Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
[QUOTE=VX-79;51976235]The Institute foolishly waste their technological prowess to focus on enslaving sentient beings instead of advancing the post-nuclear world.
The Brotherhood are technocratic fascists who only care about keeping the public in the dark ages and persecuting any non-humans.
The Railroad aims to free the commonwealth from both of their influences.[/QUOTE]
The railroad mindwipes synths under threat of death, or worse. Just to keep themselves safe.
[QUOTE=yellowoboe;51976893]Curie garbage tier. Would throw in dumpster.[/QUOTE]
you're dead to me
[QUOTE=Crimor;51977730]The railroad mindwipes synths under threat of death, or worse. Just to keep themselves safe.[/QUOTE]
The railroad is also somewhat inhibited by the diversity of ideals within its own members. They're united under a general broad concept, but they all have their own methods, a list of things they will and will not do, so on and so forth. They're more cohesive than the Minutemen were before they fell apart, but they're still somewhat of a fragmented bunch when you get to them.
Minutemen for life.
You get to build yourself an empire and kill whoever the fuck you want. Don't like the Brotherhood? Sink their battleship. Don't like the Railroad? De-rail them. Don't like the Institute? Blow the poes the hell up.
nWo, baby!
[QUOTE=Hatley;51977811]Minutemen for life.
You get to build yourself an empire and kill whoever the fuck you want. Don't like the Brotherhood? Sink their battleship. Don't like the Railroad? De-rail them. Don't like the Institute? Blow the poes the hell up.
nWo, baby![/QUOTE]
Can't hear you over The random ass noise The Pack is doing in my park :v:
[QUOTE=Hatley;51977811]Snip-O[/QUOTE]
Don't like the minutemen, send a mirelurk queen to destroy their base.
I wish there was a way to leave them, I'd like to take over settlements not be forced into playing the storyline and so early reclaiming the castle.
[QUOTE=Sims_doc;51977855]Don't like the minutemen, send a mirelurk queen to destroy their base.
I wish there was a way to leave them, I'd like to take over settlements not be forced into playing the storyline and so early reclaiming the castle.[/QUOTE]
You don't actually have to ever meet preston afaik.
[QUOTE=Crimor;51977910]You don't actually have to ever meet preston afaik.[/QUOTE]
It's a bit too late for that now, I really want to know how to get kicked out of the minutemen.
The terminals say people have deserted and been kicked out.
you can't get kicked out, minutemen is the failsafe in case you piss off all the other factions. the trick is to just never finish the first settlement quest preston gives you
[QUOTE=butre;51977968]you can't get kicked out, minutemen is the failsafe in case you piss off all the other factions. the trick is to just never finish the first settlement quest preston gives you[/QUOTE]
I wouldn't care if every faction was against me, It isn't hard to deal with assassins assuming it's like NV.
Curie is the only reason I want to play Fallout 4. Curi is the only reason I'm all the more disappointed in the many shite aspects of Fallout 4. Really I could continue through the tedium if the game ran smoothly like it did at launch, but something happened and now I can't bear to play with the stutter...
[QUOTE=LtKyle2;51977355]Speaking of factions [sp]you don't get to call out Shaun on all the kidnapping and murder the institute does do you? You show up and suddenly MY PRECIOUS BOY ITS YOU OH NOOOO and thats it[/sp][/QUOTE]
you do get the option to tell him [sp]you're disappointed in him if you betray the institute at bunker hill. his response is basically "YEAH WHATEVER DAD" and it goes nowhere and changes nothing[/sp]
I'm still pissed that there's no "true" independent ending for Fallout 4. New Vegas was great for that because no matter what other faction you ended with there was always something flawed with their end goals after the battle for Hoover Dam. Nothing really felt right if you put one of them in charge, at least for me. The NCR and Mr. House do have a few good things to bring if they win but I feel the bad outweighs the good. The Legion just want to come in and fuck everything up. The independent ending is the perfect "fuck you I won't do what you tell me" to all three factions. They spent most of the game trying to control you and make you win the war for them but all it takes is you and a couple of robots to come in and fuck everything up for them and I love it.
The problem with Fallout 4 is there's no way to say "fuck you I won't do what you tell me" to any faction. And since all four factions are flawed in their philosophy and their motives you don't feel like you've made the right decision to put them in charge. The Institute would rather hide underground and play boogeyman with their synths instead of using their knowledge and science to help those above. The Brotherhood are almost-kinda techno-nazis who hate anything non-human and would rather destroy the Institute and its tech when THEIR ENTIRE MISSION is to collect technology that would be too dangerous for regular wastelanders to get their hands on. The Railroad wants synth freedom by destroying the only means of creating synths, and they don't even know what to do with the remaining synths after that other than going back to their old plan of mind wiping them and throwing them into the wasteland. You could argue that the Minutemen are the closest thing to the independent ending and "the right thing to do" but I don't think they have any long term plans either. Just keep sending your god-like errand boy off to make and help settlements until the end of time.
