In my view, the key difference between Edgar and Clancy in terms of how they morally come off to readers is scale. "One death is a tragedy, a million is a statistic" means that Edgar personally, directly killing a handful of people feels like a bigger deal than Clancy impersonally, indirectly killing hundreds or thousands.
 
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In regards to Edgar I personally didn't actually have that issues with his evil actions. I just thought that it was important to call out to people that Edgar isn't always justified because that shit tends to lead to a rabbit hole that risks the thread getting locked down because people kept trying to justify more and more extreme actions.

This isn't even an exaggeration, literally just came back from another Fallout quest that was just threatened to get locked because people wouldn't stop trying to justify literal war crimes.

Anyway in regards to the difference between Edgar and Clancy I think a big thing is that people far more easily accepted that a lot of Clancy's actions weren't meant to be totally in the right since she was flat out meant to be a villain. People weren't overly defensive about Clancy as a result.
 
Department Motor Pool [Logistics, Administration]: By purchasing vehicles department employees could use, the team could greatly simplify transportation and shipping for various department assets. 0/200/400, increase Departmental Mobilization. Required for further vehicular development such as DoP Garages. Cost 1 Funding to complete each rank.

ACME Construction Catelogue [Construction, Personel, Robotics]: Sigh. ACME. As much as you detested them, they were the only real option for advanced construction technology, including the ALL-N1, Labourtron, and various useful Pip-Peripherals and architecture software. If you were willing to shell out money, you might be able to upgrade your construction division's efficiency considerably. 0/200, gain +2 to [Construction] projects. Cost 1 Funding.
Why do these have the same die cost as far more labor consuming projects ? As far as I can see they consist of purchasing a bunch of stuff, something that shouldn't involve the same amount of labor as building a giant broadcast tower or a huge power peanut plantation.

It doesn't really make sense from a narrative point of view.
 
Why do these have the same die cost as far more labor consuming projects ? As far as I can see they consist of purchasing a bunch of stuff, something that shouldn't involve the same amount of labor as building a giant broadcast tower or a huge power peanut plantation.

It doesn't really make sense from a narrative point of view.

The automotive industry has mostly collapsed and as a result its actually kind of hard to find vehicles that suit your organizations usecase. Beyond that you also need to hire mechanics, you need one garage, you need to source the energy the cars are going to use, you probably need a place to store vehicles not in use, etc.

There are different factors for the construction catalogue but they're in the same genre of obstacle.
 
Alrighty, the update is finished. Gonna have it posted probably friday-ish: barring that, it'll be monday, since my family have invited me boating. In the meantime, I'll be holding an extra long series of semi-themed QnAs. For todays theme: the Night Job. Any particular query you have about RADICAL and the villainous aspect of Edgar's projects, nows the time to ask em!
 
Semi related but would we have gotten characters like Joe and General Frayn to become members of NEXT if we had done their requests in the first quest like what we did with Dr Feelgood?
 
What kind of projects can we do with the Apes/cloning labs in regards to the night job? I remember it being said that picking the Gorilla option for the wrath break would have given us an option for that kind of thing early but we didn't get any details beyond that.

Also did picking up the secret lair unlock unique stuff in regards to that?
 
what are the weaponised toys going to look like ?

Varies. I've alluded to most of them: some of them are less weapons, more 'the teenage skate punks now have turboboards!' some are super cartoony and stylized looking toy robots, you have toy ray-guns that can be turned into real stun-guns. Of course, there are going to be research options to help develop more, like Mr. Teddy Search And Kill, or explosive gum, or the gigagardener kit.

Semi related but would we have gotten characters like Joe and General Frayn to become members of NEXT if we had done their requests in the first quest like what we did with Dr Feelgood?

Yeah, as you completed their quests they would have grown more and more dissillusioned by the state of FUSA.

Can we still do the vampire minions even if it didn't win.

No. Schemes do not repeat: there'll be more minion enhancement schemes, there'll be more options to do vampire stuff, there will not be oppurtunities to do vampire minions.

What kind of projects can we do with the Apes/cloning labs in regards to the night job? I remember it being said that picking the Gorilla option for the wrath break would have given us an option for that kind of thing early but we didn't get any details beyond that.

Also did picking up the secret lair unlock unique stuff in regards to that?

Without additional investment into certain projects like bio-optimizer its actually pretty hard to benefit from gorillas. Had you taken the original option however you would have had militant cadres of gorilla guerrilas prowling the swamp and using advanced tactics to hijack ACME related vehicles and cargo.

In the same way you had Teletrons as a potential follow-up to hypnotic reels, if you had went for ape minions first you would have had at least one scheme presented as a follow-up. It could have been doing elephants to unlock war elephants, it could have theoretically been using bio-optimizer to create a planet of the apes serum, it could have been create an ape city community card: largely it depends on what projects you pursued.

Theoretically, a few of these are still on the table, since they haven't been offered yet. If you want to create gorillatropolis, that's still in the cards.
 
