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Who to gank: Brotherhood or Institute?


charwo

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Guest deleted2159825

Honestly with the Brotherhood I would have loved it if we could spark a rebellion within the chapter. Perhaps bump into a group of the troops who deserted after they saw that the BOS was heading down their crusader path after both Lyons died. With that we could see them go back to simply protecting the people and not bullying people for their energy weapons or power armor. As well as to give up this genocidal tendency with any "abominations". Hell back when Lyons was in power they pretty much gave Fawkes amnesty and he was a god damn mutant. With that said we can see their major force leaving the Commonwealth after having taken out the big threats to the people as well as taking out any experimental weaponry that can wipe out large amounts of people. After which they can leave a small force at Fort Strong to ensure that things run smoothly as the people kick start the CPG once again.

I think something along these lines was cut from the game.

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I tried them, and there was just too much focus on synths rather than the Commonwealth as a whole.

That what I like about them personally. The other factions want to shape the CW to fit their dreams and rebuild the world and all that nonsense. That way more ideological for me.

 

Having a faction that is not about saving a whole country, leading it and being a hero is good thing imo. I like smaller roles myself.

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I tried them, and there was just too much focus on synths rather than the Commonwealth as a whole.

That what I like about them personally. The other factions want to shape the CW to fit their dreams and rebuild the world and all that nonsense. That way more ideological for me.

 

Having a faction that is not about saving a whole country, leading it and being a hero is good thing imo. I like smaller roles myself.

 

The Minutemen aren't trying to establish a utopia or anything, though. Their goals are feasible with the player's involvement. Safeguarding settlements and erecting a fledgling economy is the first step to something greater, e.g., the Commonwealth Provisional Government. What's the Railroad's long-term goal? Free more synths? The world around them is roiling in anarchy and they want to play cloak and dagger for the sake of a tiny group. They're a guild, nothing more. Guilds are fun, but I sure as s*** wouldn't want one running the place (Dark Brotherhood might be interesting, heh).

 

EDIT: This highlights the need for smaller factions with self-contained questlines. God, I miss that.

Edited by someguy2000
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because creating AI is not alright

You mean artificial free will.

 

 

I consider the Rail Road hippies that don't understand the long term effect synths can have over the world.

Like what?

 

They also want to take down the institute as well, it not like they want make an army of then like IN.

 

I mean AI that can become self aware. The Rail Road want to release Synths into the world without any regards to humans.

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The Minutemen aren't trying to establish a utopia or anything, though. Their goals are feasible with the player's involvement.

A hero player type that gives a dame.

 

 

What's the Railroad's long-term goal? Free more synths?

Yup. That what they stand for and what the original RR stood for. Why do they have to have a much wider goal for the whole CW? Does every faction need that? That makes no sense and not useful to gameplay. Why even have diifrent groups with different goals and ideas with what in mind?

 

 

The world around them is roiling in anarchy and they want to play cloak and dagger for the sake of a tiny group.

The world has been in anarchy since more than 210 years.

 

 

I mean AI that can become self aware.

They are self aware.

 

 

The Rail Road want to release Synths into the world without any regards to humans.

And?

 

Ghouls are a much bigger problem. Since any of them can be feral at any time without warning and attack everyone in sight.

 

Synth are already a part of the CW already and even the the US back in fo3. The only ones that are obvious danger are ordered by IN. The others are as much danger as any other human being. They can't breed, they can't make more of themselves, can be shutdown/break and they won't regroup and unite against humanity with each other. So basically they are even less harmful than a human.

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What's the Railroad's long-term goal? Free more synths?

Yup. That what they stand for and what the original RR stood for. Why do they have to have a much wider goal for the whole CW? Does every faction need that? That makes no sense and not useful to gameplay. Why even have diifrent groups with different goals and ideas with what in mind?

In FO3 the Railroad was committed to freeing all slaves, not just synths. The Commonwealth Railroad ostensibly doesn't give a s#*! about humans.

 

I believe that people are more likely to support a faction that has realistic, long-term goals. If you're talking about major factions, this makes clear sense and is of unquestionable utility to gameplay. Contrasting views that propel groups into conflict is an integral part of Fallout, but Fallout 4 isn't just about synths - you're shaping the destiny of an entire region, and I don't trust some silly cabal of synth-lovers with that responsibility.

 

If the Railroad were presented as they were in Fallout 3 - as a small faction - I'd be much more open to supporting them. Now they're just a sideshow posing as a legitimate option.

 

 

 

 

The Minutemen aren't trying to establish a utopia or anything, though. Their goals are feasible with the player's involvement.

A hero player type that gives a dame.

Sadly, we don't have much choice on this. That is how I (and many others) play, but I'd like the option to be despicable.

 

 

 

 

The world around them is roiling in anarchy and they want to play cloak and dagger for the sake of a tiny group.

The world has been in anarchy since more than 210 years.

A major theme in FO4 is revitalizing the Commonwealth, one settlement at a time. You're pushing back against the chaos. Which factions are best suited to help in this endeavor? I am unconvinced that the Railroad will be of any use once the Institute is gone. They'd rather lounge in their batcave and congratulate each other on their mutual moral superiority. Meanwhile the Minutemen fight and die to protect everyone in the Commonwealth. Who the hell do you think most people will side with? It's no choice at all.

 

 

 

Ghouls are a much bigger problem. Since any of them can be feral at any time without warning and attack everyone in sight.

You sure you're not with the BoS? ;)

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I think any Railroad ending needs to be complemented with the Minutemen simply because the Railroad is moribund as soon as the Institute is gone. Their goal has an endgame, and much like the original Underground Railroad (who were also thought of as fanatics with unrealistic, narrow minded goals), they will almost certainly disband as soon as they can get all the synths out of the Commonwealth. But the Railroad organization is RIFE for intelligence assets to be recruited as the Railroad winds down. Given his likes, I'm sure Deacon would be willing to run ops for the CPG, and many others would probably follow as they trust the SS and it's what they're good at.

For me, the Railroad and Minuteman endings are flip sides of the same coin. It's only which assets you want to use in the final assault on the Institute, and of course if you want to try and wait out the Brotherhood and see if they'll just go home. For me, it's an EASY decision to destroy the Brotherhood, they are SPACE MARINES and I despise everything about Warhammer 40k.

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I'll admit part of my disdain for the Railroad stems from the absence of slavery in FO4. I really enjoyed their quests in FO3 and I was disappointed to see that there wasn't any equivalent content.

 

EDIT: Incorporating the Railroad into the CPG is a promising concept, particularly if it dampens their zealotry and gets them to interact with and assist people outside their circle.

 

Jesus, I can't wait for the GECK.

Edited by someguy2000
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Well, the raiders don't seem keen on keeping any slaves, just short term ransoming. I suspect this means either the Boston raiders are more psychotic or the Railroad hit the slavers HARD in the past and the survivors have learned. Yes it's not stated, but PAM makes things way more possible than you'd think. If their heavies can fight synths toe to toe at Bunker Hill, they can strategically liquidate raider camps should they choose. And PAM is real good at ferreting out targets.

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