When you get your repair and science you should be able to make up to 2 robot followersi think its pretty self explanitorybut the way you would get slaves or mercenaries it was just annother idea for a type of follow you could get
In FO2, the prospector who sells you the map to Vault 13 tells you the story of his discovery. In the story he had a Mr.Handee as a guard/companion.So having a robot sidekick is Fallouty.
Like radios you dont need a profession just should have a high science and repair and maybe need like :-Science 150 repair 15010x junk x6 robot parts 1xrobot brain 2x ass rifle
Hello, Id like to further brainstom the idea of robot mercs that was already suggested but prematurely closed/locked.SUGGESTION- make robot mercs available to hire based on your INTELLIGENCE count -> IN 7 - 1 robotIN 8- 2 robots IN 10 - 3 robotssharing the followers size (1 cha by robot) up to 3 robots- robots should behave just like any other mercs.- as for types of robots, for sake of testing and balance, Id restrain from implementation of weapon weilding robots. So the possible robots to hire would include:robodogmr handyeyebot- robots are a bit resistant to normal damage, similarly like MA is to plasma/laser, but they are no resistant at all to plasma/laser.Why? What for?As they are being HtH only, they should give some advantage, just to deal with usual robbers, being some dmg meat while you strike some more prominent opponents, or simply resistance because of lack of weilding weapons SUGGESTION 2 In previous thread I also suggested that if weilding weapon robot would be implemented, namely robobrain for sake of TC, they could have a resistance to normal similar to MA (but lower) and no resistance against plasma/laser damage.Why? What for?Simply to create some variety and tactics. EW guy has a hard time with MAmk2 armor user. With robots in-game, knowing that their weakness would be EW, EW guys would be blessed to kill such opponent whereas SG would have a hard time. You can call it justice . http://fallout.wikia.com/wiki/RobobrainAll Im saying that they could be the reverse of mutants. Instead of vulnerable to normal/any weapon - armored against normal (to be adjusted of course, their drawback would be using SG weapons like shotguns/hunting rifle, no P90)Why?Because we got mutant mercs as well. Why restricting/reducing the content of the game if its already there?But there was a Great War and there is no robots anymore sillytl; dr - robots fought in the Great War, there were thousands of themAlso from http://fallout.wikia.com/wiki/Fallout_2_cut_content you can readAlso to support the idea even further as to not to neglect robots role in postacalyptic fonline. You could see robots quite often:mining robot - Klamathrobodog NCR, Navarrobrainbot NCR mechanicfloating eye, robobrain, sentry bot - Sierra Army Depot Robots also existed in Fallout 1 (floating eye, mr handy, robobrainhttp://fallout.wikia.com/wiki/Category:Fallout_robots_and_computersCONCERNING THE FACTS PRESENTED ABOVEplease dont spam this thread with some imaginative ROBOTS WERE LOST IN A GREAT WAR (2077). They were in F1 (2161) and F2 (2241). 2 more robots in F2 meaning that they were developing. Its over 160 years god dammit. Enough for scientists in the vaults that oppened to produce their own robots and repair them.Please make suggestions about actual implementation of robots their role and not to solely undermine its existence as the only wall of defense. And please let this thread to develop.
If you want to make enemies, try to change something.
When we have a normal Merc system we are happy with, then we can start talking about adding things to it. Until then its a matter of the cart before the horse really.
The production and maintenance base for bots is no longer in existence, for the most part.
The robots in the SAD going to the repair bay for maintenance and repair bots replacing killed robots with new ones.
Any action or inaction in a position of power will always grant you enemies