Fallout: new california beta 231

Прокачка

Что также не мало важно, теперь все очки системы S.P.E.C.I.A.L. — это не просто различный набор цифр, улучшающий какие-то характеристики персонажа

Теперь от количества очков зависят некоторые диалоги, каждый параметр открывает возможность ответа в разговоре: именно так все было в старых частях, New Vegas — даже в третьем Fallout данная система хоть как-то работала. Но в четвертом все свелось к возможности пошутить или переубедить кого-нибудь пару раз за игру.

Например, героя с высоким интеллектом не получится обмануть. Прокачали восприятие? Будете подмечать некоторые мелочи в диалогах. Если же вы предпочитаете силовой подход, то сможете запугивать оппонентов.

Перечислить все подобные ситуации в обзоре на Fallout New California невозможно, да и зачем? От вашего билда будет зависеть и стиль прохождения, и варианты решения возникающих проблем. И все это вам предстоит выяснить самостоятельно. Это ли не главное?

Cajon Pass individual locations

  • Altar of the Ghost
  • Anti-missile radar site A
  • Athens Highway

    • Athens Highway marker
    • I-15 — I-138 Black Bear junction
  • Arclight Factory
  • Arroyo

    • Arroyo — Big Mouth
    • Arroyo — dry river
    • Arroyo — raider patrols
    • Arroyo — Serpent’s Maw
    • Arroyo — Snake Bite Gulch
    • Fire Worshiper camp — sand bar
    • South arroyo
    • South wash canyon rockslide
  • Barstow
  • Barstow Mining Co.
  • Beggar’s Canyon

    Beggar’s Canyon campsite

  • Black Bear National Forest

    Fork’s cabin

  • Buried church
  • Cajon Bluff
  • Cajon Playa

    • Cajon Playa — North
    • Cajon Playa — South
  • Convenience store
  • Drake’s bridge
  • Drake’s Canyon
  • Drop Zone One
  • Drop Zone Two
  • Drop Zone Three
  • Drop Zone Four
  • Drop Zone Five
  • Euripides Power Relay Station
  • Fort Daggerpoint

    • Army admissions shipping office
    • Daggerpoint bomb crater
    • Daggerpoint cave
    • Daggerpoint main gate
    • Fort Daggerpoint airstrip
    • Fort Daggerpoint barracks
    • Military training camp
    • Old train tunnel shelter
  • Highway 173
  • Highway 189
  • Highway 330
  • Interstate 138 (I-138)

    • I-138 — I-15 beltway
    • I-138 sign
  • Interstate 15 (I-15)

    • I-138 — I-15 beltway
    • I-15 Cajon Pass bridge
    • I-15 — I-138 Black Bear junction
    • I-15 North
    • I-15 North bridge to Hesperia
    • I-15 North sign
    • I-15 on ramp to north bridge
    • I-15 radioactive crater
  • Interstate 18 (I-18)

    • I-15 — I-138 Black Bear junction
    • I-18 forest fork

      Fork’s cabin

    • I-18 merger
  • The Junction
  • Mormon Rocks
  • Nadesco trench
  • Odyssey

    • Castellanos’ shack
    • Decrepit «home»
    • Doc Isaak’s clinic
    • Gaff’s shack
    • Mayor McHenry’s shack
    • Odyssey armory
    • Odyssey common house
    • Odyssey gas station
    • Outhouse
    • Sewage tunnels
  • Onyx Point

    • Old Scout hideout
    • Vault 18

      • Coach Bragg’s Office
      • Vault 18 Atrium
      • Vault 18 Gymnasium and Arena
      • Vault 18 Hydroponics Lab
      • Vault 18 Lower Apartments
      • Vault 18 Reactors
      • Vault 18 Upper Apartments
      • Vault 18 Upper Level
  • Ooaxaca
  • Pinehaven

    • Barracks
    • Pinehaven trailers
    • Black Bear Lodge
    • Jack’s Gas Station
    • JCDenton Industries Road
    • Old trailer
    • Pinehaven hideout
    • Pinehaven Hospital
    • Pinehaven tunnel
  • Radar Point
  • Rice Army Airfield
  • Rockwell tunnel
  • Shower’s Box Canyon
  • South dunes
  • Triton’s Rest
  • Uncle Fig’s Scrapyard

    • Bunker
    • Vance family home
  • Wilderness cave
  • Wrecked sand crawler
  • Xiabula

Background

For detailed information on the New California Republic in the Fallout series, please see the New California Republic page on Nukapedia.

