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Who to gank: Brotherhood or Institute?


charwo

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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.

Really, I wish Bethesda had at least given us a reason for it. The Railroad could've done it, or perhaps an earlier, stronger iteration of the Minutemen. Hell, what if the Institute did it? Cait was a slave, so it had to be present at some point, even on a small scale.

 

It vexes me as a quest modder because I want to know if there's a concrete reason for slavery not existing in the Commonwealth. If it was thoroughly stamped out, then re-introducing it shouldn't be a casual affair, and I definitely plan on re-introducing it.

Edited by someguy2000
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In FO3 the Railroad was committed to freeing all slaves, not just synths. The Commonwealth Railroad ostensibly doesn't give a s*** about humans.

Well, people are hardly enslaved and there is no slavery camps and trade like fo3.

 

 

I believe that people are more likely to support a faction that has realistic, long-term goals.

I'm sorry but I have never met a player that thinks of factions that way before.

 

When people think about factions, they are likely to join if the factions fits the RP, class/build, ideals and moral, gear, usefulness, story or just because they are cool.

 

 

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

Now they're just a sideshow posing as a legitimate option.

I have two replies:

 

And so what?

That the point.

 

I get what you mean, but think about it. Isn't nice and even more filling to the game when other problems are addressed by factions other then the main quest? RR shows different part of fo4 all other factions ignore and shows a lot of the institute from a different view. To the point removing them make the game empty and even more shallow.

 

RR is a small faction with hardly any impact on the CW. They are not that important and don't wish to do as much all other factions. By siding with them you basically let the wastelanders be and that fits many people who don't want to be a part of the other three factions who plan to majorly shape the wastes.

 

 

 

If the Railroad were presented as they were in Fallout 3 - as a small faction - I'd be much more open to supporting them.

But they are the smallest faction you can join.

 

 

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.

That what I meant though.

 

 

A major theme in FO4 is revitalizing the Commonwealth, one settlement at a time.

That not how minutemen is spelled, but I have to say it a core feature.

 

 

 

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. Meanwhile the Minutemen fight and die to protect everyone in the Commonwealth.

Now they're just a sideshow posing as a legitimate option.

Now you get it!

And no, the leader tells you there is more stuff to do but you can rest.

 

 

They'd rather lounge in their batcave and congratulate each other on their mutual moral superiority.

You have to admit, they are impressive for a tiny group.

 

 

Who the hell do you think most people will side with? It's no choice at all.

In fact, after a lot of reading, it seems pretty spread between.

And lol, many hate the MM and join BoS instead.

 

 

You sure you're not with the BoS?

Would the a BoS side with the Synths and trash the place :tongue:

Edited by Boombro
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@Boombro,

 

Some good points. I'll agree to disagree on others, as I'm to lazy to continue the argument. I'd rather plan my synthetic gorilla companion mod now.

 

Oh, and good discussion here. Plenty to think about when I head into my next quest mods. Thank you.

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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.

Really, I wish Bethesda had at least given us a reason for it. The Railroad could've done it, or perhaps an earlier, stronger iteration of the Minutemen. Hell, what if the Institute did it? Cait was a slave, so it had to be present at some point, even on a small scale.

 

It vexes me as a quest modder because I want to know if there's a concrete reason for slavery not existing in the Commonwealth. If it was thoroughly stamped out, then re-introducing it shouldn't be a casual affair, and I definitely plan on re-introducing it.

 

 

My impression, and I could be completely wrong here, is that they just don't want to complicate their central story theme which is largely about AI vs. human rights. Everything is much more subtle this time. Conversations overheard, terminals and notes to be read, etc. You can easily see the situation with synths in the institute as slavery, at least that's clearly how the Railroad perceives it, and perhaps adding human slavery to the mix would just complicate the story too much.

 

But as a modder, adding it as part of a quest and even drawing parallels with the synth situation could work really well.

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@Boombro,

 

Some good points. I'll agree to disagree on others, as I'm to lazy to continue the argument. I'd rather plan my synthetic gorilla companion mod now.

 

Oh, and good discussion here. Plenty to think about when I head into my next quest mods. Thank you.

Will it did drag on and on.

Good luck and you welcome!

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But as a modder, adding it as part of a quest and even drawing parallels with the synth situation could work really well.

Presenting the player with a moral dilemma where they must choose between human or synth lives could spur some interesting choices and consequences.

 

My first mod will be largely unrelated to the core game conflict, though it will feature a synth gigolo. I tackle the important issues, you see.

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Guest deleted2159825

 

 

My first mod will be largely unrelated to the core game conflict, though it will feature a synth gigolo. I tackle the important issues, you see.

 

 

 

Domo Arigato FISTO Roboto!

 

PLEASE ASSUME THE POSITION.

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Good idea, Someguy, but how does that square with people like me who see the Synths as Human? Equal too. The only thing about that seems tech is their brains, their bones are organic for Christ's sake.

I'm not sure if I can answer that. I just want to pose the question and watch players squirm. All in all, it's a test to see if the player is really committed to treating synths as equals when it's not convenient.

 

Yes, I'm an evil bastard.

 

EDIT: If you really do treat them as equals, it's still not easy to weigh one life against another and make a decision with consequences. Then again, how many players would sacrifice multiple synths to save one human? If the BoS is as popular as it seems to be, I imagine plenty of players would sacrifice countless synths if it meant rescuing, say, a human child. Ah, I can't wait. :devil:

Edited by someguy2000
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