Fallout Thread V26: At least it's not a Nuclear Winter
5,001 replies, posted
i failed the freedom road so the railroad's out oops
[QUOTE=Aaron0000;50115263]Missionwise:
Mass Fusion's the turning point for BoS/Institute
Tactical Thinking/Precipice of War are BoS/Railroad turning points
Underground Undercover's the Railroad/Institute Turning Point[/QUOTE]
So it doesn't matter whose side you take in the battle for bunker hill? Because I've been putting that quest off forever and avoiding that part of the map because I can't decide who to back yet.
Is there a lore reason as to why Fallout's universe plays music only from 30-50's while anything beyond this period doesn't exist? I'm fine with it being the aesthetic but I sometimes wonder where all the music in Fallout's universe from 1960-2077 went.
No real reason, it's just a series quirk that's never really been explained iirc.
[QUOTE=Vasili;50115337]Is there a lore reason as to why Fallout's universe plays music only from 30-50's while anything beyond this period doesn't exist? I'm fine with it being the aesthetic but I sometimes wonder where all the music in Fallout's universe from 1960-2077 went.[/QUOTE]
I don't think there's an official explanation but many fans speculate it's because classic vinyl media was able to withstand the EMPs from the nukes much better than modern electronic/magnetic media, so there's a lot more working records lying around than there is tapes and CDs and people's hard drives that happened to be properly shielded when the bombs dropped.
New Vegas has a few songs that were made after the war
[QUOTE=Ardosos;50115279]So it doesn't matter whose side you take in the battle for bunker hill? Because I've been putting that quest off forever and avoiding that part of the map because I can't decide who to back yet.[/QUOTE]
I've literally walked into Bunker Hill having allied with every faction, with not a single enemy aiming at me, picked up all the loot (had Strong as a mule), disabled the synths at the end of the basement, waltzed out while picking up more Gauss Rifles, Synth Armor and Power Armor pieces, and ended it with Father. Not a scratch nor harm with my faction reputation.
Honestly it's more of a battle to fit everything into my pockets without having Strongback as a perk.
[QUOTE=thisguy123;50114782]The railroad are a bunch of whiny cunts.
Railroad:"Would you put your life at risk for a synth?"
Player:"Well it depends on the circumstance..."
Railroad:[I]"NO IT'S A SIMPLE YES OR NO! RISK LIFE FOR A SYNTH?"[/I]
and lets not forget this singular quote from one of the members in the railroad base.
"If you're not here to save synths you can get the hell out!"
Like yeesh they go WAAAAY to ham on that to the point where they seem like synths are BETTER and more important than humans [sp]Ironically enough a couple members of the institute also say something like this[/sp][/QUOTE]
Pretty sure one of them directly contradicts their whole ethos by basically saying synths are still heartless machines/tools deep down.
Literally the worst faction I've seen in any game in a long time.
[QUOTE=spekter;50115421]Pretty sure one of them directly contradicts their whole ethos by basically saying synths are still heartless machines/tools deep down.
Literally the worst faction I've seen in any game in a long time.[/QUOTE]
Idk I still think the institute is worse purely on the basis that I actually expected them to not be shit.
The railroad was pretty much exactly what I expected them to be, whereas the institute was both shit [i] and[/i] a let down.
I really hope someone makes an animation mod that makes it so you fire the sawed off shotgun one-handed.
I want to go full Mad Max like I did in New Vegas.
[QUOTE=fulgrim;50115444]Idk I still think the institute is worse purely on the basis that I actually expected them to not be shit.
The railroad was pretty much exactly what I expected them to be, whereas the institute was both shit [i] and[/i] a let down.[/QUOTE]
The thing is the institute was always going to be the "we're right you're wrong fuck you" type of faction deep down (except for the insane possibility that bethesda treated us with respect and made them morally ambiguous) but Railroad was supposed to be your ragtag rebel group from all walks of life where everyone was at least unified by one belief that synths deserve better treatment and are basically human.
Half of them don't even seem to give a singular fuck or at least they were so poorly written they never get vocal or give off any "die for my cause" vibes. There's not one person in that group that elaborates fully on why they do what they do except for the actual synth members.