By , the New California Republic has grown to incorporate much of northern California as well as regions of northwestern Nevada and southern Oregon, including the major settlements of New Reno, Vault City, and San Francisco. According to the official census, its population has grown to exceed one million people, and major efforts to restore or expand pre-War infrastructure have led to much of the nation having functional electricity, abundant food and water, and even access to communication systems such as radio, television, and even the Internet. Under President Wendell Peterson, NCR explorations have increased greatly while eyeing the Mojave Wasteland for future expansion, particularly the legendary Hoover Dam and the ruins of Las Vegas. However, not all is well in the Republic. Internal corruption and bureaucratic inefficiency are rampant, with the Bishop Family essentially running Congress, while over-expansion, inflation, and costly public programs have strained the California economy. Wars with the Enclave and Brotherhood of Steel have left thousands dead, infrastructure in the Boneyard and San Francisco in ruins, and the treasury drained. To survive, NCR needs to expand, acquire new resources and recruit new taxpayers from wasteland and tribal communities. However, one last thorn stands in their way of uniting all of California — The Pass.

Despite practically lying in the heartland of NCR, between the Hub and Angel’s Boneyard, the Cajon Pass has been dominated by the entrenched Survivalists since the days of the Great War. The NCR attempted to civilize the Pass roughly around 2240, breaking a tenuous peace with Maxson’s Survivalists and invading Union City in the Battle of Union City. A young Juan Maxson-Elsdragon led NCR troops into a devious trap, killing nearly a hundred troopers and thirty-eight NCR civilians by igniting the City’s explosive fields of GMO corn. The NCR took Union City, but a great cost, and remained in a series of perpetual skirmishes with the raiders until 2253, when an official ceasefire between the two was signed, and the Survivalists were officially recognized as a foreign power. However, tensions remain high between the two, and have continued to grow as Elsdragon absorbs more groups displaced by NCR expansion into his ranks.

NCR relations with native tribals and the dwellers of Vault 18 has been strained at best. While the NCR traded peacefully with the Exodite Tribes during Tandi’s administration, and NCR troopers and the Wasteland Scouts have long fought common enemies, subsequent years have seen the NCR aggressively attempt to assimilate the tribes as taxpayers, with little success. Aggressive NCR expansion and their treatment of their Exodite cousins led the Wasteland Scouts into eventual conflict with NCR-employed mercenaries, resulting in the NCR branding Vault 18 as government property and the Scouts as fugitives. Despite this status, many citizens still fondly regard the Scouts as a force for good in New California, and stories and comics about their adventures are widespread across the republic.

As of 2260, the NCR’s greatest enemy for control of the Pass is the Raider Alliance, born out of a union between the Survivalists and various other groups forced out of NCR territory — raiders, tribals, freedom fighters, and outcasts — whose militarized presence blocks travel along the I-15, leaving an anarchistic hole in the middle of NCR trade and supply lines. The violent, erratic leadership of Juan Maxson-Elsdragon has only strained tensions further, as he continues to call out to the disaffected promising a haven free of NCR taxes and laws, while also seeking to elevate to open hostilities against the republic. Meanwhile, NCR interests in the region are split — the NCR Army, under General William Silverman, seeks to take the fight to the Alliance and bring order to the Pass once and for all. This complicates things for Congress, as Bishop interests seek to preserve the Pass as their own legal black hole, while the prospect of yet another costly war is unpopular to citizens and constituents. So NCR forces remain holed up in Union City, unable to engage in open warfare with Elsdragon, while little to no support comes from the rest of the Republic.

