50 shades of Corvega Assembly P. AKA so called general

Post » Sat Jan 09, 2016 10:54 am

It sounds like what you and others might be suggesting is that Bethesda implement something that was present in Assassins Creed: Brotherhood. Have some actual subordinates that you can boss around and send on missions to gain money/xp. You could even call them in as reinforcements.

Of course I don't know how any of that could or would work with the system that is already in place. But at least such a feature would make you feel like you were in charge.

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Roanne Bardsley
 
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Post » Sat Jan 09, 2016 12:42 pm

It wouldn;t be so bad if they varied the locations more, like randomly cycle through them all and then repeat. I never get super duper mart and recently after 150 hours I got sent to a location i'd never been to before just some subway entrance.

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Sunnii Bebiieh
 
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Post » Sat Jan 09, 2016 6:08 am

Its because the Minutemen doesn't have a chain of command. There is no 'leader' in practice.

The "General" is first among equals. None of the MM have to obey your orders and you can't command them. Because, as one of them puts it: "This ain't the military, and I don't have to listen to you."

The General is a figure-head, and the player character does all of these radiant quests because you're a citizen soldier in a loose organization of other citizen soldiers. Its not a command role, its a civil-service servile role.

People seem to think the Minutemen are your personal army, but that's not the case.

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Eire Charlotta
 
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Post » Sat Jan 09, 2016 1:02 am

A solid argument. The AI in the game still goes to waste though. The game could have been much better. What I mean is, the game code is definitely amazing but I feel as if it is not used effectively.

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lisa nuttall
 
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Post » Sat Jan 09, 2016 12:04 pm

I'm not opposed to radiant quests at all. I just finally finished my first play through the other night, and the radiant quests have been taking up a lot of my time since then. I love having them as an option for after completing the main quest. However, they can be done well and they can be done poorly. Fallout 4 seems to be hit or miss with the radiant quests. I don't mind the ones for the Railroad or the Brotherhood for the most part. The constanty MILA quests from Tinker Tom got a bit old, but not like Preston's.

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Jonathan Braz
 
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Post » Sat Jan 09, 2016 8:56 am

I think it'd be cool to be able to assemble a team to go do some of these quests. Having someone like MacCready, Piper, or some other companion as my next in command would be cool. I could have them go out and do these missions, at the risk of possibly losing one or more of the unnamed Minutemen/settlers. If they get in over their heads they can radio me for backup. I wouldn't mind this.

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Josh Lozier
 
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Post » Sat Jan 09, 2016 6:04 am

Two problems, one is that it reuses location so much, also distances makes no sense that feral ghouls from the other side of the map attacks you. (a bit more plausible with raiders if the loot is very good)

second is timed quests you get if you even get close to Preston with no way to refuse.

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Adam Baumgartner
 
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Post » Sat Jan 09, 2016 3:50 am

Backup call would be a great variety, definitely. I wonder if these could be implemented in the next (or current) game.

Someone mentioned that this actually exists in Assassin's Creed. I never played that though.

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Tessa Mullins
 
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Post » Sat Jan 09, 2016 1:57 pm

I am going to assume you misread my post because you reply doesn't make sense.

To complain about the frequency of the radiant quest as a problem to my point about reducing the frequency to a one game month delay makes no sense. The distances are not an issue, the communities are in contact with each other hearing about an issue and telling you from a settlement that is not the nearest isn't that implausible as the settlements obviously have some form of contact which is why settlers know so much about the other settlements and tell you about them. This becomes even more likely as you build radios and the like within your settlements and connect them via supply lines. Freedom radio and the supply lines are obviously representative of greater infrastructure vs being literal. One person with a brahmin isn't going to keep thousands of bits of wood, steel, water and food on the single animal and one lone person sitting at a radio isn't going to just magically know when a settlement is in danger. They represent greater infrastructure than a single entity the game renders. Just as the few vertibirds you see at Boston airport don't represent all veribirds. (And the rate at which they crash and burn it is a good thing otherwise they would all be lost in a few random encounters.)

If there were only 12 radiant quests in an entire year of play they would not repeat locations to be noticeable as you just aren't doing the quests that often for them to become repetitive. If Preston only gave you one radiant quest per month then going near him wouldn't become an issue. Yet another issue solved by a single tweak.

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Jeneene Hunte
 
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Post » Sat Jan 09, 2016 5:16 am

I found this mod:

http://www.nexusmods.com/fallout4/mods/6648/?

http://www.nexusmods.com/fallout4/mods/507/?

It is not really sending them somewhere, but still good :)

About radiant quests - some players suggested to not repeat them, but I didn't repeat any of them, I just think those great interesting and funny factions deserved something better.My problem are the side quests themself.

