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TheVampireDante

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Everything posted by TheVampireDante

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  6. That's what led to me thinking they were trying to work out how the FEV mutation works. So they could potentially recreate any "desirable" effects without the problematic ones. Expose test subjects (explanation for what happened to some of the abducted surface dwellers). observe and test their changes - if anything useful is found document it and continue research from that point. Why they'd release live mutants instead of just incinerating them or used for further research is odd. Doing so doesn't make any sense other than "let's see what happens" - which is stupid since all they'd need to do is observe other areas with mutant infestations. Never actually went that route in that mission, I've always gotten rid of Ayo if I bother with it. Liam would probably be sent to the surface, or at least that's what people would be told (I suspect Ayo would have other plans for him). Again the lack of reactions is either bad writing, or just the lack of it. Probably didn't bother recording proper, long lasting reactions to Liam's "removal" - or they were cut for some reason. Besides, I doubt any of the other scientists would raise an objection in that situation in case they joined Liam. They'd at least get on Justin's bad side, and he's enough of a pain to other departments as is.
  7. The Railroad was apparently a much larger operation, with more resources, people and organization while working from the Switchboard. Having taken most of that and disrupting the entire command chain while taking out the main base, the Institute may have downgraded them to "minor annoyance". Probably hoping that after such a massive defeat the surviving (and demoralized) members would pack up and quit, which would dissolve the Railroad without further intervention. Leaving a few Synths there to make sure to pick of any stragglers or prevent attempts to retake the location isn't really a big issue for the Institute - If they were that concerned they'd likely have left a lot more and perhaps a courser or two. Even with the few that were present, Desdemona and Carrington seem surprised that you and Deacon managed to make the trip by yourselves. If I recall Desdemona wanted to send Glory and a fair amount of backup for her to try that job. Another example of the player being present tipping the balance. I'd just put the lack of info/context on a lot of that on Bethesda's writing. Why I take it that most of the abducted are just killed to make way for their replacements. It's the only way I see them handling those situations since I doubt they'd bring them into the insitute's complex itself, or waste time and effort on erasing people's memories changing their looks like the railroad does with their runaway synths. As for how. That's a tricky one since they'd either need prior contact of some sort to evaluate and study their target. Then they'd have to scan their memories into the synth and make it look like them. If the abductions and replacements happen in a short time, then all they'd need is an opportunity to snatch their target. Preparing their synth in advance would be preferable I would think, but that doesn't seem to be the case all the time. As you said, Art's situation is a strange one. In his case it appears to be that the replacement is the one that kills the original, but that entire encounter doesn't seem well planned at all. It makes for a much riskier approach since the chances of discovery are greater. To be honest it looks like Art is either a target of another experiment that isn't explained - or it's just a random thing thrown in by the devs for the player to get involved in while wandering around (I see this as highly likely). Anything that alters genetic code is going to gain the institutes attention. Finding out how the FEV virus mutates materials and if those changes can be reversed would be of great interest. From what Virgil was doing with his research, perhaps there was plans to create a mass produced "cure" to the Super mutant problem. Either eliminate the mutations entirely, or perhaps find a way to control the changes/effects. They'd likely end up with mutants like Marcus or Neil, with higher intelligence and temperment than most super mutants. Could be useful for working with hazardous materials that synths might not manage to handle for example. Or perhaps developing a variant of their radiation absorbing abilities to counteract the surface radiation (somewhat like that scribe on the Prydwen is attempting when she asks for help getting tissue samples for her project with anti-rad meds).
  8. Suppose that would depend on why someone was taken. Spoilers: Then you have a different case with: You get to see those few direct situations during your play through. As to why they don't explain it - well, I would expect with replacement cases, the originals are killed. Not exactly someone you want to outright state to someone you've just been told is your new boss and happens to be one of the most dangerous people you've likely ever met. There's likely others like that last one that have been conducted over time, Kellogg for his skills, despite his role mainly leaving him on the surface (likely preferable for both parties). Typical Bethesda endgame playing. You get a little acknowledgement and some nifty gear, home or companion. That's about it. Most of the divisions seem to self sufficient in their structure anyway, so I doubt there's much to do unless someone causes a problem. - because then you wouldn't be able to do it (if you are playing that way). The general idea is that the railroad was seen as a minor annoyance and generally not worth the time. Especially since they already took a massive hit prior to you joining (losing Switchboard and other safehouses, plus agent deaths). It's only very recently that they apparently started "upping their game" and being more direct. Plus the initial lack of knowing where they had moved to since the attack, since they likely lost track of the factions leadership after the attack. Was probably a point they had thought the Railroad was gone, since the group would take some time in hiding to regroup and assess their position. The losses made the surviving Railroad members more determined to get their "job" done faster. Riskier plans, larger amounts of synths being moved at any given time. then there's what happens if you join since you become a major factor in assaults on patrol Synths, confrontations at key locations and interrupting institute plans directly. Once the institute realize the Railroad is still a problem worth looking into, there's a fair chance you've already turned them into a greater problem by joining the group.
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