Fallout 4


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I've got the scavenging perks (ammo 2 caps 1) and they've served me in good stead so far. I get low on ammo (like 100 low) switch weapons and have plenty, and generally have enough to sell some.

Codsworth gives me purified water all the time too. Depending on what settlements you have you can sell produce for caps as well.


High Cha and gouge everyone you meet for double or more what they want to pay for quests.

Also, sell all your Chems.

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RainyDayNinja wrote:
So I invested in the perks to be as to build the best shops in my town, not realizing they cost 3000 caps each to build. What's a good way to earn caps fast (without console commands or exploits)?

First, only the weapons and armor shops cost that much. The trading emporium, medic, clothing shop, and restaurant cost around 1500-1800. So if you have that much, you can set up, say, a 3rd level trading shop. Medics are good to have too--increase happiness, get wounds treated, buy and sell healing items and chems. These shops will also bring in income so it will help you get a boost saving for the weapon and armor shops.

I'll also note the trading shops can have some pretty decent weapons and armor too. I've learned some "named" settlers make better vendors and carry better gear, e.g., I assigned the Vault-Tec Rep to my trading emporium and he has some unique gear in stock an unnamed settler wouldn't.

Seconds, the best "get rich quick" scheme I've seen/heard of is this:

- Start a settlement! You have done this, yay! It should be Sanctuary (which auto-attracts settlers) or one where you have an active recruitment beacon.

- Build a brahmin trough. This is under Resources-Miscellaneous. It looks like a bathtub.

- Attract a brahmin! One SHOULD just randomly show up to your settlement at some point, especially if you already have the brahmin trough. There is also a brahmin trader somewhere, although you have to get lucky finding him. Worse comes to worse, get Finch Farm as your settlement and chase one of the nearby wild brahmin into the settlement.

- Once you have brahmin in your settlement, your settlement will begin producing fertilizer.

- Get lots of plastic. You have probably already looted a lot. If not, tag it and go scavenging.

- If you do not already have one, build a chem crafting station.

- Use the buckets of plastic and fertilizer you have to make jet. Find places to sell it, even including back to your other settlement shops. For me, roughly 50 jet is around 2000 or more caps? Still takes some time since most vendors have about 300-500 caps on hand (I think there is a perk that raises this), but this still will work to get you some caps--frex, you can go to Diamond City where there's lots of traders in one place, and you can sell a little jet to everyone and eventually get all the caps you need.

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In other settlement news, as part of a ridiculously lengthy amount of time spent playing today, I now have a fully equipped pool table (all 15 balls, rack, and a few pool cues) in Sanctuary Hills. Because I have PRIORITIES.


I'm gonna add to the "deal drugs" crowd. It's kind of messed up, but just don't think about it and you'll be fine.


What's messed up about it? They're not illegal, and all buyers are consenting adults.


If you have the Luck ammo perk, Scrounger, you can sell ammo pretty effectively. I had a character who used an automatic pipe rifle, and not carefully, but she still had 8000 rounds of .38. That was 7000 caps anytime I needed it, with plenty left to shoot.

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Jet is an addictive drug, and at least using contemporary mentalities, a generally moral person would at best look askance at helping contribute possibly to a person's addiction by flooding the market with said substance.

Oh yes, Scythia! Ammo is good too. I don't have scrounger, but I don't use every gun with every ammunition and sell off what I don't use. I don't use pipe weaponry and .38 ammo is abundant and worth about a cap per bullet.

If you don't use flamer weapons, if you go to Saugus Ironworks (be prepared for a tough fight), you can get lots of flamer fuel (and the weapons themselves) to sell.

Of course, it's no more moral than flooding the market with drugs. ;) Good thing Fallout is a rough universe.


Scythia wrote:
If you have the Luck ammo perk, Scrounger, you can sell ammo pretty effectively. I had a character who used an automatic pipe rifle, and not carefully, but she still had 8000 rounds of .38. That was 7000 caps anytime I needed it, with plenty left to shoot.