Quests I got there:

Minutemen:

go and clear a building 1-10 given locations

go and rescue kidnapped from a building 1-10 given locations

defend a settlement - unique atleast

build up a net of traders - really good, but I can do it without the faction

BoS:

go and get something from a building 1-10

go and clear a building 1-10 given locations

Railroad

go and clear a building 1-10 given locations

go and clear a building 1-10 given locations - yes, 2x!

go and get something from 4 unique places, but clearing a buildding anyway

go and get something from 11 unique places, but clearing a building anyway

some a bit more special mission 1 per 10 tedious.

Institute - I didn't join them yet, I have no interest in another faction

Btw I love the main quest and all the factions, but all those side quests will give you 20 quests per faction, 80 quests totally, which is half of all the quests claimed to be in the game.

That is my problem. To make them repeating is just beyond my understanding.

Imagine if instead of that there would be interesting, unique quests for each faction? They could be possible to repeat, but unique style of every faction?

I'm not against clearing of a building, but I like to do that on my own with a surprise of exploring, but for factions I would like to see something better.

But this model of side quests (without repeating anything) is simply not funny for me. It is not RPG, it is just shooting mission, which is probably OK for some players, but I prefer anything like that to do in a group in a multiplayer, but is very boring for me to do that in a singleplayer game.

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Miss K
 
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Post » Sat Jan 09, 2016 10:55 am

I realised, that maybe the idea OP suggested would help me with my problem too. It could be even connected to high charisma, so it would be really - "play the game as you want" as Bethesda promised (I don't mean this ironically or in an offending way, but just as a fact I really miss in the main faction side quests).

That I could pass a side quest, that I wouldn't want to do (or if it would be in a building I just cleared for another faction/quest and I really wouldn't want to go back), I could ask someone nonamed from my faction to do that for me. So I wouldn't feel forced to do that quest I don't like and I could move to more interesting side quests or to a side quest in a different location.

It would be a bit different - that for a radiant quest it would be a team, but for a standard side quests, but boring, I could "convince" my fellow to do that for me.

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Kanaoka
 
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Post » Sat Jan 09, 2016 4:03 am

At the very least, I'd like to be able to send out Preston. Maybe other companions with varying amount of charisma, then nameless Minutemen with higher charisma, or even settlers themselves with really high charisma.

Preston sits in my garage in Sanctuary Hills staring at the ground after I come back from saving a settlement, then tells me Sanctuary Hills is getting attacked by raiders, then sits back down.

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Catherine N
 
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Post » Sat Jan 09, 2016 9:43 am

Finch Farm for me. Ghouls. Meet with Abraham. He asks me if I'm with the Minutemen. YES ABRAHAM, I'VE BEEN TO YOUR FARM 45 TIMES NOW.
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james kite
 
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Post » Sat Jan 09, 2016 10:25 am

I think it was the game Godfather that had a good turf defense system. You had a warning of an attack, and a bar that would slowly drain down. If you had assigned enough firepower to that turf, you would usually be fine with letting your troops handle it. It wasn't an automatic loss of you didn't show up. You were the Boss and expected to delegate.
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noa zarfati
 
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Post » Sat Jan 09, 2016 7:15 am

Ideally, Bethesda will finally pay attention to all the wailing and gnashing of teeth and tone done Preston "General, go do my job for me" Garvey's spam and actually fix the Happiness rating of our Settlements to actually tell us how to bump it up and how to keep it at a high level if we so wish.

I'm not going to hold my breath, however. I want to roll through the wastelands with my bro-fu, Preston, but the apparent impotence of my fellow Minutemen and the fact that despite being the 'General' I cannot send troops to defend Settlements under attack smacks of idiocy. Yes, your rank is the highest in the Minutemen and technically you're the leader, but you're not the kind of leader the Brotherhood, Railroad or Institute have, in that your orders can be interpreted as actual orders, strong suggestions or just hot air.

IF you've built up the Minutemen.

IF you've proven you're there for the Minutemen cause.

IF you're the heroic figure the Minutemen want to rally behind.

THEN surely you can pop onto the Minutemen Radio and pull up a '4-option' conversation and tell whoever is in the Region "Go defend Settlement under Attack", "Go rescue Kidnapped Settler", "Protect Settlements" or "Patrol Region"

Defending the Settlement under Attack rolls the combined offensive might of the invaders against your defences plus the offensive might of your Minutemen, whom we'll hopefully be able to equip with actually decent weapons and armor. Minutemen-paint jobs for Combat Armor, please. If your Defences+Minutemen Patrol is higher than the Invader Offence rating, congrats, you win, but you don't get any of the loot unless you physically go there after the fact ... if the patrol or the settlers have left anything behind ...

