DoctorKaizeld Posted January 9, 2017 Share Posted January 9, 2017 I can't comment on the Talons, but yes, in this game the Gunners make absolutely no sense. NPCs keep telling us that they're this crack mercenary group, when really they're nothing more than Raiders in combat armor. And yes, lack of depth is a huge problem. Time and time again, Beth came up with great ideas that they then failed to fully explore. Certain factions and characters, the companion system, the entire settlement system... They all just feel bolted on. The frustrating thing is that in spite of all these problems, the game is still - somehow - so damn playable. Speaking of which, I'm now off to build my new Sanctuary settlement for what must be the twentieth time. What is it they say about madness being the need to repeat the same mistakes over and over again? :wacko: i agree the game is lacking in so much and it is quite blatant yet i still play it and have fun. odd. Link to comment Share on other sites More sharing options...
Ethreon Posted January 9, 2017 Share Posted January 9, 2017 Well I just hooked onto the building side and, once I began making mods and modeling.. it's a descending spiral into madness. Got so many ideas and so little time.. Link to comment Share on other sites More sharing options...
bmt12 Posted January 10, 2017 Share Posted January 10, 2017 I can think of only one reference to the gunners actually acting like mercenaries and that was just to introduce Macready, then I had high hopes that they would finally start making sense when they made an appearance in Nuka World only to find them as useless as they are in the base game. Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted January 10, 2017 Share Posted January 10, 2017 I can think of only one reference to the gunners actually acting like mercenaries and that was just to introduce Macready, then I had high hopes that they would finally start making sense when they made an appearance in Nuka World only to find them as useless as they are in the base game.they guard a random encounter merchant in two instances (note: might be i just got the same encounter twice with two different random gen merchants though). the Devils Due Quest. finding some Ghoul kid in a fridge. to name a few Link to comment Share on other sites More sharing options...
Gilibran Posted January 10, 2017 Share Posted January 10, 2017 Good point about Preston, he is so desperate he clings to the first piece of hope. Problem is i think most people follow him to Sanctuary immediatly instead of going to Diamond city, find out enough about what's going on and what it is going to take to get your son back. Though by now you should be aware of the fact that your son is not a baby anymore and perhaps not even a 10 year old. So rethinking your position, situation and future at this point is not that unlikely instead of steamrolling ahead to find your son. From then on you have a choice who to go to to get into the institute. Sticking with the minutemen: You are going to need alot of resources, so building settlements is a way to gather those resources. Along the way you learn more about the thread the institute is to the commonwealth, so it makes sense to start rebuilding, build a force to take on the institute if and when neccesary, they remain a mystery untill you actually enter. In that regard becoming the General at some point is simply a smart decision regardless of the clumsy way it is handled in the game. At least that is how i play, avoid the minutemen and settlements untill just before or after the glowing sea. Only when the castle is retaken do i go to the institute. By then the minutemen should be strong enough to be a reliable backup. From then on it becomes interesting if you decide to join the institute. You are still the general, you become head of the institute, you know you will probably have not much to say as each division works mostly independant with their own plans as father tells you. However, you have an army outside of the institute and taking over or destroying a settlement is not going to be easy anymore. All of a sudden the institute faces an organized force and a conflict will cost them dearly. A strong presence of the minutemen, well defended settlements with happy settlers who now have something to loose are a force to be reckoned with. You can use this to win over and change the views of the institute divisions to start working together to rebuild the commonwealth. The people learn the institute and synths are not to be feared, the institute can trade for resources instead of just taking them and being constantly opossed. It's a lot more efficient to have 4 synths pick up resources and transport them then to have 20 take them by force. The coursers can work together with the minutemen to take on super mutants, gunners and raiders, creating more goodwill among the people of the commonwealth. Though the game does not mention any of this, it is very probable they left this sort of outcome to the players imagination and therefore made the minutemen the only faction that can either live with or destroy the institute. If and for how long all of this will last is food for Fallout 5. But you can get very close to New Vegas like endings. BoS is no option simply because a military like faction does not make good leaders. They treat anyone like a soldier which simply does not work in the long run for the common people. RR looses their reason for existence as soon as the institute is blown up even though they tell you there is more work to do. No there is not, synths are free now, no need to reprogram them, they are on their own to decide if they want to live among humans as a synth or keep quiet about it. Just like ghouls they will have to find a place in society and some people will accept them and some will not, you cannot change that. But they are just a shallow and narrow minded faction and will now probably turn to terrorizing people who do not accept synths and liberating robots and toasters next. Link to comment Share on other sites More sharing options...
crawe1x Posted January 10, 2017 Share Posted January 10, 2017 Well I just hooked onto the building side and, once I began making mods and modeling.. it's a descending spiral into madness. Got so many ideas and so little time.. Which is exactly why I have taken a personal oath never to get into the modding of Bethesda games, other than a little tinkering in xedit. :D I used to play another moddable franchise - except I never actually played it much. Instead I spent my time modding each new release. Even now, I have a major overhaul of that game, representing hundreds of hours of work, just sitting on my hard drive... Yet whenever I fire the game up, even though I enjoy it and the mod works just as it should, I end up abandoning the playthrough because the playing isn't nearly as much fun as the modding was. Caught myself over the holidays examining how some mods on this site actually work - a couple of yours included - and I had to quickly slap myself or else head down that rabbit hole. Link to comment Share on other sites More sharing options...
Ethreon Posted January 10, 2017 Share Posted January 10, 2017 My mods are simple. Editing or creating the meshes is the time taker, specially since I do it in my lazy style. Maybe I should make some mintmen barricades next time since I've gotten some texturing done too. Would go nice with that Preston Gravy cross I made. Link to comment Share on other sites More sharing options...
crawe1x Posted January 10, 2017 Share Posted January 10, 2017 @Gilibran: Yep, I'm on the same page with a lot of what you're saying. That's part of the problem though. The game gives you so many superficial options, but if you want to play the Main Quest in a logical way, you essentially end up doing the same playthrough over and over. Otherwise, you just have to throw logic to the wind. Link to comment Share on other sites More sharing options...
Ethreon Posted January 10, 2017 Share Posted January 10, 2017 I know one toaster who needs to be liberated.. and then he'll bathe the world in atomic fire.. again. Link to comment Share on other sites More sharing options...
Moksha8088 Posted January 11, 2017 Share Posted January 11, 2017 Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it's not going to be fired, it shouldn't be hanging there. In other words, every single itty bitty thing in a story has to have a point! So, if the Minutemen are not going to participate in FO4's main theme, then they should not be a joinable faction! Or at the very least, they should not be a major faction! Why give them such a prominent spot in the game if you're not going to have them contribute in any meaningful way to the game's plot?!Stories sometimes are too predictable if there is not some misdirection. The Minute Men are a link to historic Boston. They are the New California Republic of the Commonwealth. They are the common man facing the machinations of the Brotherhood and the Institute the best they know how. Link to comment Share on other sites More sharing options...
Recommended Posts