Banishing settler

Post » Sat Feb 20, 2016 12:26 pm

In term of roleplaying, I think we should be able to banish settlers. For story reasons, I can understand you can't banish essential NPCs like Beth and Jerry, but we should be able to banish random settlers just for freedom of choice. It's like maybe our characters are against ghouls, so they want to banish ghouls from their settlement or maybe we just suspect someone for being a synth, we should be able to banish them.

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Ray
 
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Post » Sun Feb 21, 2016 1:44 am

What's that you said? You're not a synth? I believe ya, but my Tommy gun don't! Banished. Flips recruitment beacon back on.

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Alexandra walker
 
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Post » Sun Feb 21, 2016 1:51 am

I think it would make more sence if you could do it when the settlement is under the BOS protection.


Although you can be a general of the Minutmen, but I don not think they will allow you to do everything you want with their settlements.

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Miragel Ginza
 
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Post » Sat Feb 20, 2016 8:13 pm

Considering the hatred for ghouls and synths, I doubt it would take much to convince people with a charisma check. The game is all about freedom, so they really need to allow us to make a settlement purely of humans, ghouls, or even synths.

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Baby K(:
 
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Post » Sat Feb 20, 2016 5:37 pm


But can't we do that already? The only settlers I can't move are the original ones to that particular settlement. But if a new ghoul shows up I can send him off to The Slog or any new settler I don't like I can send off to Murkwater, etc.

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Harry Leon
 
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Post » Sat Feb 20, 2016 10:14 pm

Well, I guess I'm thinking more about banishing them creating a purely humans or something. Maybe because our characters are anti-ghoul. It's just easier even for gameplay to just banish and remove until we get the right settler. Must simpler.

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Shannon Marie Jones
 
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Post » Sat Feb 20, 2016 9:55 am


I agree it would be much simplier if you could just reject a settler rather than having to move it elsewhere.

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Ronald
 
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Post » Sat Feb 20, 2016 4:59 pm

The game is about freedom, but there should be some limits. If you can turn any faction into anything you want, then there is no point to have 4 factions in the game.


We already have one xenophobic faction and it would make sence if they let you banish ghouls or suspected synths( you don`t even have any 100% way to check them apart from killing them).

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Emma Parkinson
 
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Post » Sat Feb 20, 2016 9:14 pm

The settlement building is separate from the faction. BoS doesn't allow you to build anything btw.

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Rusty Billiot
 
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Post » Sat Feb 20, 2016 9:31 am

10/10 would banish the Longs to their oblivion :gun:

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Jonathan Montero
 
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Post » Sat Feb 20, 2016 10:14 am

FO4 has made me not trust ghouls. They can turn into one of those 'things' at any time. If a ghoul turns up at one of my settlements I send them somewhere else.
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Zualett
 
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Post » Sat Feb 20, 2016 9:56 am

May be if you discover them without joining the MM. I did not try to do it, so I can`t be sure. I know if you join the MM, all settlements you discover (even without Preston`s quests) count as the MM settlements. You get quests to help them in order to make them support the MM. And a group of 3-4 minutmen regulary visits all the settlements. So I guess they are not separate.


It would be nice to be able to build in BOS settlements though.

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Astargoth Rockin' Design
 
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Post » Sat Feb 20, 2016 10:52 am

If you do BoS's quest for the settlement, irregardless, you can't build in that area. You can do settlements without being a Minutemen. I completed an Institute game without even meet Preston and his gang of misfits.

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Sabrina Steige
 
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Post » Sat Feb 20, 2016 4:33 pm

Yes, I know. I meant I don`t know if they are counted as MM settlements in this case or not. I discovered many of them on my own, but I regulary see MM patrols there. I did not try to play the game without joining the MM, and I don`t know what happens in this case. Did you try to to talk to named settlers in your Institute playthrough ? I`v noticed that after helping any settlers I always have a dialog option to ask them, if they are happy they decided to support the MM.

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Jerry Cox
 
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Post » Sat Feb 20, 2016 11:16 am

If you don't help the MM, there is no mention of the MM anywhere or see any MM patrol.Even when helping the settlement, there is no mention of the MM. Even with named settlers, after you help them, you can use the settlement, and no, they don't mention anything about the MM.

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c.o.s.m.o
 
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Post » Sat Feb 20, 2016 5:02 pm

Abernathy will mention the Minutemen, and tell you about how they disappeared some time ago, and I think the one at Oberland mentions them, but the pointers always link back to Go check out Concord.



You can get all the Settlements without starting the MM, except for Warwick, even after fixing their pump.



However, you can click RS (or whatever your default Workshop Mode key is) to build in a Settlement you're not allied with, bypassing the workbench.



At least in God Mode.

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Anthony Rand
 
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Post » Sat Feb 20, 2016 1:20 pm

They mentioned them as part of the conversation, but it has nothing with being able to use the settlement as the Minutemen. After helping them, they don't mention that they'd join the Minutemen.

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Fanny Rouyé
 
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Post » Sat Feb 20, 2016 3:46 pm

Ok, if you are sure. I personally don`t mind such option :). I only think that if you do it in a MM settlement, the MM should not be happy about it. It does not go well with their policy (if they send me to help ghouls and then agree to banish them). And also if you tried to banish original pre-existed settlers, who allowed you to use their workshop, I think they would go mad at you and banish you . :D I mean from the RP point of view

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Ebou Suso
 
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Post » Sat Feb 20, 2016 1:13 pm

Charisma check, this option tends to somehow bypass a lot of logical decision in the game like asking people to betray each other even when they're in love and things like that. Personally, it's more for gameplay purposes and roleplaying. It's allowed for roleplaying and freedom in general. I don't usually do settlements with the MM, I skip them in one playthrough and plan on doing another one without them.

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Andrea P
 
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Post » Sat Feb 20, 2016 9:49 am

Yes, but the point is that the settlements and settlers are not your property, you are allied with them, but they can go mad at you if you do something they do not like.


This would be just odd if they let you do everything you want.

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Alycia Leann grace
 
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Post » Sat Feb 20, 2016 9:30 am

And it's entirely reasonable to "charisma" them to say a settler is bad, either by saying they're a synth or a ghoul. Many of the settlements have no one there, and some settlements can be obtained by killing everyone.

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Alexxxxxx
 
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Post » Sat Feb 20, 2016 7:01 pm

Do you mean you want an option to convince them to get rid of some settler ? I personally do not mind, but I just think their should be some consequences for it.


And I don`t think that Bethesda will do it. May be some modders.

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George PUluse
 
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Post » Sat Feb 20, 2016 6:43 pm

There is no consequence in this game, and if there's a consequence, it would be reflected in the companions. People like Piper, Hancock, Nick would probably disapprove or hate it while others like X6, MacCready, and Cait would like it.

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Big Homie
 
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