Three Vault Dwellers instead of One

Carib FMJ

Nuka-Cola Chaser
Don't you think sending one Vault Dweller was tempting the odds a bit. Why not send out three people. And not three because they drew straws, but because they had abilities and perhaps the Overseer and his Council felt they were not living up to Vault standards.

I mean think of it as sending out the would be trouble makers, the ones who don't exactly blend well in society.

An example...



Albert: He was very vocal and probably questioned Vault policy way too many times, maybe even advocating people to leave.

Natalia: She was sneaky, curious and probably filtched a few things. An undesireable.

Max Stone: Not to bright because of birthing accident. Big, strong, probably a bully within Vault 13.


I mean I know it would seem like tactics to start out with a squad, but three people or at least two would have been far better odds for Vault survival. True maybe most of the group is wiped out, it can also used to sink in later.

And why not? While one Player lacks one thing, another makes up for it, having a balanced dyanmic.

But this is just a thought. I sure as hell would love to see it implemented, but I know it isn't going to happen.
 
In a feat of reductio ad Baldurum, I say Fallout was thought out as a single-character RPG, not a team RPG, and this would be evil.
 
Well, no. The Overseer wanted to keep the Vault as closed up as possible. He didn't want people to go into the dangerous wastes, and sending one dweller meant that if he returned with the chip, he would probably be less of a threat to the system than if there were three dwellers.

Plus, originally, the quest wasn't thought of as very complicated, go to Vault 15, get a water chip, go back.

Lastly, there is a ghoul in the library of the followers who speaks about coming from Vault 13 as well.
 
Just a thought. I mean in all probablity, I think the Overseer could have rationalized that not many of them would come back, and why not get rid of those said persons who are a threat to the system.
 
It could have been a ploy to get rid of the trouble makers by sending them on this quest, and if they found the chip, well great. If they didn't, who cares, we have another trouble maker to send.
 
Its a game designed for single player, nuff said. You are looking into it too deeply. You could argue both cases (group vs solo) for every, fact of the matter is Fallout was designed around a single person, not a team. This also gives more freedom as you can pick and choose which options you want to follow, more character development and relation that way aswell.

Easier to relate to one character rather than a pack of three.
 
Carib FMJ said:
Just a thought. I mean in all probablity, I think the Overseer could have rationalized that not many of them would come back, and why not get rid of those said persons who are a threat to the system.
The problem is that the Overseer didn't know how bad it was outside and whether they'd come back or not. The Overseer wanted to keep everyone in the vault (in part due to power, in part due to the experiment), if too many people got sent it would not only weaken the vault, it would also pose the risk of three returning heroes, instead of just one.

Plus, he did need the water chip. Hence using it to get rid of undesirables is undesirable, mainly because the chances of them coming back would be rather slim.
 
So did the Vault Overseer know of the master plan? Sorry if this is already known, but I didn't actually know that he was in on the 'plan'.
 
the VD is 'one of many' as Sander pointed out. there is a ghoul at the Followers who had the same mission as you. he believes you two weren't the only ones either.

group em & you can loose em all at once. send em out seperately & have higher chances of success.

remember that they know nothing of the outside world...
 
The master plan I'm talking about is the one of keeping certain vaults closed for specific reasons, ie those with only men or women in them. The ones with specific flaws, and then the special case V13, which was to stay closed for test subjects.

Was the Overseer in on what the plan for his vault?

Sorry if I was unclear on that...
 
Vault Project

Actually, IIRC, Vault 13 was to stay closed for 200 years "as a study of prolonged isolation." The Enclave just used them for test subjects due to low FEV and REM counts among the population, due to their being contained. And I'm pretty sure the Overseer knew the vault was to stay closed that long, and possibly clues as to other things; I don't remember more.
 
And let's not forget Ed (the one who is dead), who was probably the first one sent to find the chip.
 
Ausir said:
And let's not forget Ed (the one who is dead), who was probably the first one sent to find the chip.
You mean the corpse that's lying right next to the entrance of the vault?
Yep, that's not very far... :roll:
 
I always figured he failed but came back with rebelious idea of moving out of the Vault and founding a town using its resources (like the GECK). The Overseer then kicked him out and left him to die.
 
Hmm, that's a nice line of thought... I always found it weird that he was dead the minute he stepped out of the Vault... either he had a heart-attack or a rat killed him or something... just doesn't sound right :P
 
There could have been someone lurking around trying to get into The Vault and Ed was just in the wrong place at the wrong time.

If he did manage to get a waterchip, how come it wasn't on his body.

Someone could have followed him into the cave and when the overseer discovered there was more than just Ed at the door he didn't let him in. Then Ed gets killed and looted.
 
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