Armor

Light armor

Name DT DR Value Weight Notes Form ID
Armored Vault 18 jumpsuit 9 180 15 Guns +5, Energy Weapons +5
Black Vulture armor 5 6 2
Chainmail 2 6 1
Elsdragon’s armor 6 150 15
Hassan’s Black Vulture armor 5 6 2
Shi warrior armor 5 200 15 Blue variant, Guns +5
Shi warrior armor 5 200 15 Red variant, Guns +5
Survivalist explorer armor 5 120 9 AGL +1, Survival +5
Survivalist soldier armor 7 240 16 Crit chance +1, Guns +3, Survival +5
Vault «Patriot» uniform 6 8 3 Enclave variant, Energy Weapons +5
Vault «Patriot» uniform 6 125 10 Vault variant, Energy Weapons +5
Vault «Patriot» uniform 6 8 3 Used by Dakota Ferron, Energy Weapons +5
Vault 18 Security armor 12 70 15
Vault Ball gear 5 18 200 15 Guns +5
Vault-Tec Vault Ball gear 5 18 200 15 Guns +5

Medium armor

Name DT DR Value Weight Notes Form ID
Armageddon light guard 13 1800 21
California Tribe armor 6 160 15
Drifter’s outfit 10 1500 14
Hazmat suit 15 1500 21 Radiation resistance +30
Heavy vault jumpsuit 6 4 6 2
Legion centurion armor 8 800 35
Legion tribe armor 8 800 35
NCR fatigues 10 300 26 Brown variant
NCR fatigues 10 300 26 Brown variant, bandoleer
NCR fatigues 10 300 26 Brown variant, headwrap
NCR fatigues 10 300 26 Grey variant
NCR fatigues 10 300 26 Grey variant, bandoleer
NCR fatigues 10 300 26 Grey variant, headwrap
NCR Ranger patrol armor 15 390 25 Has backpack
Nos’s raid boss armor 10 5 70 16 Melee Weapons +2, Guns +2
Raider disguise 10 180 15 Allows the Star Player to disguise as a Raider to enter Athens-Tec Mine.
Stealth armor 12 500 20 Used By Jenn Hail in the Mojave Wasteland, Sneak +5
Survivalist ranger armor 10 200 18 Unarmed +2, Guns +2, Survival +5
Vault 18 Security armor 12 70 15
Vault Viking plate armor 10 1200 15 Blue variant
Vault Viking plate armor 10 1200 15 Brown variant

Heavy armor

Name DT Value Weight Notes Form ID
Armageddon heavy guard 17 1800 21
Contractor armor Mk. III 15 1500 18
Desert Ranger combat armor 20 7500 30
Johnny «The Bull» Matheson’s gear 17 8000 25
Rave Michaels’ armor 12 1100 30 AGL -1

Power Armor

Name DT Value Weight Notes Form ID
Advanced BOS power armor 25 5200 40
T-49XV (P) power armor 33 4500 45
T-51b power armor 25 5200 40

Shields

Name DT Value Weight Notes Form ID
Alto sign shield 6 180 15
Blade shield 10 180 25
Buckler shield 10 180 25
Hubcap buckler shield 10 180 25
Sewer shield 15 180 55
Shelter sign shield 6 180 15
Stop sign shield 6 180 15
Toxic shield 6 180 15
Vault-Tec riot shield 10 180 25
Vault 37 shield 10 180 25 Bare variant
Vault 37 shield 10 180 25 Blue variant
Walkway shield 6 180 15

