brotherhood,railroad,institute or minuteman

Post » Sat Jan 16, 2016 3:50 am


Sounds like you've made your decision then. Just be sure to get Ballistic Weave before leaving the RR.

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clelia vega
 
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Post » Sat Jan 16, 2016 4:39 am

Yea, you'll want to get ballistic weave if you don't use armor pieces. Ballistic weave is really really handy.
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NEGRO
 
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Post » Sat Jan 16, 2016 3:48 am



Yea im level 55 with bos and minuteman ending


Bos dont do nothing now really tbh and minute man either


But it feels boring that was i was just wondering the other endings maybe ill restart a game do the same route but just dont finish main quest
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Hearts
 
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Post » Fri Jan 15, 2016 7:33 pm



I use power armor a lot will this benefits me ??
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Jack Bryan
 
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Post » Fri Jan 15, 2016 7:14 pm

Doesn't this require a quest progression exploit and effectively leaves both the BoS and/or RR questline hanging?



If so, I don't consider it a viable solution outside of the fact that it can technically be done.

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Gracie Dugdale
 
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Post » Sat Jan 16, 2016 7:48 am


No.



Stop after Blind Betrayal with the Brotherhood, failing to report to Kells for orders (... so distraught over Danse's fate... if you want to RP it)



Stop after Randolph 6 with the Railroad. If you do all those quests first, there's no hanging quest. They have no further things aside from radiants (DIA and Weathervane) to give you anymore.



With the Institute, tell Father exactly what you think of him after the Battle of Bunker Hill and you will be Banished by the Institute.



Build the Relay with the Minutemen, then when you are Banished, Form Ranks will start (and complete if you have enough towns already) and then 'Defend the Castle'; begins. This ends with Nuclear Option beginning.



None of that is an exploit, nor is it out of character. The Survivor helps the Railroad enough to get the Courser chip decoded. When they have no further requests to give him, he goes to the faction that he is the leader of to build the Relay. He works with the Brotherhood for a time to build an alliance, but when Danse suffers exile/death the Survivor turns their back on the BoS for a time, infiltrating the Institute until given the chance to free innocents in Bunker Hill, then tells Father, to his face, exactly how poor of a human being that the man is.



Afterwards the Institute brings its own destruction on itself when attempts to overrun the Castle, forcing the Minuteman's hands. Desdemona will hail you as 'General of the Minutemen, destroyer of the Institute' and Quinlan will praise you using the Minutemen to do the deed as 'inspired', as the Brotherhood can husband its own resources more carefully.

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R.I.p MOmmy
 
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Post » Fri Jan 15, 2016 9:01 pm


I'm pretty sure it still adds to your resistances.

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Dona BlackHeart
 
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Post » Sat Jan 16, 2016 3:35 am


I stopped playing pretty soon after finishing the MQs, no matter which ending. Not only that there usually is only a reduced number of radiant quests left, but your level is so high that hardly any enemy poses a threat anymore. Better start a new one ;)

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Amie Mccubbing
 
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Post » Fri Jan 15, 2016 10:02 pm

I was originally going to go with the Railroad, but since going to the Institute I think I will join them. Brotherhood is too much kill kill kill in my opinion. Railroad, their ideology is just screwed up. Helping synths escape by wiping their memories and essentially killing the person/synth they once we're to make them even more of an artificial person by implanting fake memories...yup, seems logical.


The Institute has admittedly done some very screwed up crap. But I still don't think they are as evil as they are made out to be. They recover escaped synths, true. But they are trying to keep a handle on their technology, which as proven by several escapees, can turn murderous.


Father states one raider leader has killed innocent civilians. Now why would he care about innocent civilians if they are the people he experiments on anyway? Probably because they choose their replacements and test subjects more carefully then just, oh this is convenient. This is further proven by the informants they keep. Why not just kill them and replace them with synths instead of going through the trouble of paying them off? Yes Virgil had issues with the FEV experiments, but ONLY because they were not producing any useful results. I'm sure if he'd been getting back useful data his opinion would have been different. Anyway, back to work. As of now I choose the Institute. That could change....
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Cameron Wood
 
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Post » Fri Jan 15, 2016 7:15 pm

this is true no npc really faces a threat and im in survival mode so i think imma start a new one lol

