Soo gun runner's. Why are they hostile?

Post » Sat Jan 16, 2016 2:45 pm

@ BrotherGrim



Dang someone found that spot that gives the origins of the Gunner Gang.



____________________



Anyway Fallout isn't exactly a world where people use their words so much as they use their guns.

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Amy Masters
 
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Post » Sun Jan 17, 2016 1:27 am

Gun Runners!!!!!!???????

Oh wait...click-bait. You got me.
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Rude Gurl
 
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Post » Sat Jan 16, 2016 8:29 pm


Did you hear about those raiders up from Quincy? They've got green outfits. Green. Outfits.

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Robert
 
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Post » Sat Jan 16, 2016 7:37 pm

They might be hostile to me because I've gone balls to the wall and am systematically killing their higher ranking named members one by one :gun:


If only they hadn't shot at me while I was minding my own business that one time so long ago...

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J.P loves
 
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Post » Sat Jan 16, 2016 11:56 pm


Other people join them. Why can't we pick our enemies? There plenty available to kill once we decide who we want to be killing, except we don't get that choice, the game makes it for us and doesn't make sense about it in the process.

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suniti
 
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Post » Sun Jan 17, 2016 4:28 am

They do have an implied backstory that can explain their hostility.



Spoiler
it's in a vault.

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Baylea Isaacs
 
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Post » Sun Jan 17, 2016 1:33 am

Red diamonds produce exploding heads.

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Christine
 
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Post » Sat Jan 16, 2016 6:42 pm


Nah, they're hostile from the start.



It's easy to test: start a new char and run down the West bank of the river to the library, South of the library building is a Talon Company outpost. Wander up to them and say "Hi! I just happened to be in the area and thought I'd drop by and ask if you knew what a friend you had in Jesus". They're hostile.



The ones who give you the little do-gooder speech are the exceptions, and they're non-hostile for as long as it takes to tell you why they're going to be henceforth ambushing you at certain key locations.

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Matt Gammond
 
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Post » Sat Jan 16, 2016 4:57 pm

Because you picked the lock to the gun runner's factory, that is why the gun runners are hostile to you except the robot that cannot turn hostile because he is in his glass room selling you stuff.
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jasminε
 
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Post » Sun Jan 17, 2016 5:24 am

I just noticed that Gunners Plaza is the GNR building.

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Pete Schmitzer
 
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Post » Sat Jan 16, 2016 1:41 pm

Aye, the Gunners are a majorly missed opportunity IMO. I was hoping Fo4 would play up their conflict with the Minutemen in a bigger and more..."complete" way. The SE corner of the map does this great job of driving home the conflict between these two factions. It would have been great if, sometime after taking the castle, the Minutemen offer a quest to take out the Gunners in an epic battle.



Even better, it would have been great to have the option to betray the Minutemen and turn over control of settlements to the Gunners.

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Carlos Rojas
 
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Post » Sun Jan 17, 2016 5:42 am

actually... by the time I made that post... .50 Cal, and time you read this one... 2CM... yeah... Rail gun for me now.. "

  • Final Hour
  • " one shot death even the damn death claw..... muahahahahahaha

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    Ludivine Poussineau
     
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    Post » Sun Jan 17, 2016 2:44 am

    yeah... it'd be fun too to see gunners having such unique culture/habits to them selves too! it'd be cool to see both, and be able to play both roles:



    Gunners: Mercs that pays you by missions/ears(bounty)/loots, and the side that is winning, accessing all the glorious guns/armors early, but only to play this game as evil dud to rob/kill settlements and join raids like a true MMO gun players defeating forts that keeps rebuilding them selves and upgrade according to your progressions...



    Minuteman: the helping hands/good guys who finishes LAST, who are on their LAST leg, loosing side, who want you to help them built settlements, become their LAST hope, and new leader (mayor), and built up settlements to lead every LAST one of them helpless lemmings(settlers), building up a effective small army that travels across the commonwealth, dispatch evildoers to the LAST(but most likely, a radiant/never ending quest), and defend from threats even if it's LAST minute notice(it usually is)!



    that'd be cool!!! maybe a counter part to Railroads too, "Scrappers" assassins sent by the institute to reclaim important data(black box) and expensive components from the runaway Synth, track them down, kill, operate, hack, torture the Synths and bring back the parts the syndicate wants to trade with Institute, rank up in the league, become the Ultimate Scrapper head master! and own your vary own Rad-Stallion (2 heads and glowing) and become the "Glowing Reaper" who tracks and kill the railroad scums and drag the defective synth back to the hell which they spawn. (so western....)



    Steel Bros have counter part already... the institute.... so yeah...

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    Avril Louise
     
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