Melee

Bladed

Name Damage DPS Weight Value Melee Strength Base ID
Axe 55 82 8 2500 75 5
Ceremonial tribal axe 55 86 8 2500 75 5
Black rusted katana 55 164 2 50 25 3
Rusted leather-wrapped katana 55 164 2 50 25 3
Kieva’s katana 65 194 2 500 25 3
White rusted katana 55 164 2 50 25 3
Machete 28 83 2 1000 25 4
Shen’s miaodao 75 346 1 500 75 5
Shi warrior sword 35 80 3 500
Tribal axe 55 86 8 2500 75 5
Tribal double-headed axe 55 86 8 2500 75 5
Tribal heavy spear 200 0.5 25 25 1
Chopped Hog 14 54 2 800 2
Dragon’s tongue machete 30 89 3 1000 25 3
Figaro! brand fire axe 35 66 8 3200 75 5
Vault 37 Dane axe 55 82 8 2500 75 5
Vault 37 hand axe 16 40 2.0 75 25 2

Blunt

Name Damage DPS Weight Value Melee Strength Base ID
Bone Crusher 20 46 5 150 25 3
Highwayman’s Friend 10 23 5 75
Laid Pipe 25 63 3 75 50 5
Linda 20 32 10 1000 8
The Plummer 26 71 3 350 50 5
Spanner 15 34 2 70

Thrown

Name Damage DPS Weight Value Melee Strength Base ID
Vault ball 1 1499 0.5 150 25 2
Bronze spear 125 119 0.5 25 25 1
Transcriber’s throwing spear 50 75 0.5 50 25 1
Tribal bronze spear 150 135 0.5 25 25 1

Interactions with the player character

A More Perfect Union and Join The War Machine

Kieva will be first encountered at Euripides Power Relay Station, holding out against an assault by the Infected Savages. Regardless of whether the player or NCR or Raider Alliance-aligned, she will urge them to aid her against the attack.

After the attack has been repelled, the player can ask about her sword and will be given a Rusty Black Katana by her. If the player character has been sent by Paul DuVille or simply wishes to overthrow Elsdragon, she can be asked to aid them, and if successfully convinced grants the player character the Revanchist Perk. If the player character is NCR-aligned, she will demand they bring her an NCR officer to trade to Elsdragon for her daughter. After the player character has convinced Less Jameson or Kerry Vargas to go as her hostage, she will return to Athens-Tec Mine.

Society

The Athens-Tec Survivalist Raiders are one of the most well armed and equipped factions in the entire Core Region, able to match the New California Republic in terms of arms and armor and overwhelm more advanced groups such as the Enclave through tactics and numbers.

Unlike the tribal and raider subjects/slaves that make up the other tribes of the Alliance, the Survivalists fully embrace the weaponry and tactics of their paramilitary ancestors, utilizing an organized command structure loosely based on the pre-War United States Armed Forces and commonly utilizing high-grade firearms and explosives. They prefer paramilitary clothing and salvaged pre-War combat armor and (extremely rarely) power armor. The Survivalists fully utilize complex tactics, defending their territory with entrenched positions and bunkers within line-of-sight of one another and more simple forms of communication, while supporting both their offensive and defensive operations with mortar and artillery barrages. Much like the NCR, they utilize a small number of restored pre-war vehicles, and, following their betrayal and destruction of Enclave Squad Leonidas, the small fleet of Vertibirds the Enclave possessed as air support.

The Survivalists support their forces with a relatively complex slave-based infrastructure, mining and selling uranium and gold mined in Athens-Tec to less savory elements within New California. They have managed to restore much of Athens-Tec to working order, and possess a rudimentary power grid as well as fresh water pumped from Big Bear Lake. Their food is provided by slave laborers growing food and other crops.

Interactions with the player character

Fallout: New California

ALPHA is the most powerful companion in New California, with the highest armor and health stats among all of them. This makes him a tank capable of making up for a Science-oriented character’s likely lack of other skills, like Speech and combat abilities. ALPHA is only able to speak in binary, but this has no effect on regular companion control and can seemingly be perfectly understood by the Nerd Star Player.

Quests

Wait, We Have Robots?/A Roboto Mori: ALPHA can be rebooted by hacking the droid forcefield terminal with 75 Science and passing the «Cybershock Alpha» text adventure game before ending the Prequel. It can then be obtained from the Robotics Lab while escaping the vault during Live Free or Die or Failure Means Death.

