Finished as a Railroad Agent

Post » Fri Jan 15, 2016 5:48 pm



The how doesn't matter. Amari tells you she could transfer the memories when you ask to have Curie transferred to a human body, it's just unethical and she can't transfer the AI.


The memory den has the capabilities to read and write memories to people.
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Ridhwan Hemsome
 
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Post » Sat Jan 16, 2016 12:27 am

Congratulations you're a traitor to all mankind......or would be if there were still any humans to speak of....but thanks to you there aren't!! Isn't that rad?! Now the only ones left are a bunch of murderous robots who don't know what to do with themselves as there is nobody left to tell them.....or to kill for that matter....so they just turn off and rot away. All that's left now are deathclaws, radscorpions, and mirelurks.....since supermutants need humans to make more supermutants and without any humans left they're kind of screwed and all ghouls both feral and not can't reproduce either. Good job!!

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Bird
 
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Post » Sat Jan 16, 2016 1:37 am

While BOS remains my favorite faction, the Institute is a very close second. And given what I know about playing as director, I find the Railroad, frankly pointless.



Though if you enjoy the game mechanics of that faction, have fun.

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Beast Attire
 
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Post » Sat Jan 16, 2016 9:55 am

Come on, you know Preston... there will ALWAYS be more settlements and settlers that need the help of the Minuteman :)



p.s. I just noticed there are Railroad patrols in the Commonwealth, they do fight off beasts and Raiders. I had to assist killing a DeathClaw, just now.


http://i.imgur.com/NCMAgv0.jpg

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dean Cutler
 
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Post » Fri Jan 15, 2016 6:12 pm

Every faction has its dark side, which is one thing I really like about FO4. I don't think any of them can be definitively declared a 'Traitor to All Mankind'. Even the Minutemen have issues, given that they are susceptible to internal conflict that has already resulted in the faction's near extinction.



The Institute has achieved great things scientifically that could well bring the Commonwealth to a standard of living beyond even that which existed before the war. But it performs its research with little or no ethical oversight whatsoever. Using Humans and Synths as test subjects.



The BOS, brings safety, security and the promise of a better future. As long as you are not a Synth or Ghoul. Note that the BOS does not exterminate non-feral Ghouls, they just don't like them very much.



The Railroad, works in the shadows to save a despised minority. They just don't care much what happens to those who are not Synths.



My personal favorite, is the BOS, but that may have to do with my military background and the warm feeling I get riding a Vertibird while sitting behind a mini-gun.



The Institute is my close second favorite, and I strongly recommend them to the OP for an alternate play through, there is much to satisfy those that want to help Synths and the Commonwealth there.

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Nicholas
 
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Post » Sat Jan 16, 2016 2:22 am


After pursuing the MinuteMan quests, it becomes so repetitive. The Castle is cool and I managed to even repair the wall, but there are only 5 members for some reason or should I attract normal settlers to the place?



I have an idea for the next play...


With the Robot Home Defense Mod, I can populate entire settlements with Synths instead of settlers. Only Gen 1 and 2, but who knows if there will be an update.



This does need some preparation, I built all the settlements in the style of refurbished existing buildings. It looks really like people used the best of what was there, fixed a roof or a wall here and there but no new buildings or high tech. My character runs around in old military cloth with some leather as protection and pistols, rifles or knives, no laser stuff or power armour.



For this idea I would use this glass floor/wall mod and others. Then I scrap everything (hopefully the mod doesn't bug out) and construct scientific oriented buildings for research with Synths. I could be a new generation Courser :D

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neen
 
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Post » Fri Jan 15, 2016 11:07 pm

disi,



Those sound like good ideas. I may have to try some of them myself. On my last Institute play through, I did the Silver Shroud quests. I like the look of that Amor on my Institute Director.

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CHangohh BOyy
 
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Post » Fri Jan 15, 2016 6:25 pm

just wondering: gen 1's and 2's neither need to eat nor to sleep, so where's the point in having them in settlements, diggin' the dirt and requiring beds? :-)

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Samantha Mitchell
 
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Post » Sat Jan 16, 2016 7:15 am

They can be send on trade routes and protect the settlement. You can equip them, but they look stupid in normal armour :) I have not monitored if they interact with things like workstations.



