Restarting Fallout 3...

GenocideHeart

Well-Known Member
#1
...and I decided to roleplay a Regulator. So, for starters, I should be good. Save Megaton, kill the Paradise Falls slavers, etc.

The question is: what skills would you tag? Simms (an ex Regulator) uses a Chinese Assault Rifle, while Sonora Cruz uses a 10mm handgun, so I'd guess Small Guns. Then what? Lockpick is obviously out since stealing is against the Regulators' way of life, same with Science since breaking into terminals gives bad karma.

I'm leaning towards Small Guns, Repair and one between Stealth and Speech (Regulators ARE supposed to be charismatic, judging by how everyone who isn't a criminal admires Simms).

Also, I'll wear Regulator uniforms, so my defense will be damn low, but eh.

Thoughts?
 
#3
Timewave Zero said:
QFT.

In all seriousness, I'm not sure how you planning on compensating for a lack of both Lockpicking AND Science, meaning you'll be shut out of a number of places and paths that serves only to make the game harder than it needs to be.

So, I'd say go for Science anyway as nobody said Regulators AREN'T capable of hacking into terminals, just that they tend not to.

If not, I guess "Small Guns, Repair, and Speech" would be alright.
 

GenocideHeart

Well-Known Member
#4
That Shark Which Was Jumped said:
Timewave Zero said:
QFT.

In all seriousness, I'm not sure how you planning on compensating for a lack of both Lockpicking AND Science, meaning you'll be shut out of a number of places and paths that serves only to make the game harder than it needs to be.

So, I'd say go for Science anyway as nobody said Regulators AREN'T capable of hacking into terminals, just that they tend not to.

If not, I guess "Small Guns, Repair, and Speech" would be alright.
I guess you have a good point there. Of course, I do plan to get the Comprehension perk at level 4 or 5 (depending on if I get Educated - haven't chosen my SPECIAL yet). And that helps for Science and Lockpick, though not very much... until endgame at least. With BS installed (yay GotY) level 30 is enough o max everything.

Hmmm...
 

Typhonis

Well-Known Member
#5
With lockpicking you can avoid the upper tears of mirelurks at the Anchorage memorial and hide the camrea in the lone eggg sack on the bottom level. Also there are locked ammo cans around. Just don't use it to steal from people which means you miss out on the Strength bobblehead.
 

lord geryon

Well-Known Member
#6
Let Burke kill Simms and get the key. Or, you know, just go into the house during a time when Simms is there and pick it up. Bobbleheads are not flagged as owned, so it's never stealing to pick one up.
 

GenocideHeart

Well-Known Member
#7
Typhonis said:
With lockpicking you can avoid the upper tears of mirelurks at the Anchorage memorial and hide the camrea in the lone eggg sack on the bottom level. Also there are locked ammo cans around. Just don't use it to steal from people which means you miss out on the Strength bobblehead.
Not quite. There's two ways to get in Simms's house without breaking in - the open door on the upper level and waiting when the door is green (it briefly does that when Harden's home at times).

I do miss out on several red places, though. Like the armory. But them's the break with being a lawbringer.
 

armedlord

Well-Known Member
#8
I can see Stealth as a way to roleplay yourself as some kind of Recon/Scout Regulator while of course Speech is (in roleplaying sense) for those who want to be leading squads of men or something IMO.

Course with Speech, you might as well add in Barter somehow to somewhat fit (with a perk or finding all those skill books for it) in that role even more. Charismatic people do seem to get cheaper prices because they help the people and all that I'd wager.

Then again, just getting Barter means that you could be a Merchant type Regulator. After all, they have to need someone to to their shopping for them. Find/acquire things like the energy weapons or the heavy weapons like the miniguns for Megaton, Rivet City or eventually the Citadel to buy as you stock up on the weapons that all Regulators use in your own home as some kind of Regulator base.

An alternative would be being a Regulator Medic which, of course, requires the Medicine skill.

Considering how I play, I'd of course be some kind of Regulator Medic with a bit of a tendency to chuck grenades at enemies before switching to firearms, thus I tag Medicine, Explosives and Small guns.

Kinda of off topic, but I don't really know if looting from the dead, even if they were the bad guys, is what a good person would do, but confiscating their weapons and ammo just so other bandits wouldn't take it gives a bit of leeway I suppose.

Just don't use it to steal from people which means you miss out on the Strength bobblehead.
I'm likely misunderstanding your words here, but I never needed to picklock to get the Strength Bobblehead. Just pretty much waited for Simms to leave home in the morning time to unlock the door and then you can walk in and simply take it.

Edit: Ah, ninja'd!
 

nintendokid

Well-Known Member
#9
I've always wondered why there's a 10mm anything in Fallout 3 given the available level of technology. 9mm, or far more likely, .45 seems a lot more likely.

Sorry, I'm a bit of a gun nut. :lol:
 

Nasuren

Well-Known Member
#10
I thought regulators were western sheriff/cowboy wannabes, right?

Then I can think of more than a few reasons for lockpicking, namely the best way to solve a hostage situation (and staying alive) is usually by breaking in the back door and silently taking out the crooks.

Some medicine is a good idea, as I doubt that anyone traveling on foot would go without knowlege of tending their own wounds.

As for looting corpses? Your leaving bodies to the wolves, what's the worse that can happen?
 

Nasuren

Well-Known Member
#12
You've also got to keep in mind that the law (or rather what passed for it back in the west) were often more corrupt than not, usually with the sheriff answering to the guy that helped him get his position. It's similar to the habits that police show in media like Gun.

If you never played it, you can see a similar (but more tame) addittude in Dukes of Hazard. In truth, the Regulators are more like Vigilates than the Law, meaning more leyway in making you character.
 