I find it hard to like any of the factions in Fallout games. They may seem perfect on the surface but there's always something that makes me hate them.
I spent a good minute waiting for these elevator doors to open before I realized it was the ones behind me that opened :v:
[QUOTE=Crimor;51978558]I spent a good minute waiting for these elevator doors to open before I realized it was the ones behind me that opened :v:[/QUOTE]
Oh my god.
I'm not the only one :v:
[editline]18th March 2017[/editline]
Also the guy behind Sim Settlements released this toolkit so everyone can start adding their own buildings.
[url]http://www.nexusmods.com/fallout4/mods/22808/?[/url]
[QUOTE=Kurahk;51978556]
I find it hard to like any of the factions in Fallout games. They may seem perfect on the surface but there's always something that makes me hate them.[/QUOTE]
Arguably, that's what makes the factions interesting, except maybe Caesar's Legion in NV. There's no one true "right" faction that will do everything right, just like it would probably be in the real world. People have flaws, and so do the groups they lead.
Of course, that's what they tried to do. What we ended up with were Nazis in power armor, vigilantes who can't do anything themselves, dumbasses who completely squander the super advanced technology at their hands (which you can't scavenge and are forced to destroy unless you join them) and idealistic hippies who only do the bare minimum and pat themselves on the back for it. And then in New Vegas there's a bureaucracy-stifled democracy where things take forever to get done, a dude who thinks cosplaying as the Romans and raiding/raping/destroying everyone who won't immediately succumb to his will is the way to go, and you, who will probably have to deal with the continuing NCR efforts to take over New Vegas for the rest of his/her life.
TL;DR, they tried making flawed factions that make the final choice difficult, but they ended up with a bunch of "eh I'll pick this faction this playthrough I guess".
So I started having an idea for expansion/mod, where the player starts as enclave (reports of their destruction has been exaggerated) , and they've got a secret mission to recruit the institute, destabilise and destroy the other factions (without factions finding out about enclave allegiances, so they don't go to war with the brotherhood or whatever) and then invade/colonise the wasteland for the enclave. Bring about new america.
I mean you could turn against the enclave. But why would you wanna do that? They're true americans, they raised you, and they'll give you a plasma gun, and maybe your very own trained deathclaw. (I mean, of course you can, but I think it'll be much better if you turned against them because you wanted to. Having the plot force you to turn against them because they've got some evil plan... bollocks.)
But it might as well be Fallout 5 with the way factions are in Fallout 4. I think the institute would've been a massive asset for them. (They don't like degenerate humans, but synths aren't humans,won't affect the gene pool, and know their place. The other technology is equally interesting regardless, as are the preserved specimens of pre-war blood)
I think the enclave would be a nice change from vault emergence/bloodline.
One of the big problems with the Minutemen as the fallback faction within Fallout is that earlier Fallouts definitely had a punk/anarchist bent to them. Even New Vegas' independent ending can come off like that, depending on how you play it. The essential, "fuck you, I won't do what you tell me," as Kurahk puts it. Conversely, rebuilding the Minutemen is establishing The Man rather raging against it, the Institute and the Brotherhood are both about as The Man as you can get, and the Railroad don't have enough edge to avoid being rebels without a clue.
I think there's a fundamental problem with expecting an all-encompassing, completely player orientated, independent ending in games like Fallout. It's [I]very[/I] hard to pull off. NV's plot allowed for a very unique situation to pop up where a player character, of any possible backstory, alignment and personality, could take over preestablished and automated infrastructure and basically become a dictator. This means that it's easy to imagine what your character would do and how that would impact the Mojave.
Fallout 4's plot doesn't really allow for any independent route mcguffin à la yesman, all the factions are bodies of free thinking independent people that all have their own goals and ambitions. The Minutemen are [I]almost[/I] blank slates, but it's hard to imagine the player character convincing them of doing anything other than supporting settlements and the growth of the Commonwealth. It's still independent in the ways that count - you're rejecting the will of other factions and focusing on a faction you lead exclusively, but it's wrought with the troubles the rest of the main plot is. You have to be the good guy. Without gutting and rewriting the plot to allow for some robot army fuckery, it's hard to imagine Beth writing a satisfying faction that will literally bend to your every will.
In the end, I think the independent route is kind of cheesing the story of Fallout games anyway. The faction you end up with is really the only consequence of the dialogue portion of the game, and by extension, the roleplaying portion. Just like the shooty shooty bang bang portion of the game, the dialogue and roleplaying aspects should have consequences too, and a great way to do that is to have the player choosing a flawed faction to align with. You'll need to pick a faction that would best suit your character, while accepting that it makes your character a bit flawed along with it.
While I love going the independent route of New Vegas, what I consider to be a definitive playthrough would be to pick from House, NCR, or Legion. That's what the developers wanted you to do, and the otherwise awesome independent ending only exists out of necessity.
