 11:50 pm

111. The effects of long term cryostasis on humans. My guess is that this could possibly be a test to see how long they could keep people frozen for lengthy space trips. At the time when the world ends, there were already plans to send humans to Mars, who knows what Vault Tec had in mind in that regard. Or perhaps it was a way to more efficiently run a vault, I mean barring the horrid experiments, a vault had to be able to sustain itself over generations. With cryo pods, the overseeing crew died out from hunger while the pod residents remained alive, until the pods were sabotaged by outside forces.

114. This one was never completed yeah, we are led to believe that the construction of this vault was contracted out to another (possibly criminal) group that cut corners on it's construction and pocketed the profits, and if it were anything like the very real practices of certain criminal groups in our own world, construction would have been delayed and slowed, prolonging the leeching of money from the endeavor, thus it was never finished in time before the bombs fell. However we do know the purpose of the vault from the tapes lying on the table when you rescue Nick. It was to essentially see how the vault would function under the oversight of lawless anarchy and lack of bureaucratic structure. This kinda makes perfect sense considering the world after the bombs is... a largely lawless wasteland.

95. A behavioral study, albeit rather grim one. Curing addicts and then tempting them with the drugs they were liberated from while subjecting them to a stressful environment. Could be numerous reasons for this, one of which could be testing mental and possibly physical resilience, or as Vault Tec would probably be prone to do, they would no doubt employ narcotics themselves in other projects as means of control and subversion so this project would help study the effects of withdrawal and relapse and such.

81. Kinda obvious here, testing viruses and then having a cure for said virus, also using a means of transmission that could rapidly facilitate it's spread (mole rats) a bio weapon in other words right at their fingertips that they could control since they'd have the cure.

75. Eugenics, eliminate the weak and less intelligent in the population in order to reap more resilient and hardy subjects in subsequent generations. In the case of this vault, it was also seemingly to breed super soldiers as evidenced by the extensive combat training that took place here. It would have been a ready standing army, but of course things went awry and the subjects either escaped or were killed in the process.

Only thing we don't know at the moment is if there is an ultimate point to any of this since it would rest on the fact that Vault Tec is still out there operating in some fashion. I can't imagine a corporation that littered the US with vaults wouldn't have had their own preservation in mind. Them as an ultimate enemy in the game eventually, or even a faction to join would be rather nifty.

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renee Duhamel
 
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Post » Sun Jan 10, 2016 2:04 pm

I thought they could have been better. Each one should have started an interesting quest or something. The clues should have been more compelling. Mindblowing evidence. Instead as soon as I went in, I wanted back out again. There were more interesting buildings.

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keri seymour
 
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Post » Sun Jan 10, 2016 8:55 pm


I think it was something like Vault-tec was also a subsidiary of the Enclave like west-tek and Poseidon energy. Would explain both Vault 0 aka Cheyenne mountain Complex being the central vault that would've sent out the all clear signal and why the Enclave have the all clear signal as evidence with Vault 13 in Fallout 2 and Vault 101 in Fallout 3.

http://fallout.wikia.com/wiki/Vault_0

This is of course assuming that Vault 0 and Tactics end up canon because so far both are a big unknown.
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sara OMAR
 
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Post » Sun Jan 10, 2016 8:20 pm

Well yeah that's the issue, Bethesda doesn't seem to acknowledge much that happened before their Third game except the most general strokes that suit their needs. I was figuring the strongest possibility would be that VT was working with the Enclave by and large as well, but the enclave is pretty much no more as an entity. I was hoping VT itself would show up eventually as an antagonist or faction with their own agenda for the wasteland.

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Julia Schwalbe
 
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Post » Sun Jan 10, 2016 2:32 pm

Except they acknowledge fallout 1 and 2 pretty well, hell they contacting Obsidian to make a game that takes place after the events of Fallout 2. VT is most likely gone, especially since none of the vaults ever got the all clear signal unless the Enclave sent it out. Even Vault City didn't get the all clear, they left the vault because they got tired of waiting.
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Kelvin Diaz
 
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Post » Mon Jan 11, 2016 12:01 am

What is normal?