This guy wears partial Synth armour: http://i.imgur.com/L862Gtl.jpg

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:)Colleenn
 
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Post » Sat Jan 16, 2016 9:50 am

normal settlers in long johns, full synth armor and welding goggles make for unmistakenable provisioners (sadly, you can't equip the fitting egghead synth helmets with welding goggles, but baseball helmets go with it quite well. or, even better, white mining helmets with blue lights :-))

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saxon
 
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Post » Sat Jan 16, 2016 3:27 am


No, when you kill her, she say "I'm sorry (man's name)" forgot what it was, but there's something else going on. Maybe her husband was killed during by the Institute, and that is why she feels so passionately about her mission? :shrug:

The Railroad quests felt the best design-wise and story-wise, and i even started liking that drug addict during the "infiltration" mission (that starts with a mass murder :rofl:). It seems most care was put into the RR line of quests, so dare assume it is the developer favorite ;)


Oh, please. Every rebellious AI i've seen in Sci-Fi has acted in self-defense. It's the primitive humans who need an enemy who always start the troubles.
And if they do succeed, so what? They're just hastening the inevitable, and it would be a lot less embarrassing end for the species. At least we'd leave something better than us behind :hehe:
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NO suckers In Here
 
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Post » Sat Jan 16, 2016 2:16 am

It's odd, but I always feel a little bad about destroying either the BOS or Institute. But, I never feel badly at all about wiping out the Railroad. Killing those poor tortured souls almost feels like an act of mercy.

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HARDHEAD
 
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Post » Sat Jan 16, 2016 12:02 am


One good reason is that The Railroad don't have any children with them, unlike The Brotherhood and Institute. They're all crazy advlts who willingly joined People for the Ethical Treatment of Synths.



The Institute is an entire society. With men, women, elderly, and children. The Brotherhood, while a mobile army, does have children on The Prydwen with with them.

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Rudy Paint fingers
 
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Post » Fri Jan 15, 2016 7:50 pm

Lt. Andronicus,



Probably why in my Institute play through I never have any relationship with the BOS, so my character can claim ignorance of the kids on the Prydwen.

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Amy Gibson
 
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Post » Sat Jan 16, 2016 7:52 am


That is not Gabriel's terminal, but the guy who formed the Libertalia Raiders. You will find this guy if you go to Libertalia before starting the Synth Retention quest.





Minutemen do this no matter which ending you chose, as long as you restored them to their old glory. And to be honest, they may become stronger if you side with these two:


Minutemen + BoS: we somehow managed to work it out with these neo-knights... and we got some powa-armor from their new Sentinel (who is also our General)


Minutemen + Institute ending: minutemen protects the settlements with help of Institute technology. Teleport at Minute's notice to wherever the trouble is!







They definitely have the best side quests, but I think it is more because of whoever designed their questline. It is clear that their quest designer was different than for other factions (easiest seen in their radiant quests not being endless).



I do think that Beth may have given extra attention, because they are the "good guys" of the main three factions. Ironically, they also ended up being the least popular, far behind the BoS and Institute ^_^;







The entirety of Railroad are people who willingly joined the faction and all of them are soldiers prepared to die.


On other hand, the BoS and the Institute are "tribes" and many people are born into them. By destroying the Institute or the Prydwen, you also kill civilians (many of whom are children).

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Claire Jackson
 
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Post » Fri Jan 15, 2016 9:19 pm

I don't like the BoS (at least in this incarnation) because I don't like miliaristic totalitarian dictatorships.



The Institue


  • Hey! Let's create a new batch of FEV mutants and turn them loose on the Commonwealth and see what happens?

  • What? Why would you do such a thing?

  • For Science!

  • Oh, that's all right then.

The Institute are fine scientists, but lack their scientific detatchment prevents them showing the compassion needed for good government.



The Railroad are anti-authoritarian oddballs focused on a single issue. To their credit, it's hard to see them actively trying dominate the Commonwealth.



The Minutemen seem admirable, but lack focus and cohesion. Without the player they fell apart and could do so again without that leadership. And I haven't played that ending yet, so I don't how their plans work out in the end.

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Sophh
 
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Post » Fri Jan 15, 2016 6:06 pm

How can you turn down Deacon?



I played a super neutral human being. Told only people about Shaun if there was no other choice, being very secretive about everything.


He could be Shauns father or he may have had a short curcuit and believes he is the man, he got actual send to kill as an Institute Courser.



At the time you have to ask the Railroad for advise (sent by Dr Amari), you know these facts:


1. Institute kidnaps people and replaces them with Synths.


2. Institute killed settlers and burned down settlements.


3. Institute took your son.


4. Kellogg killed your wife, hired by the Institute.


5. On the mission to find the chip, you will meet a Synth being held prisoner by the Courser and I usually rescue her/it.


6. You whitness humans killing each other in fear the Institute replaced them.


7. You may meet friendly Synths in the Commonwealth, asking for the way to Bunker Hill.


8. You will see the BoS the first time, 'invading' ("Do not be afraid, resitance is futile" from those loudspeakers) when you leave Fort Hagen after killing Kellogg. (or you are introduced earlier, if you meet Paladin Danse)


9. You know about the MinuteMan from Preston.



If you turn down Desdemona and say you would not die to protect a fellow Synth fighting by your side, Daecon talks to you and asks if you would join anyway to fight the Institute.



