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Fallout: New Vegas/Tropes A to L: Difference between revisions

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(Rescuing 1 sources and tagging 0 as dead.) #IABot (v2.0.8)
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* [[Gambit Pileup]]: The NCR, Caesar's Legion and Mr. House are competing in a high-stakes tournament with New Vegas as the prize, and they're all trying to stack the deck in their favor... and you're the [[Wild Card]]. {{spoiler|You can even [[Chronic Backstabbing Disorder|take advantage]] of the fact that everyone's plans rely on you for success to set ''yourself'' up to steal the whole pot}}.
** To elaborate: the core conflict is NCR and the Legion both fighting for control of the Dam and New Vegas. Beyond this basic plot, {{spoiler|House has an army of robots waiting to swoop in and steal the land literally right from under the Legion. The NCR and Legion both know this, and potentially have him assassinated. On top of that, Benny is planning to take over New Vegas by overthrowing House, as are the Omertas, except they plan on allying with the Legion first. You, the Courier, can at the same time also be planning to take over New Vegas by overthrowing House and stealing his army with the help of Yes Man, while either aiding or foiling the Omertas. Then the DLC just adds more gambits; Father Elijah of ''Dead Money'' manipulates the Think Tank, Courier, Dean Domino and Dog/God into helping him obtain experimental pre-war technology in his attempt to conquer the Mojave by [[Kill'Em All|killing most of post-apocalyptic America's remaining population]], and can potentially succeed in bringing what's left of the world under his control (though unlike other options, this gives a [[Nonstandard Game Over]]). The Think Tank of ''Old World Blues'' manipulates the Courier and Mobius in hopes that they'll be able to break out of Big MT and cause trouble in the Mojave. And on top of all of this, Ulysses from ''Lonesome Road'' is planning on nuking both the Legion ''and'' the NCR while leaving the Mojave to die}}. That's about nine gambits, all trying to top one another. You decide which one (or combination of them) comes out on top.
* [[Gambling Game]]: Has a number of gambling games as per its setting, including staples such as Blackjack, Roulette, and Slots, as well as series specific games such as Caravan.
* [[Game Breaking Bug|Game Breaking Bugs]]s:
** Getting locked out of The Strip. Virtually ''all'' of the main plot missions take place there, and most of the action as well. Fortunately, it's easily fixed by hitting: to go to console, entering 'unlock' and clicking on the gate. You can also take the monorail at Camp McCarran; worst case scenario, you'll need to don an NCR disguise first. Finally, you can just snipe one of the Securitrons guarding the entrance and loot the key if you manage to be unseen.
** In some circumstances, the lockpick screen becomes completely blank, which makes lockpicking somewhat harder than it's supposed to be.
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** And of course, there's mods to add a lot of guns (including real-life ones) and accessories.
* [[Guys Smash, Girls Shoot]]: Inverted. In the main game, your male companions are a [[Cold Sniper]], [[The Gunslinger]] and a [[Badass Bookworm]] who, like all fictional smart people {{spoiler|(and former members of the Enclave)}}, prefers a high-tech Plasma Defender pistol over the ballistics, blades, and blunt force of the common rabble. Your female companions are a Nightkin with a [[BFS]] and a Brotherhood Scribe who wields a [[Power Fist]]. There is also a female companion who uses a shotgun, but [[Short-Range Shotgun|unless you give her slug ammo she pretty much has to be in melee range for it to work anyway]]. Of course, everybody has a ranged and a melee weapon that you can order them to use, so you are welcome to have everyone play the trope straight, even if they won't be that good at it.
 
 
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