stebbinsd Posted August 11, 2017 Share Posted August 11, 2017 When Preston Garvey speaks of the late General Joe Becker, he says that he was charismatic enough, and a strong enough leader, that he was "able to keep everyone more-less on the same team." When Father appoints you to be his successor as leader of the Institute, a lot of Institute side quests involve having to convince various departments to give you a chance as leader. So there's definitely some in-fighting going on there. Now imagine if you had much of the same duties as General Becker? Imagine if there were cliques within the Minutemen and the Institute, and you had to pass speech checks of varying difficulty to convince them to go along with your plans? The more one of your plans conflicted with a particular clique's ideals, the harder the speech check. For example, in this thread, I requested a mod that lets me barter for more money with Minutemen quests, and take dirtier jobs. Preston himself would be part of a clique that is against both of these things. Getting him to be on board with charging more money would require an orange speech check, while getting him on board with taking dirtier jobs would require a red speech check. But just like General Becker before you, it's your responsibility to use these speech checks to keep everyone on the same team, even if they're grimacing at how you run things. Same with the Institute. I watched Gopher's let's play of Fallout 4 and I saw him get optimistic about being able to turn the Institute around and make it a force of good, only to be disillusioned when the directorate paid no heed to his plea that they not engage enemies unless necessary. Imagine going to your first directorate meeting as Shaun's successor, and actually being able to convince the Directorate not to launch an attack on the Brotherhood of Steel!!! The dialogue where you can say "We should be avoiding war, not causing it" is a red speech check where the directorate will agree to not attack the Brotherhood except in self-defense. You would still have to decide whether to make more synths or more guns, but this time, it will be in case of a BoS attack (e.g. when Liberty Prime inevitably blasts a hole in the roof), not so you can take out the Brotherhood. Then, when you repel the invasion, you will of course take on the quest "Airship Down," just like in vanilla, only this time, it's a counter-strike and thus is a lot more justified. After that, imagine having to pass orange speech checks to convince the rest of the Institute to stop sending infiltration synths to the surface? Or a red speech check to stop making Gen 3 synths altogether, since they clearly have free will even if the Institute didn't plan on giving it to them? This would effectively bypass "End of the Line" so you don't have to destroy the Railroad. Who else seconds this request? Link to comment Share on other sites More sharing options...
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