Deleted26180174User Posted March 4, 2016 Share Posted March 4, 2016 Why are they always the bad guys you just slaughter? I feel they could have gotten a pretty sweet backstory if given the opportunity, or at least some interaction would be nice, maybe trying to form partnerships or give peace offerings. Thoughts? Link to comment Share on other sites More sharing options...
steve40 Posted March 4, 2016 Share Posted March 4, 2016 This. I was disappointed that there's no opportunity to join the gunners or raiders faction. Link to comment Share on other sites More sharing options...
bladexdsl Posted March 4, 2016 Share Posted March 4, 2016 maybe with CK Link to comment Share on other sites More sharing options...
Boombro Posted March 4, 2016 Share Posted March 4, 2016 "Why are they always the bad guys you just slaughter?"Because games. Anyhow, the may be just easy. You make a new faction that ally to the raider factional they won't attack you. Or make a new easier faction and just make a quest for them. Link to comment Share on other sites More sharing options...
WhiskeyRiver2 Posted March 4, 2016 Share Posted March 4, 2016 There's always gonna be an Always Chaotic Evil faction in any sort of RPG if only because you need -something- human to kill without feeling (too) bad about it. At least, that's the logic behind the Raiders. Why the Gunners seem to have a "kill on sight" policy for damn near everyone that ain't them though? f*#@ if I know, IMHO Bethesda dun screwed up there. Maybe they'll fix it in a DLC, maybe we'll need a mod, but I hope that -does- get tweaked. Link to comment Share on other sites More sharing options...
JuJooGuppy Posted March 4, 2016 Share Posted March 4, 2016 What I actually think they shouldve done with vanilla Fallout 4 to add a lot more depth to the settlements system, minute men and raiders, is instead of you essentially being forced to side with the minutemen to establish settlements, you could've chosen one of 2+ factions revolving around the settlements. I envision it like this:Minutemen - Similiar to how it is, they are helpful, the 'good guys', and you go place to place establishing new settlements over time. In order to gain new settlements, you either clear out wildlife / raiders, or in most cases get the current residents to sign up with the minutemen. I wouldve liked to see more questlines involving them, but this basic premise works for them Raider gang - Now, this could actually be a couple of different 'gangs', like the ironworks gang that I am for some reason drawing a blank on their name.. each gang couldve had unique properties to that faction.. different crafting options, armors available, different vendors that sell different items, etc. For all raider gangs though, establishing a settlement would be different. When you join a raider gang, you are automatically unable to be with the minutemen, which would trigger the game to start establishing settlements at the given locations over time. (Have some kind of pre-built settlements that would pop-up when triggered). Instead of Preston telling you that another settlement needs your help, youd instead get informed of a new settlement that has been noticed and ripe for the stealing, giving you a quest to whipe out its current occupants and take it for yourself. Perhaps as you conquered more settlements, whatever gang you were a member of would gain more reputation, reducing the number of attacks by other raider parties. The Gunners would most likely fall under the raider category in some form, I originally was thinking they should be a 3rd major option with their own unique settlement acquiring mechanics, but I am drawing a blank on ideas currently as to how they would acquire settlements while feeling fresh compared to the other two. I suppose you could have a system in place where the settlement could actually pay off the Gunners to spare their settlement while offering support, but I feel like that wouldnt be exciting.Just kind of a general idea, and could be taken even further. I have no idea how do-able this would be via modding. It may very well be dd-able but would be quite a bit of work I imagine. Just my 2 cents Link to comment Share on other sites More sharing options...
Deleted26180174User Posted March 4, 2016 Author Share Posted March 4, 2016 Seeing as I constantly just murder the settlers whenever they want my help, and get access to the workbench that way, it would have been logical to be on the raiders/gunners side, right? Link to comment Share on other sites More sharing options...
Boombro Posted March 4, 2016 Share Posted March 4, 2016 Seeing as I constantly just murder the settlers whenever they want my help, and get access to the workbench that way, it would have been logical to be on the raiders/gunners side, right?Not really. Raiders just live in a hostile way with their buddies in sperate factions as the strongest of the group leads. So basiclly, if you dress your follower and yourself in raider gear, attack anything that gets close and take stuff after killing the owners, you are a legit raider. For gunners, they are high end mercs that kill closeies and hositles. They are not really that bad and just want a lot of cash fast. Link to comment Share on other sites More sharing options...
jones177 Posted March 4, 2016 Share Posted March 4, 2016 I am hoping that some brilliant person creates an alternate start mod with the choices to start as a Raider, Gunner, BOS or any other faction. I probably only still play Skyrim because of the alternative start mod in that game. Later Link to comment Share on other sites More sharing options...
Boombro Posted March 4, 2016 Share Posted March 4, 2016 I am hoping that some brilliant person creates an alternate start mod with the choices to start as a Raider, Gunner, BOS or any other faction. I probably only still play Skyrim because of the alternative start mod in that game. Later That hardly adds anything. So gunner won't kill you at sight? Okay, then what? Link to comment Share on other sites More sharing options...
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