What if there were 4 little DLCs (or all 4 bundled into one DLC) that each expanded the main story options for each of the 4 factions?
What if for example the Brotherhood DLC gave you the options to:
- Rally support for and depose Elder Maxson for being too extremist in his leadership, breaking the Brotherhood code of command (aka The Chain That Binds), and ordering the death of much decorated and beloved Paladin Danse.
- Have Paladin Danse examined peacefully by the Brotherhood to determine if he is a sleeper agent or actually a free Synth.
- Bargain for amnesty for Paladin Danse from the standpoint that he is immensely valuable from the standpoint of understanding, and possibly developing methods of detecting Synths.
- Convince the Elder (Maxson or otherwise) that Synths are not inherently the enemy for what they are, only how they are used.
- Convince the Elder (Maxson or otherwise) that it is in the Brotherhood's best interest and mandate to capture, occupy and absorb the Institute and lead the assault to this end rather than destroy it and all the advanced technology and scientific knowledge there.
Thus giving the Brotherhood a plethora of possible ending states rather than just the one vanilla one thus:
- Lead the Brotherhood without Danse to destroy the Institute and its Synths. (the vanilla option)
- Lead the Brotherhood with Danse to destroy the Institute that created him. (proving without doubt Danse's allegiances)
- Lead the Brotherhood without Danse to capture and occupy the Institute and shutdown Synth production. (a peaceful option that allows the Institute location to remain accessible after end game and perhaps open up more sidequests to hunt down and reclaim Institute assets above ground now their locations are known)
- Lead the Brotherhood with Danse to capture and occupy the Institute and shutdown Synth production. (proving Danse's allegiances and giving him and the Brotherhood a lot to think about regarding Synths)
For the Railroad DLC you could maybe:
- Take an ideological stance on whether mind wiping Synths (erasing a person and replacing them with another) is ethical or not (even if a vulnerable Synth who has just crossed the cusp of awareness into personhood is capable of consent).
- Argue about the Synth's right to remember their past lives.
- Perform memory resets ala "The Replicated Man" to give resettled Synths their memories back if you choose.
- Express concern that if Synths are having their minds erased and fictional memories implanted that maybe you might not be who you think you are.
- On infiltrating the Institute gather information that would allow the Railroad to develop better protections for rescued Synths, such as an inoculation or software patch to prevent factory resets and other verbal trigger commands.
- Surreptitiously gauge and rally for Synth recognition among Institute personnel, with mind to priming and influencing them towards treating Synths better.
- Conspire with Z1-14 for a coup of the Institute rather than a mass escape, give the inoculation to him and his conspirators and plan a Railroad assisted assault with aim to capture the directorate in session, and force the Institute to enforce civil rights for Synths including the right to retire and leave the Institute.
With possible endings of:
- Leading the Railroad assault to free the Synths and destroy the Institute. (the vanilla option)
- Leading the Railroad assault to capture the directorate and convince them that Synths are people and should have rights. (the peaceful resolution)
- Leading the Railroad assault to kill and overpower the directorate and see Synth governance take control of the Institute and force Synth rights. (a scenario where the directorate are unable to be convinced that Synths deserve rights)
For the Institute DLC adding the capability of:
- As the Director, ordering a cessation of unethical surface experimentation and/or order the creation of an ethics board to vet all future experiments.
- Order or otherwise release Institute-developed supercrops and technology to the surface.
- Order and coordinate the use of all Synth agents above ground to once again attempt to unify and rebuild under a new Commonwealth Provisional Government.
- Replace Preston with a Synth (evil) or convince Preston that the Minutemen should serve the new civilian government. (if the Minutemen have advanced sufficiently)
- Fake the destruction of the Institute by the Brotherhood.
- As the Director, order an occupation and take control of the Commonwealth by overt means, starting with Diamond City by sending Synths to enforce and police order and rebuilding civilization in the name of the Institute (a moral black option)
- Release DNA details of every missing Synth to the Commonwealth (evil)
- Manipulate and lead the people of the new Commonwealth government in an assault against the Brotherhood, unifying them against their common enemy.
With possible endings of:
- Personally destroying the Railroad and Brotherhood and threaten the Commonwealth into leaving the Institute alone. (the vanilla option)
- Personally destroying the Railroad and Brotherhood and make the Institute go silent and concentrate on rebuilding the Commonwealth by stealth. (the neutral good option)
- Personally destroy the Railroad and lead the Minutemen on behalf of the Provisional Government to destroy the invading Brotherhood. (the morally grey option that is more likely to result in a rebuilt Commonwealth)
- Personally destroy the Railroad and Brotherhood and have the Institute exert aggressive authority on the rebuilding of the Commonwealth. (moral black ending)
And for the Minutemen DLC, the options to:
- Create a new Provisional Government to take civilian control of the settlements and let the minutemen concentrate on purely military and security matters.
- Confront the Brotherhood over their presence and harassment of farmers.
- Either establish truce and cooperation with the Brotherhood, or engage in hostilities defending farmers from the Brotherhood.
- Tell Preston and Sturges about all the technology the Institute has that could help them rebuild the Commonwealth. (supercrops and the like)
- Create training camps and barracks to strengthen the Minutemen's peacekeeping capacity.
- With increased numbers, conducting an assault against the Institute to arrest the Directorate for trial before the new Provisional Government
- Begin saluaging and distributing the wealth of the Institute to the Commonwealth
With possible endings of:
- Destroying the Institute in retaliation for the attack at the Castle. (the vanilla option)
- Capturing the Institute, arresting it's leaders for trial and distributing resources and technology to the settlements. (a stronger rebuilding the Commonwealth ending seeing less bloodshed and more benefit for the people of the Commonwealth)
This is just an idea but if there was this kind of DLC to add more options to the main story and all the factions I think it would be really nice because there's no denying that Fallout 4 is lacking a bit insofar as meaningful choice goes. Multiple endings for each faction would easily improve things, the problem is just coming up with multiple end games for all of them.
I'm confident in the Railroad and Brotherhood alternate endings, I think there is plenty to work with there. However I am less confident in the Institute and Minuteman alternate endings. The Minutemen are so neutral, noone has any reason to hate them and they have no reason to hate anyone else, they have no policies on Synths or technology. And the Institute is unable to avoid destroying the Brotherhood at the very least.
So I'll leave it there with what loose, non-exhaustive ideas I have about possible extra options, but general concept is DLC that is 4 packs of added main quest options (and probably some additional faction sidequests), either provided as separate DLC's (for non-season pass'ers who don't like a particular faction and would never side with them anyway) or as a single expansion DLC.
Or heck, even omitting the Minutemen (because they are the special default failsafe faction that benefits from all the settlement DLC already) that would just make it 3 DLCs for more options for the actual 'belligerent' factions.
What do you forums folk think?
Also Hi, I'm new.