Rescue the Kidnapped Settler might fall under rolling the offensive and defensive properties of a location and the forces within against the offensive and stealth properties of the Minutemen Patrol you send. Again, somewhere we can send all this misc weapons and armor that mid-level Sole Survivors will accumulate and we can go focus on what we're doing and gamble that our Minutemen can actually do what they get paid to do.

We don't pay them? Oh ... ooooooh suddenly it all makes much more sense ...

Protect Settlements might send your Patrol into a defensive patrol around a Settlement, earning them XP as they bump up against all the uglies of the Commonwealth in that region and increasing their level. Will also ensure Settlements within X range of the 'defended' Settlement are also less likely to be invaded.

Patrol Region would work in the opposite direction, spawning Radiant Quests such as 'Assist Patrol in clearing out Raider Camp/Super Mutant squatters/Feral Ghoul mob', except this time you have half-way competent NPCs with gear, armor, chems and stimpacks that you've given them assisting you.

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Jesus Lopez
 
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Post » Sat Jan 09, 2016 6:01 am

I would cheerfully invest time, money, resources, perks ... whatever, into creating and maintaining a Minuteman barracks somewhere if it meant that I didn't have to drop everything and fast travel back from the middle of the glowing sea every time a bunch of raiders punks decided that they were, in fact, feeling lucky.

Excellent scope for a mod or DLC addition here, I think. Bonus points if I can do it outside the aegis of the Minutemen, so I can set up the New Republic Of Dave and not be dependent on the tricorn hat weirdos.

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Nienna garcia
 
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Post » Sat Jan 09, 2016 12:20 am

I think that is what really irks me the most! Oh and when you turn in the quest to Preston, you tell him, btw. I helped out that settlement and they decided to join the Minuteman... after you helped for the 40's time!! Really? They already joined like months ago, when you helped them for the first time!

Right now, I have 2 finished quests that I need to turn into Preston, guess what, at lvl 74, I really could care less about the XP from those quests. So, I guess I just keep them completed until they fail.

And yes, you can take out the leader, when you get the clear this location, but I'm a completionist and an RPer and I am afraid if I leave one thing alive, it will come after my settlers!! :D

Oh and the BoS radiant quests at the Police station... I am a Paladin, but Rhys or Haylen didn't get the memo and still treat me like I'm an Initiate or something... *sigh* (Skyrim all over again... I hear you joined the Companions, what do you do, you fetch the ale? NO I'm the leader, you moron guard! LOL)

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michael flanigan
 
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Post » Fri Jan 08, 2016 11:32 pm

Whats the best Solution to get no more MM Radiant quests for some time, and you dont fail the Quests ,do the Quest to the Point you have to Talk to Preston and dont do that ,the Quests will Autocomplete after quite some time.

But there are 2/3 Catches dont listen to Radio Freedome or you get new one,dont visit the Castel or you get new one ,a defending Mission should be Possible if you are outside then the last Enemy is killed, and dont stay to long around Preston or you get a new Mission ^^

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Laurenn Doylee
 
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Post » Sat Jan 09, 2016 3:35 am

I couldn't agree more Doc. + any spare weapons and armor and stimpacks.

Andrew, your solution is the actual problem.

- We retake the castle and run away from it in order not to hear the radio broadcast. (It was more peaceful with the mirelurks before we took it)

- We save people and settlements from raiders or whatever, but we run away from Preston. (Legendary Preston)

- We set up a radio for the minutemen and avoid listening to it. (I can't even find anything to say about this.)

That's why people are annoyed.

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Cash n Class
 
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Post » Sat Jan 09, 2016 11:06 am

anyone here beta test this game? I wonder if this system was in place at that stage. Surely they would have given quality feedback as to how bad the current system works.

the frustration of doing high level missions to complete the MQ only to have a town destroyed because you cannot just DROP whatever YOU are doing instead of answering a quick wheel or just getting an After Action report to go over and tweak settings for that town.

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Steven Nicholson
 
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Post » Sat Jan 09, 2016 11:31 am

No, I wasn't but you are right. It looks as if minutemen radiant quests weren't tested. It is highly unlikely though. The places are somehow reset as soon as quests are taken. It looks so complex that it is impossible to say it is not tested. Maybe not in detail.

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April D. F
 
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Post » Sat Jan 09, 2016 2:40 am

I suspect they should work like the other faction radiants, and only let you run one at a time.

The bounty quests in Skyrim were like that and they had a global to lock out multiple quests in the same hold, and a cool down period before you could get the same quest twice. I suspect the exclusion and/or the cooldown period are broken on the MM quests. Or maybe there was a last minute decision to open them up so players could use them to grind early levels

Should be an easy fix once we get the CK.
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Verity Hurding
 
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