Gottesstrafe said:
Hargrimm said:
Which makes sense, since it has been over 200 years since the end of the war and people generally don't sit on their asses and do nothing for such a long time (especially when survival is at stake). They actually build communities, farm the land and produce what they want and need.
DC in Fallout 3 appears to still be undergoing primary ecological succession. The only plant life around appears to be nothing but grass, lichen, and some glowing mushrooms. I doubt soil so heavily irradiated and arid to even support bushes or small herbs would be able to support any kind of farming operation, no matter how small. This is why Three Dog would act so incredulous when discussing the trees and greenery found at Oasis on the radio, even after supposedly being there himself.
Which brings up the question of why people are still living in this area if there is nothing to support them.
Also, Radiation is not really a problem for plantlife (see chernobyl), so if the radiation is prevalent enough to prevent plants growing, it would be inhospitable for humans.
This also contradicts the established lore. In the old Fallouts, the land was perfectly arable.(it was arid yes, but they managed)
Gottesstrafe said:
Hargrimm said:
Yes. It has been 200 years since the war. That the people in Fallout 3 haven't manged to get ANYWHERE in all that time just makes them look retarded.
Keep in mind, 200 years since the war does not mean that DC and its outlying areas were inhabited for 200 years. The vaults (the only source of people outside of ghouls and the Enclave) were set to open at different times. Although I can't say when they opened around the DC area, there seem to be very few communities around and even those are fairly small (outside of the raider population, the Brotherhood and the Outcasts, and Black Talon of course). Given how small and ill equipped they are, I doubt they'd have the resources or numbers necessary to allocate for expansion. On top of that, I'm willing to bet that despite the survival of quite a bit of its infrastructure, the DC area suffered from much worse destruction and fallout than the west coast did too. Its vicinity to the main government buildings and industrial centers alone would've made it a higher priority target than California or Nevada.
Where do I even start?
JediMB mentions the survivors and vaults, so I'll skip that.
On the raiders: What do they raid? You said it yourself, the communities in the CW are very small(less than 10, in some cases less than 5), so where do they get their resources from? Why even risk your life in a raid against an armed and fortified community in the first place? They could just scavenge like everyone else. If lone scavengers(with maybe a dog) can survive like that, why not bands of raiders?
Raiders shouldn't be a problem, because they should hardly exist at all.
The Talon Company: Who the fuck are these people? The only thing we know about them is that they are Mercenaries(who nobody employs) and that they kill do-gooders(for no reason at all).
"I'm willing to bet that despite the survival of quite a bit of its infrastructure, the DC area suffered from much worse destruction and fallout than the west coast did too"
This doesn't make any sense.
So the capital was hit harder, but has alot more of it's infrastructure still standing. wut?
Gottesstrafe said:
Of all the communities Rivet City seems to be the most well off, but the majority of their resources are centered on water purification tech (not having the luxury of a vault provided water purifier). In the west coast they had the advantage of more communities to tie their resources,
All of which had to be basically built from scratch. This is no excuse for the retards in the CW.
Gottesstrafe said:
heavily supplemented by vault tech that could generate power and clean water.
Vault 13, Vault City and Necropolis had those.
Vault 13 had to buy water from the water Merchants, because their water chip broke and after they fixed it, they stopped trading.
The Vault City Vault didn't open until well after the Hub, Shady Sands, Adytum etc. had already been established. They were only put on the map once they started trading with the NCR.
Necropolis didn't trade water. In fact, it hardly traded with anybody until it was destroyed. It also had no way of generating power.
Gottesstrafe said:
[1]In Fallout 3, the only vault that hasn't been host to a self-eradicating social experiment that is still in working condition appears to be Vault 101, and they're all isolationist assholes.
[2] It's what made the Brotherhood such a prominent part of the game despite being relative newcomers to the area: they had the resources and numbers necessary to civilize the post-apocalyptic urban wilderness and even seemed to be in favor of doing that.
[1] Same with Vault 13 and Vault 8(Vault City)
[2] The Brotherhood being there in the first place is also bullshit. America is huge, there was no reason to cross an entire continent ON FOOT, without any knowledge of what survived the war past southern California and what didn't. This is a logistical nighmare to say the least.
They say in game that they wanted to find high tech weapons in the Pentagon. There are no weapon caches in the Pentagon and if there are, only for the security personnell, not something worth crossing an entire continent for.
Gottesstrafe said:
Hargrimm said:
Which brings up another question. Who backs the currency in Falllout 3?
In Fallout 1 it was backed by the Water Merchants, so people could use caps to trade, safe in the knowledge that they were actually worth something.
Fallout 2 had minted coins, probably made by the NCR.
New Vegas has NCR dollars, Legion denarii and House backing the caps.
Fallout 3 has nothing.
I'd guess Canterbury Commons, which appears to be the main trading outpost in the area and the only link to the rest of the country besides the Brotherhood and the Slavers.
The main trading outpost consisting of like 4 people and a kid. Backing the caps with what exactly? They don't produce anything and don't have any kind of resource that other people don't have.
The Water Merchants obviously had water, the NCR had numerous resources(like gold, power, medicine, food, guns...), as did the Legion.
Vegas had gambling and protection by a robot army(the flimsiest of the bunch).
Canterburry Commons has nothing.
Gottesstrafe said:
Hargrimm said:
Who also have no means to support themselves, except that little bit of what is in the building, which couldn't last a week for all of them. So there should be nothing to loot anymore and there shouldn't be monsters at all. Since anyone squatting in there would have to move on rather quickly.
It should be empty after 200 years
[1]Why would super mutants need medicine and clean water? They're practically immune to radiation, meaning that they could probably just drink straight from ocean and suffer no ill consequences. [2]Their advanced healing factor and immunity to diseases means that they also wouldn't have a need for medical supplies, short of actually losing a limb they could probably literally sleep off any injury. Ghouls, also immune to radiation, wouldn't have to worry about water too. They might need medical supplies like regular humans, but the majority of the ones you encounter have gone feral and wouldn't have the mental facilities necessary to administer or even think of first aid. The only perishable resource super mutants, feral ghouls, and humans would probably even share would be food, and even then super mutants and ghouls have the advantage of being able to supplement that with[3] human meat without having to moralize over it or worry about cannibalism contracted illnesses.
[1] Because they get shot on sight?
[2] Where is that ever mentioned?
[3] Which would also run out very quickly, since ther isn't enough food around to support a sizable human population. Basically the problem predators have, that I mentioned in the post you quoted.
No matter how you slice it, the economy and logistics of Fallout 3 are a broken mess.
And I didn't even mention the issue of manpower in regards to the Brotherhood, the Super Mutants and the Enclave.