GenocideHeart

Well-Known Member
#13
Nasuren said:
You've also got to keep in mind that the law (or rather what passed for it back in the west) were often more corrupt than not, usually with the sheriff answering to the guy that helped him get his position. It's similar to the habits that police show in media like Gun.

If you never played it, you can see a similar (but more tame) addittude in Dukes of Hazard. In truth, the Regulators are more like Vigilates than the Law, meaning more leyway in making you character.
OK, thanks. I'll go with Small Guns, Repair and Sneak, though. I HAVE to be stealthy to avoid being capped with Regulator dusters on...
 

GenocideHeart

Well-Known Member
#14
Okay, after some experimenting, here's the final setup.

SPECIAL 5 7 6 4 6 7 5

Tagged skills Small Guns, Repair, Lockpick, with special focus on Sneak as well when leveling up

First perk taken Black Widow, will also get an Intense Training point at level 3 since there's nothing better for this build besides maybe Gun Nut. Besides, most female figures in spaghetti-western are vamps, so it fits. :snigger:

Will take Educated and Comprehension at level 4 and 5 to make up for the averagish Intelligence, will also get the INT bobblehead right away.

I've also decided to make choices based on the way I want my character to 'grow'. For instance, I'll let Burke kill Simms for story reasons more than convenience - I'm a brat fresh out of the Vault, there's no way I can beat a Wastelander's quickdraw out of nowhere logically.

I can, however, gun Burke down, and Simms dying in the line of duty gives my character motivation to pick up where he left off, even using his equipment as a sign of respect.

I'll eventually get full Chinese equipment - Zhu-Rong pistol, Xuanlong Assault Rifle and Jingwei's Shock Sword. Those will be my main equipment as a Regulator, along with Sheriff's Duster, Sheriff's Hat, Lucky Shades and Lucky 8-Ball. Companions will be Dogmeat and whoever else (probably Charon) until I can recruit Cross, at which point she'll permanently be the second companion. I'd like to get Sgt. RL-3, but as a Regulator, I'd be Good Karma, and that makes re-recruiting him past Raven Rock hard.

Thoughts, tips for future in-character perks? Maybe even equipment tweaks?
 

Nasuren

Well-Known Member
#15
Off the top of my head? Reguardless of any playthrough, pick up the Mysterious Stranger, especially with the armor you'd be carrying.
 

Mercsenary

Well-Known Member
#16
Nasuren said:
Off the top of my head? Reguardless of any playthrough, pick up the Mysterious Stranger, especially with the armor you'd be carrying.
And would be like those westerns. The mysterious stranger appears, kills, and disappears.
 

GenocideHeart

Well-Known Member
#17
Oh yeah mysterious stranger. :p

I think Educated and Comprehension are wholly unnecessary with Broken Steel installed though - 7 INT, bobblehead included, is way enough to max out every skill with just a few books as backup.

Not that Level 4 has much else of interest...
 

Mercsenary

Well-Known Member
#18
GenocideHeart said:
Oh yeah mysterious stranger. :p

I think Educated and Comprehension are wholly unnecessary with Broken Steel installed though - 7 INT, bobblehead included, is way enough to max out every skill with just a few books as backup.

Not that Level 4 has much else of interest...
That bug killer perk would be good one too. Fucking fire ants. Oh its not that they're hard to kill but being set on fire makes it hard to fucking kill them.

Fucking fire ants.
 

GenocideHeart

Well-Known Member
#19
Mercsenary said:
GenocideHeart said:
Oh yeah mysterious stranger. :p

I think Educated and Comprehension are wholly unnecessary with Broken Steel installed though - 7 INT, bobblehead included, is way enough to max out every skill with just a few books as backup.

Not that Level 4 has much else of interest...
That bug killer perk would be good one too. Fucking fire ants. Oh its not that they're hard to kill but being set on fire makes it hard to fucking kill them.

Fucking fire ants.
Well, the kid's dad did call them Fuckin' Ants.

Plus Entomologist also lets me do extra damage to those FUCKING RADSCORPIONS.

Found a fucking albino at level 4. Needless to say, it raped me.
 

lord geryon

Well-Known Member
#20
Not to mention, it will really help out with Albino Radscorpions later.

EDIT: Damn you, GH.
 

Mercsenary

Well-Known Member
#21
lord geryon said:
Not to mention, it will really help out with Albino Radscorpions later.

EDIT: Damn you, GH.
Fucking hate those things. Level 25. Found two. Ran my ass away. Thought I lost them. Ran into Enclave patrol/camp. Starting shooting me, Im shooting them. Then they started shooting behind me. Turned around.

FUCKING ALBINO RADSCROPS. RUN AWAY!
 

SEG-CISR

Well-Known Member
#22
Why are they so fast? Why did the Atom create those monstrosities?
 

Mercsenary

Well-Known Member
#23
SEG-CISR said:
Why are they so fast? Why did the Atom create those monstrosities?
GET IT OFF GET IT OFF OH GOD GET IT OFF

*Death tune plays*


FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
 

Latewave

Well-Known Member
#24
Bottlecap mines are your friends.
 

GenocideHeart

Well-Known Member
#25
Just hope you have enough.

Fun fact: there's a random encounter where a Wastelander is under attack by what normally would be four normal Radscorpions.

Under Broken Steel, each of them has a 50% chance of being an Albino.

Net result? You can conceivably run into four Albino Radscorpions right out of the Vault.

NOT FUN. Pray there are cars to blow up in the vicinity, or you are dead meat.

(Alternatively, flee for your life towards the Citadel and let the BoS fight them. They will lose, but will also distract them some.)
 
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