I didn't turn down Deacon, checked on the BoS or helped the MinuteMan for now. Using the bat file from the mod "Factionless Institute", I am now at "Institutionalized" without faction. As a matter of fact, I think my whole role over.


Maybe I am a rogue Courser fighting with the Railroad? But this would not make sense, me dressing Mama and Stafford in Institute JumpSuits while they do the crops or trying to populate the Commonwealth with Synths.



From the first play, I know you potentially take over the Instittue and may be able to change things for the better. But you do not know that yet and you do not know your son is leading the Institute.



I will leave this whole thing for now as it stands and build up my own Cyborg army in the Sanctuary doing side quests.



p.s.


Since Shaun (the real one) got the Synth Shaun created from his organic material (as any Gen3+ Synth), put a lot of efforts and Institute resources into the project. He asks the character to take the Synth Shaun with him and treat him as his son, maybe even love it like it was his real one. This is supposed to be the most advanced model after all and could go for a clone of the old Shaun? The ultimate goal of the Institute seems to replace every single human with such a model?

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Kelly Upshall
 
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Post » Fri Jan 15, 2016 11:52 pm

The problem I have with Deacon is that I can't quite shake the conviction that if he ever removes the shades, that rather than eyes, there will be a small mouth in each eye-socket.


The fact that he keeps trying to chat up my (male) player character doesn't help, either... :nope:

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lilmissparty
 
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Post » Sat Jan 16, 2016 3:38 am


I quite liked the conversations, where he talks about his past and you have to guess if it is the truth or not.



Apparently he is a Synth and gives you his memory codeword, he is also the real leader of the Railroad and so on :D

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JUan Martinez
 
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Post » Sat Jan 16, 2016 1:00 am


Say what? I wouldn't mind that at all... ;) but I never heard him say anything of the sort. In fact, I always thought it was a shame he is non-romanceable, it might have given me an incentive to actually side with the Railroad for once.

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louise tagg
 
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Post » Sat Jan 16, 2016 2:57 am

"Apparently he is a Synth and gives you his memory codeword, he is also the real leader of the Railroad and so on :D"



I have to confess, I didn't take him as a follower. Maybe next playthough.



I did like the way he planned the destruction of the Institute from the very start :angel:



"Say what? I wouldn't mind that at all... ;)"



I'm not saying everyone has to dislike it... :)



"but I never heard him say anything of the sort"



I was in the Railroad HQ with Piper.. He asked did I want to go adventuring with him because I was "one sweet distraction".



If he's already following you, the line probably never crops up.



No idea if he's romancable or not, mind, so I may be reading way too much into one comment :)

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Richard Dixon
 
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Post » Fri Jan 15, 2016 11:42 pm


I understand this as, it is boring down in the HQ and he wants to go out with me killing something. If you take him with you and fight a few opponents, one of his famous lines is like: "I could go days without a bloodbath before I met you!"

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Abi Emily
 
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Post » Fri Jan 15, 2016 10:07 pm

I got that he wanted to go kill something. I just didn't get the impression that the "sweet distraction" referred to the violence.



I'm not sure why this is a big deal, really. I mean all the romancable characters in the game swing both ways, so far as I'm aware.Why expect Deacon to be any different?



/me checks wiki



They'll let you chat up Hancock and Danse, but not Deacon? Weird.

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Ana Torrecilla Cabeza
 
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Post » Sat Jan 16, 2016 2:41 am


Maybe you were too sensetive... like Tinker Tom chatting up the Courser Chip :D


"Give me that sweet code base, baby!"

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Angelina Mayo
 
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Post » Sat Jan 16, 2016 4:56 am


I have to strongly disagree with this. First off the 'Good Guys' means nothing. The DB quest line in Skyrim was by far the best and most interesting, but they certainly were not the 'Good Guys'. Besides if anyone is the 'Good Guys', meaning you compare their good and bad actions, it would have to be the MM that takes that title, and they have the quests that most people just try to avoid.



The RR are just Synth hugging nuts. No matter what role-playing I'm trying it doesn't take my PC long to figure that out. Maybe they are not out there actually killing people (unless it means saving a synth, in which case they will kill an innocent human) but that doesn't mean their good. I would also argue that they are 'Killing' the synth's that they mind wipe and reload with a new memory. Course I still stand on the fact that synth's are not living to begin with, but if they were the 'lifeless' shell that is left after they wipe it's mind and use to upload a new memory into is nothing but a dead shell ... and they just created a new 'life' by uploading. In these cases they are not saving anyone other than the 'body', not the person.



I think much like what Bethesda did with the Civil War sides in Skyrim, you can find both good/bad in each faction. It's just up to your role-play as to which you would want to get involved in.

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Daddy Cool!
 
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