I took just 2 ranks of Scrounger, and now for every 7 or so .50 caliber bullets I actually use, I pick up 17 more. 17 specifically, for some reason.


Finally getting Fallout 4 for Christmas.

I need some advice on SPECIAL, though.

Here's what I have so far:

S: 2
P: 4
E: 3
C: 6
I: 5
A: 5
L: 3

Any thoughts?


Depends. What are you going for? The stat allocation looks decent for someone who wants to use Pistols or Automatic weapons and do a lot of settlement building.

Not so great if you want to be a sniper (more Perception needed there).


The Doomkitten wrote:

Finally getting Fallout 4 for Christmas.

I need some advice on SPECIAL, though.

Here's what I have so far:

S: 2
P: 4
E: 3
C: 6
I: 5
A: 5
L: 3

Any thoughts?

As Rynjin said, it depends on what you want to do with the character.

Take a look at the Perks and see which ones you want to take. This will help you decide which points should go where. If you want to craft better armor, you need a S:3, for example.

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Keep in mind that you can find a book for +1 to any stat, and the Perception bobblehead, VERY early in the game. So you can afford to leave Perception and another stat one point short in your initial build.


Hmmm...

Yeah, I'm looking for a charismatic, Black Widow type character.

I'll probably keep my stats where they are for now, use the SPECIAL book to boost Endurance, and use the Perception bobblehead.

Looking to try to use CHA to avoid fights when I can, and be mobile enough to try to avoid hits. Planning on using the Rifleman perk, and using VATs a lot, so I might end up dumping the SPECIAL book into that as well.

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If you want to do settlement building and/or crafting, you want high-ish Strength (armorer, blacksmith, and strong back perks), Charisma (Cap Collector and Local Leader Perks), and Intelligence (Medic for the surgery booth, Science!, and Scrapper).

I will note in particular if you want to do ANY crafting, you need a decent carrying capacity, unless you're just planning to cheat in a high carry weight.*

If you want to be stealthy/sneaky, you want high(ish) Perception and Agility.

Honestly, while there are probably some better stat arrays than others (like, always good to have at least a little End) it really just does depend on what you want to do with your build.

* On a related note, in real life I went to an antique shop and saw an old 1950s style desk fan. My immediate thought was "Grab it! It's got screws!" I might be playing too much Fallout.

===

ETA: Ninjaed!

Your stats look good for a Black Widow type. I agree more Per might be in order as well as more Cha, but as also noted you can get a Per boost and an any-one-SPECIAL boost early game if you follow the starting quests.


At very very high levels of Charisma, you can intimidate enemies into backing off, which is neat. Doesn't always work though.


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DeathQuaker wrote:

* On a related note, in real life I went to an antique shop and saw an old 1950s style desk fan. My immediate thought was "Grab it! It's got screws!" I might be playing too much Fallout.

Maybe FO4 will help foster recycling!

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How does a radroach become legendary, anyway?


Honestly I'm not too happy with the legendary items as a whole.

Before you had a couple of prototype super special things that popped up... but that was it. Now it feels a bit too much like borderlands with the loot drops from legendaries.

Though I haven't ran into too many legendaries yet... maybe 5~6 in 20 levels.


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Abraham spalding wrote:

Honestly I'm not too happy with the legendary items as a whole.

Before you had a couple of prototype super special things that popped up... but that was it. Now it feels a bit too much like borderlands with the loot drops from legendaries.

Though I haven't ran into too many legendaries yet... maybe 5~6 in 20 levels.

I leaned a trick about Legendary drops by accident: If you reload an autosave from when a zone was entered it rerolls the property on legendary drops. Same enemy, same type of item, but say "sentinel" instead of "chameleon". Best thing to come out of a surprise death ever.


Pathfinder Adventure Path Subscriber

If you want good and fast money, build up a lot of water stations.
Surplus water will be produced and stored and the working bench, you can take it and sell that.