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Brian LeHury
 
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Post » Sun Jan 10, 2016 1:21 pm

Vault-Tec is gone. They had their own Vault. Vault 0, but it cannonity is debateable. Besides, the Enclave fit the bill.

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Claire
 
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Post » Sun Jan 10, 2016 12:05 pm

And the Enclave apparently really hates Vault dwellers as we see in Fallout 2.
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MatthewJontully
 
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Post » Sun Jan 10, 2016 5:58 pm

Being abused and messed with appears to be normal. B)

I like the FO4 vault design.

I particularly like the Vault 81 quest:

'hey, we're a successful vault, nothing suspicious here at all !'

Ignorance is bliss.

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Dominic Vaughan
 
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Post » Sun Jan 10, 2016 11:06 pm

The mole rats were just virus breeding farms in Vault 81. There are aerosol dispensers in the ceiling that would dispense the viruses and the test cures to the vault residents. The first Overseer sabotaged the dispensers so they couldn't be used. The mole rats got loose once the human scientists had died.
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Rachel Briere
 
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Post » Sun Jan 10, 2016 1:05 pm


The Vaults were meant to be social experiments, they even re-affirm this in the loading screens in Fallout 4 which state it.

But none of the Vault's in Fallout 4 were actually social experiments. They were all medical experiments.
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Eire Charlotta
 
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Post » Sun Jan 10, 2016 6:10 pm

I liked vault 111 and vault ... whatever had the town.

all the rest were trash.

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Stephanie Nieves
 
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Post » Sun Jan 10, 2016 7:53 pm

I am disappointed we can't turn the vaults into a settlement like Vault 81 and that there isn't more vaults out there.

As for Vault Tech I believe they started the war with money because its seems all too convenient that there were a bunch of vaults that were meant for experimental purpose and they had people in time to fill them up before the Atomic destruction. Of course I do think the timing wasn't quite in their favor as we see in Fallout 4 when going into the Vault. So pretty much I believe they started the war to set off the nuclear wasteland that we see now but it happen sooner than they expected. How do you get people to cram into a Vault and test your experiments out willingly unless you force people to flee into the Vaults for their safety. No one is going to willingly get experimented on unless its for a few Sim bucks(The Sims) lol.

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D LOpez
 
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Post » Sun Jan 10, 2016 1:00 pm

I haven't been to vault 95 yet, but all the others I've seen were pretty lackluster. Vault 81 was a bit more interesting than the others, but overall, they are all disappointing. IMO Fallout 3 did vaults far, far, far better.

The vaults in New Vegas were also exceptional, so we can't leave them out.

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Kitana Lucas
 
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Post » Sun Jan 10, 2016 11:31 pm

Not really. Vault 111 was the most interesting one. Vault 81 was interesting to see a Vault that hadn't fallen to [censored] like almost all of the other ones. Reminded me of Vault City, but without that horrible Lynette

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Lizbeth Ruiz
 
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Post » Sun Jan 10, 2016 5:37 pm

I liked them all as much as i liked the ones in F3 and NV but I do wonder where all those people in the wastland come from and why the few people that made it out don't trace themselves back to the vaults they or their ancestors came from. Living together for generations should have created strong lasting bonds and the vaults are pretty safe from outside influences so it makes sense to use them as a base in many cases.

I am just a bit sad that there are so few of them. An important city such as Boston could have used more vaults.

I also would have liked to use them as settlements (vault city 2 ;p) or at least settle in front of 81. Power in exchange for scrap, trade and protection?

BTW does anyone know if the secrets vault in 81 gets cleaned up and used after we kill everything there?

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Amanda Furtado
 
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Post » Sun Jan 10, 2016 10:49 pm

Honestly. Judging by the older Fallout's, they're have always been too many vaults in the newer installments. In all of Fallout 1 and 2 they're are three Vaults - and that's including Los Angeles. They're could have been less Vaults in Boston if any of them had had a maximum occupancy of more than 100, seriously, every Vault Overseer's office has a blueprint of the Vault and I can't remember any of them having a maximum occupancy greater than 100.

But cities are big, and people can survive outside of normal settlement. Just look at the raiders, they are still people after-all, just survivors willing to kill people to survive.

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Katy Hogben
 
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