Other interactions

  • If one was captured by the Raider Alliance and had ALPHA as a follower, he will be found once again broken in the Temple to the Thundergods. He must be repaired with a minimum of 60 Repair, 80 Science, 2 scrap electronics, and 3 scrap metal in order to be restored as a companion. He can then be taken as a continued companion regardless of which questline is followed.
  • If ALPHA is in the player’s party, special dialogue options given by ALPHA’s companion perk ALPHA Strike are available with certain characters, allowing ALPHA to instantly kill the speaking target for them, with the caveat of immediately initiating combat with whatever enemies remain. These targets include Vayger and Mandrake; for a full list of targets and conditions, see the perk page.
  • Several unique weapons, though usable by the player character, are intended for usage by ALPHA due to their heavy weight and/or other effects. These are the ALPHA turbo laser, the 88mm KwK 36 L/56, and the 40 MM anti aircraft cannon — the former two of which ALPHA already carries ammo for in his inventory; for the Turbo Laser, he carries 100 companion-only electron charge packs as well.
  • If dismissed, ALPHA will return to Black Bear Lodge.

Fallout: New Vegas

If ALPHA was brought as a companion to the final battle at Fort Daggerpoint, and the player chose to carry over into New Vegas, ALPHA can then be found among the junk piles at the Gibson scrap yard, but must be purchased from Old Lady Gibson (by buying the misc item «Robot ALPHA — scrapped») before it can be repaired. Once it is bought, the player character will need a minimum of 80 Repair, 100 Science, 2 scrap electronics, and 3 scrap metal in order to get ALPHA working again.

Once repaired, he will function as a companion, identically to how it did in New California. If dismissed, it will return to the Gibson scrap yard unless a different location is set as its «home» point.

Unused Apparel

Cut Armor

Name DT Value Weight Notes Form ID
Advanced BOS Tesla armor 25 5200 40
Armageddon light guard helmet 3 800 4
Black lace casualwear 28 2
Bloody lab uniform 6 2
Brotherhood T-51b power armor 25 5200 40
Clear Sky armor V.2 20 1500 10
Mechwarrior neural suit 500 15
Merc maiden outfit 50 8
Merc maternity outfit 6 1
Mexican gunslinger outfit 2 6 2
Old cowboy outlaw 1 8 1
Prisoner garb 6 1
Ranger hat 50 3
Scientist outfit 8 2
Scout hat 50 3
Sexy business suit 8 1
Sharl’s power armor 26 6500 45
T-49XV power helmet 8 1300 5
T-49XV Tesla helmet 6 1300 5
T-51b power helmet 6 2000 4
Vault «Patriot» officer’s uniform 6 125 10 Energy Weapons +5
Water pouch backpack 100

Кто есть в игре?

Всего в игре восемь компаньонов: шесть людей и два робота. Почти все доступны как на пути ученого, так и на пути воина, если не указано иное.

  • A L P H A — мощный дроид, доступный только Ученому. Самый мощный компаньон по броне и HP.
  • B-6-RK — робо-пес, который раньше принадлежал Доктору Киото. Заполучить на Пути Воина может быть трудно.
  • Бен Куртц — артистичный житель Убежища 18, который отринул полное жестокости прошлое племенного воина. Получить этого парня в напарники в Fallout New California легко — не обижайте его, говорите вежливо, поинтересуйтесь его творчеством.
  • Эрик Кэмпбел — молодым разведчик Пустоши, который вовлечен в отношения со своей сестрой.
  • Джейми Кэмпбел — молодая и имеющая тягу к механике девушка-игрок в Vault-Ball.
  • Дженифер Хэйл — стеснительная дочь легендарного разведчика, которая хороша в стелсе и воровстве.
  • Джонни Мэтисон — агрессивный и туповатый игрок в Vault-Ball, который сидит на препаратах. Доступен на ранней стадии Пути Воина. Ученый может взять в напарники чуть позже.
  • Кира Манн — одаренная девушка-инженер, одержимая спасением потерянных родителей.

