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Minutemen vs Brotherhood


GamerChas

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RP'ing nontheless! ;)

 

I don't like the minutemen. You can't tell them to do stuff, they can't keep your settlements safe and fail to protect your traders. They just... exist. You - the general - get to do all the work. Yet they're the only faction in the game that isn't completely mad. Siding with the minutemen was a no-brainer.

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I guess there's something to be said for being too lazy by half to bother with even oppressing the peasants. Huzzah for the Minutemen! Huzzah, I say! :tongue:

 

That said, I still have hope that mods will make them more useful when we get a GECK and scripting. I hope some day I'll be able to go to the Castle and go, "Ok, you and you, come with me. And you over there, come here! Take point and wear this 'Free mutant snack' t-shirt." :tongue:

 

Or maybe be able to use them as a +5 extra defense for a settlement, like the junkyard dog? I could get behind that.

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someone already made a mod to allow you to recruit an unlimited number of settlers as followers. Not sure if anyone has a free mutant snack t shirt mod (LOL) but you can get them into power armor and lead a troop across the wasteland destroying all opposition in their path. For the OP, I could see people complaining on say a steam forum, but here at nexus lots of very talented people have already made thousands of mods for this game including complete overhauls of many aspects of the game. Fallout 4 is the first game I have modified and I have only had the nexus mod manager for a couple of weeks but I already know there are mods on this site that address at least 99% of the complaints I have seen here. Minutemen mods are numerous and you have a lot of choices on how to modify that aspect of the game.

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Reminds me of the lure item from Warcraft 3. Could be interesting, given the enemies are given a better AI. They still insist in running at you and piping your face.

 

On the topic of peasants, I used to just save their relative/kill the ghouls/greenskins, but I got tired of those random demands (Go half the map, there's a tiny bunny there threatening our carrots!!!one!!), so just adopted the less diplomatic game style.

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  • 1 month later...

You can just ignore the MM..in my latest playthrough i've skipped Sanctuary,made RedRocket my heavily defended homebase,told the dog to stay there and just wander around being Pest control..I don't really care when i a settler tells me that Raiders did this or ghouls are doing that..because sfw...and i still get the main quests .. so,the minutemen are not the end all and be all of the game..and you can happily help settlers ,if you want to,or just either ignore them or demand caps in abundance for solving their little problems... if,like me,the building all kinds of crap part of the game is tried and therfore ignored..that is a way to do it.. btw.. IF you skip Sanctuary and the Museum..be sure to not go anywhere near the entrance to said place..it amuses me ,immensely,to stand at a distance and watch the ever ongoing siege.. :-)

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Well, the 'Five-Minutes-Too-Late-Men' actually serve no real strategic purpose in game, let alone that of an auxiliary in a military coalition with the 'exceptional' Brotherhood that prohibits any fraternization with native Wastelander 'scum' at the Fuhrer's command in an endless propaganda loop onboard the SS Prydwen. The level of indoctrination among the non-native 'brothers' is not just striking but embarrassing for the (not yet bottled) protagonist already in the first, still innocent encounter. For me such a final solution of the Bostonian question is, thus, an absolute no-go.

Just my 2 girlish cents.

 

Ch'aska (lvl 90)

- Paladin of the BoS

- General of the MM

- Chief terrorist of the RR

- Director-elect of the Institute

Edited by Jasemyne
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