As a side note from this whole big rant, the best headcanon for a future Commonwealth lead by the Minutemen is NCR 2.0.
Closest thing you can get to a "Bad Guy" ending in Fallout 4 is to do Nuka-World and the Institute Ending.
[QUOTE=WillerinV1.02;51978791]As a side note from this whole big rant, the best headcanon for a future Commonwealth lead by the Minutemen is NCR 2.0.[/QUOTE]
Not unlikely with the death of the Commonwealth or, under direction of the Sole Survivor, a less intrusive Institute.
After all the Commonwealth almost did have a union of sorts but the Institute nipped it in the bud. Wouldn't be surprising to see people try that again at least in the Minutemen ending which not only clears out the Institute but also establishes a somewhat liked defense force that people want to be able to rely on.
Finally, I'm about to finish nuka world, after killing every gang member and finding all the cappys and medallions.
After that, time to finish the story for good.
[QUOTE=Ganerumo;51979089]Not unlikely with the death of the Commonwealth or, under direction of the Sole Survivor, a less intrusive Institute.
After all the Commonwealth almost did have a union of sorts but the Institute nipped it in the bud. Wouldn't be surprising to see people try that again at least in the Minutemen ending which not only clears out the Institute but also establishes a somewhat liked defense force that people want to be able to rely on.[/QUOTE]
I wouldn't call working with them for years, including being a major part in creating the CPG, nipping it in the bud. if I remember right it ended in bickering and infighting, a fight happened during a meeting, leading to the death of everyone involved. After that failure, they stopped all communication with the commonwealth after that.
Speaking of picking a faction, I've finally decided on finishing the main story to my one and only run (627 hours and counting!) by going Institute.
With the mod for sparing the Railroad I can at least rest easy knowing I didn't have to single-handedly massacre that goofy gang.
The BOS though?
[t]http://images.akamai.steamusercontent.com/ugc/84846405862886784/2D8A264243C7A723CF60EE63D20BF84FD4C8A171/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/84846405862890811/9319F7E08DEA97B6F18A5E447A5A8B2E1AE0CB2C/[/t]
Fuck the BOS.
when it comes to factions
[video=youtube;ITQpGKYAXX0]https://www.youtube.com/watch?v=ITQpGKYAXX0[/video]
fuck all y'all
[sp]BOS ending is gonna be canon so they can build up to a huge rebirth of the Brotherhood as a governing body, I know it[/sp]
The Brotherhood are cool as shit though
Big fucking ship, big fucking guns, and a big fucking robot.
Better dead than red
[QUOTE=RenegadeCop;51979444]And Danse, the best companion of them all[/QUOTE]
[sp]Wouldn't Danse technically be Institute?[/sp] :v:
[QUOTE=TheJoker;51979441]Better dead than red[/QUOTE]
Alright.
Crazy idea time.
There's a tiny communist state in the US that's flourishing in post apocalyptic america. It's wealthy,well fed, it's industrialized, gives free education, they make their own cars,power armour and fusion cells (though it's no institute or enclave and this is mostly just near-pre war levels) It isn't corrupt, people are just very happy to be in it. It's ran by democratic unions (as communism was originally intended) and, although wary, is accepting of super mutants and ghouls. It has two years of compulsory military service (neccessary due to the wasteland being what it is) although it prefers peaceful expansion, it will be aggressive when neccessary:
-It's an appealing place that gets many new settlers, so they need more land, not often.
-Most inside see their system as great, and see it's expansion as a way to rebuild america and save the wastes.
-The more inside, the less outside, who could be indoctrinated into rival systems.
It will, eventually, start funding leftist rebels in other established places of america.
Naturally, this is America, and every established faction is going to want to destroy such a thing. Enclave and brotherhood would march in shoulder to shoulder in their power armour if they could, wealthy businesses arm nearby raiders, spies enter, and coups attempts are heavily supported. New Nukes are being prepared for the state. Distant new nations are making preparations for war against the new communists
(I am unsure if the new communists would call themselves communists, with the knowledge of how controversial the ideology would be in the setting)
Might work well with the player-starts-enclave idea.
We're moving forward in fallout timeline. So naturally people are going to rebuild and factions are going to get bigger. I think it'd be a great irony if an ideology that destroyed america would be one of the best shots in reclaiming it.
[QUOTE=ScumBunny;51979251]Speaking of picking a faction, I've finally decided on finishing the main story to my one and only run (627 hours and counting!) by going Institute.
With the mod for sparing the Railroad I can at least rest easy knowing I didn't have to single-handedly massacre that goofy gang.
The BOS though?
[t]http://images.akamai.steamusercontent.com/ugc/84846405862886784/2D8A264243C7A723CF60EE63D20BF84FD4C8A171/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/84846405862890811/9319F7E08DEA97B6F18A5E447A5A8B2E1AE0CB2C/[/t]
Fuck the BOS.[/QUOTE]
boy i sure hope the Brotherhood didn't have any innocent children on that airship!
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