Также существует множество временных компаньонов Fallout New California. Они присоединяются во время определенных квестов. Задержать их подольше не получится.

Other

Clothes

Name DT Value Weight Notes Form ID
All-nighter nightwear 200 1
Black suit 1 6 2
California Tribe garb 6 5 Variant One
California Tribe garb 6 5 Variant Two
Castellanos’s suit 5 6 1
Drifter outfit 6 1
Gaff’s bondage outfit 390 2
Gaff’s lingerie 200 1
General Silverman’s uniform 1
Gretchen’s lab coat 150 1
Hawaiian shirt 8 2
Infected tribal garb 6 5
Isaak’s lab coat 8 2
Mayor McHenry’s suit 1 6 1
Miguel’s outfit 3 50 8
Molly’s outfit 6 2
Old loungewear 2 180 1.5
Old wedding dress 120 1
Pre-War spring outfit 8 2
Rosa’s outfit 2 180 1.5
Settler outfit 6 2
Shirtless vault exile 6 3 Vault exile, harness
Stunning Steven Bowie’s suit 625 2
Vault 18 jumpsuit 6 1
Vault 18 utility jumpsuit 10 1
Vault exile, shirtless 3 6 2 Vault exile, no harness
Vault lab uniform 6 2 Science +5
Vault ranger 6 2 Default variant
Vault ranger with gear 6 2 Gear variant
Vault ranger, air conditioned 6 2 Bare variant
Vault refugee highwaters 6 2 Default variant
Vault refugee highwaters, accessorized 6 2 Accessorized variant
Western trader outfit 4 1000 6 Barter +5, Displays as male body only

Backpacks

Name Value Effects Form ID
Basic backpack 100
  • Carry Weight + 25
  • Agility — 1
  • Action Points — 15
Drifter’s backpack 100
  • Carry Weight + 35
  • Agility — 1
  • Action Points — 15
  • Barter + 15
  • Sneak — 35
Explorer’s backpack 100
  • Carry Weight + 15
  • Agility — 1
  • Action Points — 15
  • Guns + 15
Lone scavenger backpack 100
  • Carry Weight + 15
  • Agility — 1
  • Action Points — 15
  • Survival + 15
Medical backpack 100
  • Carry Weight + 15
  • Agility — 1
  • Action Points — 15
  • Medicine + 15
Miner’s backpack 100
  • Carry Weight + 15
  • Agility — 1
  • Action Points — 15
  • Survival + 15
Modder’s backpack 100
  • Carry Weight + 15
  • Agility — 1
  • Action Points — 15
  • Repair + 10
Willhaven backpack — nomad 100
  • Carry Weight + 75
  • Barter + 10

Accessories

Name Value Weight Form ID
Armwrap, right 100 0.1
Brahmin-skull pendant 100 0.1
Dogtags 100 0.1
Gear pendant 100 0.1
Guitar pendant 100 0.1
Key pendant 100 0.1
Leather strap, left 100 0.1
Neckerchief 6 1
Orrika’s slave collar 50 5
Rucksack 6 3
Skull pendant 100 0.1
Watch, left 100 0.1

Guns

Rifles

Name Damage DPS Ammo Weight Value Guns Strength Base ID
Lee Enfield 3 52 49 .308 6 2200 50 6
Old Glory 120 53 .50 MG 20 5600 100 8
Swift and Silent 50 96 .308 8 5000 75 6
Wasteland Scout rifle 26 24 .308 6 4400 40 5

Pistols

Name Damage DPS Ammo Weight Value Guns Strength Base ID
Star 30 82 .357 Magnum round 5 1500 50 5
Backup Gun 40 109 12.7mm round 3.5 4000 75 7
Colt N99 10mm pistol 22 60 10mm round 3 750 25 4
Fake ‘DEagal’ 30 82 10mm round 3 750 25 4
Wasteland Scout pistol 8 24 9mm round 1.5 200 2

Heavy Weapons

Name Damage DPS Ammo Weight Value Guns Strength Base ID
AG8 Reaper Vengeance 25 2400 5mm round 35 8500 100 10
Fong’s minigun 20 1600 5mm round 25 5500 100 10

