New Alt Faction

Post » Sun Dec 06, 2015 6:33 pm

Now hear me out before shooting me :) (and if someone has done said before sorry)

What i would of liked to of seen is a in stead of saving the Minute Men in Concord you could of joined the raider group there. I have put some sort of thought behind this. (I mean they would need to be named group then, other then Generic Raiders.)

Entering Concord, but before reaching Preston and the people fighting there. you come across one of the raiders and a minute man fighting, and as you come up they both ask for your help. after that if you help the minute man you follow him to Preston and follow as normal. but if you help the raider you are taken to the leader. at which point you talk to and dis/agree to help. if you do you go off to fight Preston. where they could be more then just the 1 REAL minute man there are more. and upon fighting your way to the top were Preston a crew are you kill Preston and the other 4 beg for there lives. and one of the raiders come in and tell you that the last of the minute men are coming in to wipe you out. so you go into the power armour and fight your way though them. then lead them and the lead raider to Sanctuary were the leader becomes your companion and you for reasons become the new head raider. and then there would be Raiding mission to get other settlements under your control. then later on you get a mission to take the Castle for a Fortified home base

Still use flair gun to summon raider help. and use Smoke for Artie.

I just feel there needs to be something there for other people. I Dislike the Minute Men. and as far as I can tell, I have to join them, unless there is a way around doing that?

I mean they don't have to be full on "Head on Pike, Kill everything" type of raider. just something that is not so Goody-Goody

(Sorry if the wrong area)

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Jessica Nash
 
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Post » Sun Dec 06, 2015 2:42 pm

A lot of people have proposed similar situations...one of the better options I've heard would to be able to join the gunners at the beginning instead of the minute men..either way, I think it would have been nice to be able to join an 'evil' faction..even without karma it still would have been fun to do some quests that cause a little more mayhem for others..

Edit: you can skip the minute men at the beginning...there's other topics about it with more detail I'm sure..I haven't tried it yet..
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Kelli Wolfe
 
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Post » Sun Dec 06, 2015 8:06 pm

I think the MM is just a justification to build settlement, raiders have no reason to build settlements for the people or working on farm and open stores like that. It seems to be an important aspect Fallout 4 go to.

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Dagan Wilkin
 
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Post » Sun Dec 06, 2015 6:16 am

Raiders exist by exploiting nearby farms and settlements for their food and material need.

Guess the trick would be finding some sort of way to jump from "extortion, threats, and violence to make sure they pay their dues" to "directly build up settlements to keep them feeding you". Sort of takes the edge off raiding.

Another alternative I can think of is having you build up raider camps instead-- defenses to hold off minutemen, mercs, etc; maybe Prestige/Glory instead off Food and Water, as a currency that can be used to attract more raider; food/water based on the number of current raiders able to plunder; raider population fluctuating depending on how well they'd survive with your setups/how successful you are to keep them on board...

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Alexandra Louise Taylor
 
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Post » Sun Dec 06, 2015 11:01 am

Honestly, I would not mind having the gunners as a faction, especially for those who want to be pure evil, or something like that.

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CHARLODDE
 
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Post » Sun Dec 06, 2015 12:45 pm

I'm confused sir. Aren't all but 1 faction evil? They seem evil to me (Besides the noble Atom Cats, of course.)

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candice keenan
 
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