What Faction Is The Best For The Commonwealth?

Post » Sat Feb 27, 2016 6:53 am

As the title says...



The Minutemen is what the Commonwealth needs - we are the Commonwealth's only hope.



The Railroad is also what the Commonwealth definitely needs - Synths need to be free from the grip of the Institute.



I have also gotten word of another settlement in need of help.

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Claire Jackson
 
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Post » Fri Feb 26, 2016 10:43 pm

None of the above.


They all want you to kill someone.



There is no true "good" faction in this game.



No vote.

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maddison
 
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Post » Sat Feb 27, 2016 12:55 am

This thread probably should have been started in the Spoilers forum, so people can explain their reasons. As it is I say Institute, though my favorite faction is BOS. But I can't say more than that.

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Emma louise Wendelk
 
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Post » Fri Feb 26, 2016 5:41 pm

It sort of depends. The Minutemen ~seem~ like the faction least likely to traumatize the Commonwealth in any way but their "improvements" are more long-term and slow-paced and, ultimately, voluntary and hence, possibly ~unlikely~ to happen.



Without going into spoilers much, I think the Institute COULD be the best for the Commonwealth, and the Brotherhood COULD be ~good~ for the Commonwealth. The Railroad have no real bearing on the Commonwealth at large and certainly their impact is not helpful to the majority of the Commonwealth.



EDIT: Typo

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Taylah Illies
 
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Post » Sat Feb 27, 2016 3:07 am

Assuming you can stop the idiotic experimentation and murder of innocent people, it's the Institute. Manufacturing and distributing their technology could bring parts of the wasteland back to modern times by itself.


But again, that's assuming you can get the rest of the Institute's Board of Directors to act in a morally correct manner.
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Nick Pryce
 
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Post » Sat Feb 27, 2016 2:06 am

It's not the Railroad, I know that much.

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Elizabeth Davis
 
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Post » Sat Feb 27, 2016 2:08 am

Institute, they give the best hope for the future, and they're the only faction that allows you to do it either the good or bad way.

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lacy lake
 
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Post » Fri Feb 26, 2016 7:24 pm

I think it is the minutemen, every other group has an agenda that they are trying to get out, whether it be to wipe out all of one thing or to have a drastic change. The minutemen are the only group who just wants to make the commonwealth safe for everyone. That is what I like about them and I really want a DLC or something that will allow me to strengthen the minutemen because we can't increase the number of minutemen and we are limited to having just the set number that we have.

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Chenae Butler
 
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Post » Sat Feb 27, 2016 5:28 am

Not true, the minutemen don't want you to kill anyone. They do want you to protect the citizens and yes that does involve killing but if you have a high enough level and the right perk, you could just point your gun and the enemies will run away. I do agree however that the rest of them do want you to kill someone.

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JR Cash
 
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Post » Fri Feb 26, 2016 3:20 pm



Absolute power corrupts absolutely, the newly reformed minutemen might have good intention, but with all those settlements, all those people joining the minutmen, there is definitely a risk that they can change into something less goodhearted. One only has to look what happened to the old incarnation.
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Scotties Hottie
 
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Post » Fri Feb 26, 2016 5:38 pm

No Minutemen and Railroad option?



Still, the Minutemen seem like a proto-NCR. Which preferable to the Nazis-in-Power-Armor or the Illuminati wannabes.

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elliot mudd
 
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Post » Sat Feb 27, 2016 2:30 am



Judging by the little info you can find in game, I think the well feed, safe and hard working people of the capital wasteland dont really see BOS like that, they are bright sides to them, which make them a very grey faction.
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Alessandra Botham
 
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Post » Fri Feb 26, 2016 4:20 pm

Yes, absolute power corrupts absolutely but that happens when you don't keep someone good in charge. Someone in this post said the minutemen are like the Pre-NCR and the NCR were the best choice for two of their leaders because they were good leaders. One who started it with good intentions and the other who went through a lot in order to understand what needed to be done. After those two leaders, people were put in charge who didn't go through or have the same ideas as the previous. So even though absolute power corrupts absolutely it only happens when good leaders are placed on the sidelines.