History

Prior to the Great War, Athens-Tec Mine was a private mining corporation in California, mining uranium and gold from the San Bernardino Mountains. Athens-Tec so dominated the local economy that it bought up all properties in the Cajon Pass to house its workers, among whom included right-wing militiamen and doomsday «preppers» as well as several undocumented Mexican immigrant families. When the War hit, these groups put aside whatever animosity they held and hid in the deeper reaches of the mine, surviving the obliteration of the surface and founding a tenuous society based out of the mines.

Over the decades, the survivalist mentality of the Athens-Tec dwellers melted into the other ideologies, resulting in the Survivalists becoming a highly militarized, insular, and xenophobic society who saw all outsiders as resources or threats. Armed with massive stashes of Pre-War armaments and military training, they would quickly dominate the various raider groups, tribes and settlements of the Pass, forming a totalitarian society based on slave labor to operate the Athens-Tec Mine. Despite being wildly outnumbered by rising societies such as the New California Republic, their entrenched position, military strength, and valuable resources ensured the Survivalists remained independent even as the NCR came to completely surround them. Aiding in their independence would be the New Reno Mob families — namely the Bishops — who traded with the Survivalists for their gold and uranium and saw the Pass as a valuable legal black hole for their operations. Their control over much of the NCR, including the NCR Congress, ensured that no action would be taken against the Survivalists despite their transgressions.

Напарники

Также не стоит забывать про компаньонов. Каждый из них имеет свою историю, которую придется раскрыть: некоторые спутники просят помощи в определенные моменты. Выполнив их квесты, можно узнать предысторию напарника, его отношение к миру и фракциям.

Взять к примеру, напарника Бэна Куртца, который кровью убитых противников наносит узоры на свою броню. Он ненавидит бюрократов НКР. Люто ненавидит. Если вы будете гулять по республиканскому лагерю, то он постоянно будет предлагать вам подсыпать яд рад-скорпиона жителям в еду, или же дождаться, когда все солдаты пойдут спать, и перерезать им горло. Или взять умного супермутанта, который любит философствовать о смысле жизни. Послушаете его чуток и поймете, что он мечтает превратить все человечество в себе подобных. Такую детальную проработку можно наблюдать не только в напарниках, но и в сюжетных персонажах в целом.

Тропы и штампы, связанные с НКР[править]

  • Генерал Горлов/Генерал Потрошиллинг/Неопытный генерал — о генерале НКР Ли Оливере говорят разное, а истина — где-то посередине.
  • Из криминала в армию/Из силовиков в бандиты — среди уроженцев или солдат НКР имеются оба варианта.
  • Клингонское повышение — капитан Рональд Кёртис получил свои звание и должность начальника разведслужбы НКР после гибели предыдущего.
  • Крутой в пальто

    А Улисс ходит в шикарном пыльнике с гербом и без рукавов, и вам такой же даёт.

     — рейнджеры-ветераны НКР. И сам Курьер, в их броне или её вариантах.

  • Республиканская Империя.
  • Серо-серая мораль — конфликт между НКР и Городом Убежища. Обе стороны изображаются цивилизованными и мирными, но первые ведут агрессивную политику экспансии, а вторые — ксенофобы, ходящие на грани фашизма.
  • Шлем — это не круто — рейнджеры НКР носят неплохую броню, но шлему предпочитают крутую шляпу.
    • Впрочем, это что касается обыкновенных рейнджеров-патрульных и постовых. Элитные ветераны таки носят шлем, да такой крутой, прочный и стильный, что может уделать даже шлемы от Т-45d и T-51b.
    • Снайперы 1-го разведбатальона вместо шлемов носят красные береты, а у офицеров береты зелёные. Впрочем, пехотный шлем НКР защищает разве что от жары, а вот берет 1-го разведбата по своим свойствам является одним из лучших головных уборов в игре, так что ничего непрактичного в замене его на берет нет.
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