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Mod Request: Talon Company Expanded

General mod discussion and requests.
Her Imperious Condescention
Posts: 42
Joined: Thu Apr 18, 2013 12:26 pm

The Institute backing Talon

Post by Her Imperious Condescention » Sat May 04, 2013 11:02 pm

The Institute backing Talon Company is definitely something I haven't taken into consideration; plus, it allows Talon Company to have a somewhat larger amount of Energy weapons, but not by much. This would also give them an excuse to have a couple Mister Gutsys and Sentry bots for the more dangerous of missions, like raids against Super Mutants. Good one, Jax.


QUICK EDIT: Plus, I could see them as people who think the Commonwealth the Capital Wasteland is in is rightfully theirs, so it's not much of a stretch to assume they hired Talon Company to make the place as chaotic as possible; Divide and Conquer, as they say.


"Those who don't love me do not deserve to live, it will be hell for them."

-Muammar Gaddafi



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

In all honesty, I expect that

Post by JaxFirehart » Sat May 04, 2013 11:11 pm

In all honesty, I expect that is exactly the tact that Fallout 4 will take.



Blazefan
Posts: 37
Joined: Sat Apr 27, 2013 11:24 pm

The institute backing the

Post by Blazefan » Sat May 04, 2013 11:38 pm

The institute backing the talon company would help from a lore/story point but from a gameplay stance I still think it's too much. At least that's my take on power armor. The most I would understand is the mentioned stripped down T-45s which offer a lot of DT, but with no other benefits and having a severe Agility penalty. That idea is actually kind of cool.


Ideally I just don't want too many enemies donning super armor. If anything, I feel that sometimes combat armor is underused. Combat armor, and reinforced combat armor especially is still significantly tough and will make lesser weapons almost useless. 


I am all for beefing up the talon mercs though, which is why I'm posting here. Giving a possible option to join them, giving them a bit more presence are things I'd definitely like to see. Just that power armor seems to be the "quick fix" to making NPCs tougher.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

JaxFirehart wrote:

Post by TJ » Sun May 05, 2013 6:46 am

[quote=JaxFirehart]


In all honesty, I expect that is exactly the tact that Fallout 4 will take.


[/quote]


Definitely gonna be interesting to say the least...


My project Dash is on Kickstarter!



User avatar
pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

rbroab wrote:

Post by pintocat » Sun May 05, 2013 10:34 am

[quote=rbroab]


What's next, Girdershade power armor?


[/quote]


Nicely summed up. I don't think the Brotherhood of Steel just leaves their pride and joy laying around, even a broken suit of a comrade, for any old savage to take up. IF there is a stray suit here or there, it should be like a single, badly-maintained, hand-placed suit. 


Fallout 3 felt like everyone had it... Enclave everywhere, BOS everywhere, Outcasts everywhere.


New Vegas felt like it had the right rarity to me.



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