Missed Opportunity with the Forged

Post » Sat Jan 16, 2016 1:39 am

Ahaha of course this thread goes straight to Bethesda bashing. The Forged were nothing but another raider gang, personally no they weren't missing an opportunity, just like they weren't missing an opportunity with Libertalia, the Triggermen, Judge Zeller or any other raider gang. All those were nothing more then small raider gangs that wouldn't have even been able to recruit enough to get to the level of the Institute or BoS, Minutemen have the support of the settlements and the Railroad has a actual cause to rally behind, the Forged are just fire obsessed raiders. Nothing more, nothing less.

It's no different from the Vault Dweller in Fallout 1 not being able to join the skulz or the vipers, it's no different from the Chosen One not being able to join the Yakuza or Salvatores in Fallout 2, it's no different from the Courier not being able to join the fiends, vipers, scorpions and whatever other raider gang in New Vegas. It's not "limiting role-play" it's not "Bethesda hurting role-playing" it's a raider faction that is nothing but a raider faction. Each game does it and numerous other RPGs do it too.
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Dalley hussain
 
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Post » Sat Jan 16, 2016 9:54 am

I swear, some of you think every idea that pops into your heads is a wasted opportunity by Bethesda, or has been deliberately omitted just to tick you off.

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elliot mudd
 
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Post » Sat Jan 16, 2016 10:12 am


The Gunners, despite most people saying that they were little more than Raiders with better toys, actually seemed to have more business sense in the way they did things. The two Gunners arguing with MacCready actually were upset with Mac for going too far, and they did mention that there were boundaries which they needed to observe in order to stay in business. Some traders also employ Gunner mercenaries, showing that they are not below doing honest work when it is needed. Even one of the dead caravan guards killed by the Compound was a Gunner. I think with proper leadership, a strong individual could mold at least a group of Gunners to stay on the narrow path - unlike Raiders, Gunners have a healthy respect for command chains, and should be easier to organise as the SS sees fit. Raiders would be more of a challenge, though - probably involve leading by force and intimidation, or at the most idealistic way a mass expedition to Vault 95 to clean up their addictions and gain their gratitude.

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Steph
 
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Post » Sat Jan 16, 2016 9:48 am

I wanna play THIS game.

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Steph
 
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Post » Sat Jan 16, 2016 3:13 am


Yeah the Institute wouldn't like someone murdering, torturing (human experimentation) and kidnapping.......that's their job. :wink_smile:



Seriously though, yeah joining any Raider group or the Gunners (if it were possible) should end any ability to progress with any anti-Institute factions........I do wish the Gunners were an option as a counter to the Minutemen build up the Commonwealth questline.

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Kat Lehmann
 
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Post » Sat Jan 16, 2016 10:29 am

Agree here, the gunners on the other hand could be an playable faction. But they would be too like Minutemen and BoS,

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Len swann
 
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