Revisiting the Wasteland, Part 8 – Things Get Ugly
August 31st, 2011 by Joel Haddock
Now that we’ve added some political muscle (in the form of Mayor Pedros) to our legal muscle, it’s time to finish the job of cleaning up Quartz. Thanks to the clues we discovered in the courthouse, we know the top secret bad-guy HQ is across the street. Again, we are presented with an opportunity to choose our plan of attack: go guns blazing through the front door, try to find out the password from someone in town, or check out this conveniently located alley next to the building. Fan of exploration that I am, I lead my Rangers down the alley. But, before we do that, we stop to give Mayor Pedros some protection before heading into what could be a big fight.
Guest party members in Wasteland function a little differently from your normal PCs. Though they gain levels like regular characters, and you can have them learn new skills just as you would one of your Rangers, when it comes to orders, they are a bit more independent. Out of combat, while you can access a guest’s inventory and skills as normal, they will occasionally simply refuse to follow your orders. If I have Mayor Pedros hold on to some of the extra ammo we pick up, he might be unwilling to trade it later on to one of my regular characters. This isn’t such a big deal, as you can simply try again and again until he does it. With skill usage, the same issues arise – the guest won’t pick that door unless they damn well feel like it. Again, this usually isn’t a big problem when it comes to something like trying to pick a lock, but if it’s a critical skill like Medic, those refusals can prove deadly. There is no way to get your guests to obey you any more or less that I’ve ever discovered, so it really seem to come down to simple randomness.
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