Quote:
Originally Posted by OrangeP47
I don't mind two in a row, especially early on, but three, that's where I'd draw the line. But yeah, it's nice to have 6 different teams across 3 SSS.
Also not trying to argue, but I was under the impression the GECK in F3 was dangerous because it was damaged, not that the actual devices were lethal to the operators, though your interpretation is valid too. I mean, Fallout's universe, even pre-war, isn't exactly known for safety standards 
|
It is inevitable that there will be long-term strong teams. Based on the quality of players on both Goodneighbor and Oberland right now, it appears that they will probably battle for SCA supremacy for quite some time. A few teams, like Jamaica Plain and Diamond City, especially, are loaded at the BMU level, so they may be future players.
I wanted to implement the GECK not to feel guilty about the teams' stadium pictures being full of grass. I was hoping to play more with OOTP 21's ballpark editor and actually added this story from the beginning of planning out the dynasty.
For the actual GECK in game, even the lore does not seem to have a full grasp of what it is supposed to be. I guess that's why we don't truly see it in action (at least, I don't remember). It is more like a MacGuffin in the game, it seems.
In this Fallout 4 AU, I want everything to be potentially dangerous: a drink at a bar, a swim, opening a can of Cram, operating a GECK. There will be a roll of the dice or a random number generated for every event, so someone might die with these mGecks, though as far as I have heard from the Institute crew, none of the test models ever exploded a human into a
Harold or another event, so the 0.199% chance of death will likely keep all operators safe.