I like the Railroad for their armor designs.
I hate siding with them because [sp]It takes out both the Brotherhood AND the Institute and so there's nobody left to fight but raiders.[/sp]
[QUOTE=EliaMoroes;50114331]Maybe the main questline in Fallout 3 is that short, but I've already dealth with President Eden and I'm about to start Take it back!, which, I think, is the last one, so I'll do the DLCs first
The confrontation with Eden was kinda anti-climatic: [sp]for being a very advanced artificial intelligence with years of calculation behind it, Eden can be persuaded to leave its plan with a single speech check. And the check requirement is very forgiving. And the argument you use is something on the note of "hey Eden, you suck. Step down, you fool"[/sp]
Also, it was really heartwarming to return to Vault 101, resist the urge to kill the overseer and solve everyone's problems via diplomacy only to be kicked out by my supposed love interest. I swear, the story angle of this game is seriously fucked up[/QUOTE]
If you have Broken Steel, then Take It Back! isn't really the last one, there's no definite end to the game with BS. Feel free to do whatever you want.
[QUOTE=Skyward;50115236]I wouldn't exactly say [sp]The Institute's plan makes much sense[/sp]...[/QUOTE]
[sp]I guess it depends? When I had the chance to say whatever on the radio, I explained it as we're gonna build synths to slowly start to repopulate the planet as a "next stage in human evolution" type thing. By the end I had the impression that the Institute was done being the boogeyman and was going to start being more transparent and helpful. Maybe that was just wishful thinking on my part but that's what I gathered[/sp]
So does Wasteland Workshop allow you to actually use captured raiders as guards or settlers? If their only use is to fight in an arena pit I don't really think it's worth the money.
[QUOTE=fulgrim;50115444]Idk I still think the institute is worse purely on the basis that I actually expected them to not be shit.
The railroad was pretty much exactly what I expected them to be, whereas the institute was both shit [i] and[/i] a let down.[/QUOTE]
It's funny how the BoS [I]"We're totally not 40K space marines I SWEAR" [/I] ethos is somehow one of the better factions under Adolf Maxon.
The only real "good" faction is pissed-on-gumby and his band of merry men.
The absolute best faction would be Brotherhood of Steel if they left in the ending that lets you take over as Elder.
Why the fuck would you even cut that, Bethesda?
maxson has a badass haircut tbh
[QUOTE=TalonAran;50115811]The absolute best faction would be Brotherhood of Steel if they left in the ending that lets you take over as Elder.
Why the fuck would you even cut that, Bethesda?[/QUOTE]
Probably because it makes zero sense.
If people are already complaining about the PC being the chosen one in bethesda games then the protag becoming Elder would have started riots.
You have absolutely zero leverage to become Elder in Fallout 4.
I'll take shit like that over absolutely no ending being satisfying at all. At least that ending would be satisfying because you could make Maxson go fuck himself.
Just make it a really hard ending to get.
There are three other endings where you can murder Maxson if you don't like him.
And killing him in these endings doesn't make anyone bow to you and name you Elder because the BOS doesn't function on orc logic.
"Make it hard to get" doesn't mean "just kill him and that's it". I meant things like turning the rest of the brotherhood against him, using speech checks to convince them to let you take over.
My wording is shit for that and it probably wouldn't go exactly like that, but I don't mean straight up "kill him, take his coat, and now you're Elder. Roll credits"
well i just did the BoS quest where you [sp]wipe out the railroad[/sp] so they're definitely out
But that [I]still[/I] wouldn't make sense. Let's just list all the reasons why you couldn't convince the BOS and get anything out of it even with the highest charisma in the fallout universe :
- The BOS is an army. This means that the lower ranks don't get to choose who the higher ranks are. If they're unhappy, tough shit, all they can do is start a mutiny. The last time this happened in Fallout's history, there wasn't a new elder - there were outcasts who just left, because they couldn't just change the Elder.
- The terms and criteria to eject an Elder and replace them is incredibly specific and only covers very precise cases, which New Vegas covers. These cases do not apply to Maxson at all, so you don't have any leverage as far as the BOS' own rules go.