Considering how useful bio-optimizer was stated to be and all the interesting projects it seems to have we might want to invest into that soon.
 
I approve of Mr. Teddy Search And Kill.

I had a stuffed Teddy as a kid, still have him in a box, would have liked to have him protect me more as a child from some nasty adults in my life.
 
Considering how useful bio-optimizer was stated to be and all the interesting projects it seems to have we might want to invest into that soon.

It gates a lot of biotech research options: some of them don't need it specifically (atomianimals could be simulated with a clone lab, some educational investments and a garden of eden club tossed in the same community, and the Daisy genetics research lab could probably work as a stand in) but its highly multipurpose enough to serve as a basis for several other genetics related projects.
 
How do RADICAL stats interact with the Louisiana wasteland? Are they the equivalent of region wide stats?

Much like other stats, they're a general measure of the effect you've had over an organization/community.


Interesting. If Warney became NEXT Sub-Director Candyman/Dr Feelgood what would have been the titles for the others?

Never figured that out, but tbh I imagine that Frayn's would have been something like 'General Disorder' or something corny while Joe's would have probably been Destro inspired.


How similar is the bio optimizer to FEV? It sounds like on some level they're intended for similar purposes

Pretty different. Both are mutagens, but FEV is a lot more unstable about what it does: you might get super mutants, but you're also liable to get various horrors like centaurs or floaters. BioOptimizer is less flashy but it's stable, reliable, and pretty much always helpful to whoever takes it.

In other words, one is the product of a bioweapons research program, the other is the end result of a medical research program.


The Bio-Optmizer is possible what the Pan Immunity Virion Project was meanto to be. However sometime by 2075 the whole project was abandoned in favour of FEV.

Not quite: PIV was meant to treat diseases like the new plague, bio-optimizer is intended to repair genetic disorders like cancer. Similar conceptually but different goals.
 
What do we need to research for Nanomachines Son to be a Tag in this thread?
 
Alrighty, the planning update is done: I'm going to try and get it edited and posted today after the results, which is probably happening in the next few hours. In the meantime, I'll be continuing the QnA, but for todays theme, I want to hear from prospective plan-makers to be, either current or those interested, who are looking for information that will help them either refine their plans, create their plans, help inspire their plans, or simple clarification they feel would be relevant to know in general.

Just keep in mind I will not answer any question that amounts to "should we do X?" or "is doing Y a good idea". I'm not looking to supplant critical thinking here.
 
What's the effect of faction penetration? If we were to boost Workers of Louisiana enough would they be able to build their own infrastructure?
 
What's the effect of faction penetration? If we were to boost Workers of Louisiana enough would they be able to build their own infrastructure?

It's mostly just a measure of influence. As for infrastructure, ehhhhhhh.

The ultimate core of what your question implies is more or less "can we delegate infrastructure to these people" and the answer is no, no you cannot for the simple reason that it would be a ton of additional work for me: as QM there is only so much I can simulate without burning myself out. The ticker system, faction cards, and the currently not yet unveiled hero unit system is about the limits of what I'm willing to do with NPC's: giving them player levels of productivity and expanded ability to develop infrastructure independently would require much more time writing, rolling, and planning every turn, for a result I ultimately wouldn't find very fun. Beyond that, one of the chief reasons part 1 died was because the amount of things players were able to accomplish got too big for me to reasonably write out in a timeframe shorter than months: its why you have the national convention to help reduce the amount of dice you can spend and keep it manageable. It's an affordance for me specifically, the QM, so I don't get sick of writing this quest. Letting an NPC faction pick up the slack to the degree you're probably hoping for would introduce more or less the same problem.

Basically, keep your expectations realistic. Don't expect to see NPC's do more than one or two things a turn outside the ticker, and don't expect them to significantly lighten your workload or free up resources.
 
It's mostly just a measure of influence. As for infrastructure, ehhhhhhh.

The ultimate core of what your question implies is more or less "can we delegate infrastructure to these people" and the answer is no, no you cannot for the simple reason that it would be a ton of additional work for me: as QM there is only so much I can simulate without burning myself out. The ticker system, faction cards, and the currently not yet unveiled hero unit system is about the limits of what I'm willing to do with NPC's: giving them player levels of productivity and expanded ability to develop infrastructure independently would require much more time writing, rolling, and planning every turn, for a result I ultimately wouldn't find very fun. Beyond that, one of the chief reasons part 1 died was because the amount of things players were able to accomplish got too big for me to reasonably write out in a timeframe shorter than months: its why you have the national convention to help reduce the amount of dice you can spend and keep it manageable. It's an affordance for me specifically, the QM, so I don't get sick of writing this quest. Letting an NPC faction pick up the slack to the degree you're probably hoping for would introduce more or less the same problem.

Basically, keep your expectations realistic. Don't expect to see NPC's do more than one or two things a turn outside the ticker, and don't expect them to significantly lighten your workload or free up resources.
Ah sounds good! Also do we currently have any paths to opening up bunker construction, land-grab for example?
 
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