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Added Benefits to Joining the Factions


Fulcon

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SPOILER WARNING!

 

Hey, so when you join a faction, you reasonably get a pretty cool benefit. Most notably is the Ballistic Weave armor upgrade from the Railroad. Stuff is to die for.

 

Or kill for, in case of those who screw them over.

 

It got me thinking, that the other factions, most notably the institute, don't have a similar benefit. The BoS gives you power armor, but if you're playing a Power-armored centric build, anything they give you will already be surpassed by what you already have. That happened to me twice.

 

So that got me thinking: Everyone who knows their stuff and isn't going for a strict roleplaying scenario always joins the railroad just for ballistic weave. Understandable, but shouldn't there be something similar for the other factions?

 

For the Insitute, I really feel like they should have crafting stations, and since they don't have to scavenge much for materials, they should be the only ones that have infinite resources at your disposal when crafting as well. I mean, you're a scientist. You make things. That should be something you can do in the Institute. Especially since it gives you the chance to strut your scientific stuff ('not even a scientist', my boot).

 

The Brotherhood of Steel does need something to do with Power Armor, preferably not something I can already obtain by being a high enough level. Rechargeable fusion cores, maybe?

 

I have no idea what the minutemen could receive as faction exclusive. No, artillery doesn't count, because I don't see how that's actually usable in a practical situation.

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Instead of The Institute offering up infinite resources I would think they could revive their cybernetics program that offers a variety of optional implants. I mean, after you kill Kellogg, if you side with the Institute you basically replace him, right? This would be a good way to do that. They could even have an Autodoc like they've had in previous Fallout games.

 

Though if this were added, it would be a great addition to actually see the various implants actually have an effect on your character's appearance, depending on the implant.

 

As for the Brotherhood, there are a variety of options outside of just power armor. You could do something like becoming Robco Certified (where you learn to make your own robot followers), offer the player their own Vertibird they could fly, or maybe even add in some exclusive power armor sets (such as Hellfire, Tesla - both of which could have been reverse engineered from Navarro and Adams Air Force bases, or Vault-Tec). Chinese Stealth Suits could be a fun option, too.

 

And that leaves the Minutemen. Expanding Artillery options could be a start. As could the use of the Flare gun for calling in backup. What might be more fun would be adding unique perks associated with the completion of certain quests (though to be honest I am at something of a loss to think of what would be appropriate). Thoughts?

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I did actually think they could revive the cybernetics program. Things like damage reduction and other things like a 'chem manufacturer' within your own body. Like you could have it implanted and give it chems to inject your body with, either on a constant (like psycho) or an as needed (jet) basis. I'd even have it work on the Mysterious Syrum, as having an infinite supply of that would motivate nearly anyone to start up that old program again.

 

Aside from

Liberty Prime

, I was under the impression that the Brotherhood didn't use robots all that much, though the idea of making your own robots could be used elsewhere. Though if not rechargeable fusion cores or Power Armor mods that work better than if you made them without joining the BoS, I'm not sure what it COULD be. Maybe something awesome with the Scribes or something? Ooh, how about the ability to use Technical documents to unlock new crafting options for weapons?

 

As for the Minutemen, unlocking a flat upgrade for weapons similar to the Ballistic Weave for Armor would be amazing, like a flat damage increase for any weapon or something. Make doing those quests actually worth something.

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As an addendum to my comment about the Institute playthrough; if you are set to take over as Director, it could be your decision to reinstate the Cybernetics program.

 

Also, the Brotherhood does NOT use robots all too often. Which is something that, if you think about it, is a little strange. Why is that not something they use more often? Just wondering.

 

This does beg the question of what kind of faction *would* be good for something like RobCo Certified, but then we fall into a whole other topic (like why can't you decide the world is over and build the Commonwealth into a giant Raider army akin to the Legion in NV, and when can we get THAT mod?), so I'll table that until we get the GECK.

 

Regardless, the power armor options I suggested above would still work, as would calling in for air support from Vertibirds (per Athanasa's observation, above).

 

This once again leaves the Minutemen. I like the idea of a weapon mod, say Musket Conversion, that allows you to convert any weapon to the musket model, and allows you to crank in several rounds to amplify the damage you do depending on how many rounds are cranked into each shot. This would go in the same slot as magazines and ammunition drums, etc.

 

Comments or suggestions?

Edited by Flowerguy360
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