- The army you see at the Prydwen is the tip of the iceberg. The largest chunk of the BOS is waiting in DC, and regardless of how charismatic you are, they [I]won't[/I] be happy about the Elder changing around while Maxson is gone. You'd be told to fuck off right as you arrive.
- The army you see at the Prydwen is composed of the most fanatical soldiers Maxson has at his command. Everyone aboard the ship has immense admiration for Maxson. You can't realistically reverse years of people agreeing with Maxson with a couple of speech checks in the course of less than a year, or even less than a month.
- Even if you somehow got them to agree that Maxson needs to go, they wouldn't pick you because you're literally the least qualified person for the job. You just showed up. So far you were great at taking orders but you were never asked to give any. There's a ton more people aboard the prydwen and back in DC who'd be more capable of running the BOS than you.
I see what you mean.
Really I just want a hard-to-get(hard to get in the sense that you actually have to know what you're doing I mean), satisfying ending that makes charisma actually mean something is all. First thought I had was usurping Maxson, but I forgot that doesn't actually make any sense.
There [I]is[/I] a diplomatic path to the story where Charisma counts, it's with the Minutemen. If you fuck up, you have to attack the BOS and the Railroad. If you do it right, you can come to peaceful terms with everyone, and it involves both good words and good deeds.
You don't become the head of the railroad.
You kind of [I]are[/I] the most qualified when you show up to help the minutemen. They're in complete disrepair, and Preston is not a leader. The game makes a pretty clear point that the Minutemen are virtually dead when you find Garvey.
As for the Institute, you have history with them on top of Father's very personal bias. Since it's a point in the plot that the Institute isn't exactly well organized and kind of runs on nepotism/family ties, it makes sense you'd end up at the head.
[QUOTE=Ganerumo;50115836]Probably because it makes zero sense.
If people are already complaining about the PC being the chosen one in bethesda games then the protag becoming Elder would have started riots.
You have absolutely zero leverage to become Elder in Fallout 4.[/QUOTE]
[spoilers for companion quests]
i thought the premise behind becoming the eldar was you [sp]and danse having a coup de'tat after gathering enough support (after the betrayal quest) to oppose maxson and his loyalists?[/sp] considering you move up in the ranks quickly, and you have [sp]a well known and respected veteran like danse on your side[/sp], it seemed very possible that you'd overthrow maxson and [sp]danse would give you the throne instead of taking it himself (for obvious purposes of him being a companion)[/sp]
i think listening to all the cut voicelines, and piecing it all together, you can come to a conclusion like that.
i feel if they did include that, you would be able to peacefully resolve the conflict between the brotherhood/railroad/institute.
i don't see why that can't happen. in FO3 and NV it was possible to spare main antagonists and peacefully resolve situations through speech checks. i like being able to not fix the world's problems by blowing everything up.
That wouldn't solve the problem of all of DC being pissed at you because they weren't consulted on the matter.
And that still wouldn't change the fact that it'd be a mutiny, and you'd be on the mutineer side which means you'd have absolutely no leverage to actually take Maxson's place. At best you'd get your own branch of the BOS, which Maxson wouldn't allow (nor would DC) after the outcast episode.
[QUOTE=Ganerumo;50115977]That wouldn't solve the problem of all of DC being pissed at you because they weren't consulted on the matter.
And that still wouldn't change the fact that it'd be a mutiny, and you'd be on the mutineer side which means you'd have absolutely no leverage to actually take Maxson's place. At best you'd get your own branch of the BOS, which Maxson wouldn't allow (nor would DC) after the outcast episode.[/QUOTE]
it would be very possible to live with the fact that you have your own branch and maxson has his own if that were to happen. as for having no leverage, think about the NV scenario with McNamara and Paladin Hardin, who wants to usurp him. its not written in stone that a mutiny wouldn't work.
if you do get your own branch, it would make a very interesting story arc of having to confront maxson's BOS loyalists with your own chapter. you should be able to write your own history in fallout, not having it baby fed to you. clearly some things can't be changed but you have to admit, being able to do things outside of what Bethesda offers you when it comes to factions makes everything more interesting.
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