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Kari Depp
 
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Post » Sat Jan 16, 2016 4:25 am



i was thinking of siding with them on this new game imma create but since i really destroy RR really early with giving them no chance imma try them all out before making any faction choices cause i really dont wanna make the minute man or RR an enemy cause everybody hates the institute so if i side with them will everybody hate me or can they learn how to live together

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Kate Murrell
 
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Post » Sat Jan 16, 2016 1:26 am

but my question is when the expansion come out or wat ever will it affect wat faction your in or they just gonna add more story and quest dosnt matter who you side with

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Katharine Newton
 
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Post » Sat Jan 16, 2016 12:37 am

Go Institute to get all the companion perks, fighting vertibirds is fun.
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Jade
 
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Post » Fri Jan 15, 2016 6:29 pm

yea sounds like fun

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MARLON JOHNSON
 
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Post » Fri Jan 15, 2016 6:43 pm


Still, it leaves the BoS's questline effectively hanging, since you never really "solve" their issue with the Railroad, and requires some exploitation (by forcing the Institute to disown you rather than follow it and the RR's quest progression down past the point where you piss off the BoS). Hell, you can shoot up the Institute at any time before doing Mass Fusion and this option is still on the table.



Under that logic, you can also beat the game by just leaving everyone hanging, never progressing beyond Blind Betrayal and Mankind Redefined. You get everyone's radiant questlines, goodies, and never have to choose a side, since they'll all wait on you before they go.

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AnDres MeZa
 
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Post » Fri Jan 15, 2016 10:36 pm


Well, every quest hangs out waiting for you. It's the super power of the protagonist in a Bethesda game.

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Jake Easom
 
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Post » Sat Jan 16, 2016 5:29 am

Institue ending for me because you can destroy the Prydwen via Liberty prime and loot ALL BOS members you kill, and Maxon gives the best coat in the game and a legendary weapon and rare elder paint
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MatthewJontully
 
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Post » Sat Jan 16, 2016 9:19 am

So far I find Institute radiant quests better than BoS, but I problable need to check out close what kinds of quests BoS really have and beside you can use the BoS' vertibirds. Problems with one of the Institute radiant quests, "eliminate the feral ghoul". In every quest I so far, I was sending to one of mine own settlements. There are no feral ghouls present, so I console this one.


-Klevs

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victoria johnstone
 
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Post » Sat Jan 16, 2016 7:33 am


I've effectively done this myself, buuuuut, of course the game just goes on with no resolution. Of course I wouldn't expect it to since I modded the game to let me kill essential characters heh. Minutemen are alright if it wasn't for the fact their faction tosses settlement baby sitting your way, an aspect of the game I don't particularly care for. Yeah I know you can half leg it and just chuck turrets everywhere but still. The other 3 factions I just fine too reprehensible. It goes beyond them simply having differences of ideology. The brotherhood demands you kill people simply because they are different, even when those individuals have been crucial to your success in the commonwealth, they also bully farmers for supplies among other things. The institute frequently sends out deathsquads to exterminate entire communities just to appropriate items they want...instead of just negotiating like normal folk.



The Railroad have no aims for the commonwealth besides save synths. They see them as fully sentient and deserving of rights and such. I mean great and all cept upon request, they purge the memories of every synth who asks for it. Some of those synths end up terrible individuals, but that's not the funny part. Their end goal is to destroy the institute, the creators of the people they are liberating, and in the process almost certainly guaranteeing that no further synths will be created. I am fairly sure synths are incapable of reproduction and since they lose all knowledge of the institute upon leaving, they don't have the skills (or in the wasteland, the sophisticated equipment) to make more of their kind, effectively dooming them to eventual non existence in the foreseeable future.

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Skivs
 
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Post » Fri Jan 15, 2016 6:21 pm

so you can get all benefits from all faction wit out choosing a side ??

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Gavin boyce
 
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Post » Fri Jan 15, 2016 11:21 pm

you can still get it if you side with RR and kil brother hood and institute right ??

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Alycia Leann grace
 
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Post » Fri Jan 15, 2016 11:31 pm


you can still take care of settlements after destroying the minute man right ?? or in every outcome to they always survive ?? cause i like building and all of that but if i still can build were ever i want i will just side with institute and kill everybody lol

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Laura Shipley
 
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Post » Sat Jan 16, 2016 1:23 am

BOS have a coup0le of side quest after ending that u can make a lot of caps out of but i dont know about the rest of the factions thats why im trying to find out if they worth it siding with

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Blackdrak
 
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