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Katie Louise Ingram
 
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Post » Sat Feb 27, 2016 12:26 am



Oh don't get me wrong. This game does moral ambiguity well. The high number of faction debates on this forum proves it. :P

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Travis
 
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Post » Fri Feb 26, 2016 8:08 pm

Did people seriously vote for the RR?

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Milad Hajipour
 
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Post » Fri Feb 26, 2016 7:46 pm

I voted for both the Minutemen and the Railroad. :P

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Myles
 
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Post » Sat Feb 27, 2016 2:52 am

The Minutemen, they don't seem to have any aspirations beyond protecting the civilian population of The Commonwealth. The Railroad is also good in my view, but the minutemen do the most good.

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James Baldwin
 
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Post » Fri Feb 26, 2016 6:34 pm



We can make more than one vote here?


Anyway I feel the Minutemen are the best longterm. They're pretty much a militia trying too defend the people of the commonwealth.


The institute are the cause for a lot of problems and most of the commonwealth see them as the boogeyman. Not exactly an easy hurdle too overcome.


The Railroad I think we know isn't going too last long term. With the institute gone they're on borrowed time.


The BOS are fanatics who would just screw things up. They also aren't exactly welcome in some towns like goodneighbor.
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Alister Scott
 
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Post » Fri Feb 26, 2016 4:12 pm

i know Minuteman look like the best faction, but they fail already one time.



For me base on what i know from the lore, the BoS or the Institute i think they can give a more stable Boston



Institute trow replacing everyone and controlling all.



And the BoS, bc they have already a stable region that is DC.

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TWITTER.COM
 
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Post » Fri Feb 26, 2016 4:14 pm

The Minutemen are most certainly a goody two shoes generic good guy faction, which is also why they're boring and the worst faction to play. If settlements weren't tied to them there'd be zero reason to even go near them.

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Hazel Sian ogden
 
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Post » Sat Feb 27, 2016 2:36 am

Yeah, this should be moved to the spoiler section since no real discussion on the pro's and con's can take place here.

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Robyn Lena
 
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Post » Fri Feb 26, 2016 3:42 pm

No they are boring and the worst faction to play because the faction itself looks to have went to development hell. There are plenty of footnotes that ere on the side of some possible moral ambiguity related to the Minutemen. A damn shame as there is a lot of lost opportunity(and the entire faction system for that matter) for the minutemen from a gameplay standpoint.. Even if Preston is a goody two shoes.

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Danny Blight
 
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Post » Fri Feb 26, 2016 9:35 pm

Minutemen and the Railroad. Settlements are a good thing and any self-conscious machine ranks at least as high as people in my books.



Spoiler

This is my main issue with the game: The Institute could have a VERY positive influence on the wasteland if those people would just take their heads out of their asses and let us make some changes once we become the director, instead of just using the player as an errand girl/boy...


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Jah Allen
 
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Post » Fri Feb 26, 2016 7:39 pm

Minutemen. But preferably after Institute and BoS are removed.

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Darian Ennels
 
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Post » Sat Feb 27, 2016 6:35 am


I agree with this. The MM are not really fleshed out, that's why they appear to be good, but in fact they are just unfinished, unpolished. Most of the MM remain anonymous, generic. We don't know them really. And do the MM help settlements? My impression is more they expect me to help settlements. ( and I don't even need the MM for doing so ) I do most of the work. But that's maybe just because this faction miss some more fleshed out characters. To bad Beth did not make them more interesting :(



My vote went to BoS and institute. BoS have the firepower and the will to fight all supermutants/raiders/feral ghouls who are obstacles for rebuilding, the institute can be pushed in the right direction with an player director, so the CPG 2.0 may have a chance.

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stevie critchley
 
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