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Yeah, at first I was excited about legendary enemies and their loot, but it turns out they're every freakin' where and it doesn't feel rare or special anymore. I tend to keep stuff that boosts my stats and everything else just gets sold or slapped on a settler.

The few actual unique items are nice... my character seems sort of accidentally competent with Energy Weapons (high Int? Found enough Tesla magazines?) and I've enjoyed Limitless Potential (consumes ammo, but you never actually need to reload, and it fires fast, so as long as you have enough ammo you can spam fire as fast as you can click with no pauses).

On the subject of spamming fire, was wandering up to a place trying find a place to put a MILA for the Railroad, when for no particular reason, encountered a deathclaw matriarch. WTF???? And my companion at that moment had gotten trapped in an elevator so I was alone. One of few times I summoned in artillery support. I don't know how much damage it did but it kept her on the move long enough I could place a few shots and then close in with my super sledge (risky, but I do the most damage with it). Actually managed to kill her without dying even once! I am fairly certain that if my character had bodily functions, however, she would have needed to change out of her army fatigues.


Borderlands also gave you the ability to swap items between characters via that locker, so unique/rare weapons could be traded to a build they suited better. This is just - random.


I believe someone commented on this, but I can't find it: "Defend [X] from attack" quests. What happens if you let the site fend for itself? Are the Abernathy's going to die if I don't get back there? Because I do find myself feeling rather protective of their little farm, for some reason.

And is this going to be a regular annoyance? I HATE micromanaging. And if I have to keep going back to my various towns and villages and rebuild stuff, I am not going to be happy. Let them do some maintenance and repairs! I'm busy gathering crap for them. Oh, and saving humanity - you know, important things.

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Settlers can't die unless you yourself attack them yourself. If you fail to protect a settlement when you get a "defend X" sometimes stuff will break--but even that will repair itself eventually--the settlers DO over time repair stuff as long as you've got the building materials available for repairs.

For example, Sanctuary got attacked and I missed it. The water purifier broke, and I was somehow out of some component to fix it. I went off to scavenge stuff and deal with other quests, and when I came back, the water purifier had fixed itself on its own--presumably the scavenger in the meantime found a component that fixed it and it got fixed.

So no, you do not need to run to protect every settlement.


If you're playing the big hero type, then it does get annoying how frequently attacks happen.

On my first character, I kid you not, I got a message about an attack and dealt with it, when I fast traveled away I got a notice about two more. Cleared those and made it two jumps before getting notice of yet another. Then again that character had all but four of the possible sites settled.


I have four settlements right now and the attacks are infrequent so far.


Well, I get the call to "Defend X" right when I'm in the middle of another, intense quest, and I pause and go: "WTF?! Really? Now?"

Good to know I can ignore them.

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I hadn't gotten too many and then just as I was specifically trying to tie up loose ends before pursuing MQ ending, I got both a bunch of "under attack!" Notices AND when I stopped to drop off loot at some settlements, random settlers started running up to me asking for help. One kidnapping I just gave them the ransom money. Agh!


I have ~20 settlements. Attacks are weird and tend to come in spurts. If you fail one, then you end up having to repair the stuff and they lose happiness. Kidnappings are the only one that you can lose a settler for, and they tend to have a 3 in game day timer.


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I've had one attack, on a settlement with only two settlers, that I failed. Unfortunately, I also did not have any defenses in place. When I finally arrived, the population read as zero. Eventually people resettled, even without a beacon, but I think the original two died. (Although I suppose they could have just left.)


MeanDM wrote:
I've had one attack, on a settlement with only two settlers, that I failed. Unfortunately, I also did not have any defenses in place. When I finally arrived, the population read as zero. Eventually people resettled, even without a beacon, but I think the original two died. (Although I suppose they could have just left.)

From what I can tell, settlers are immortal and if you don't show up they get back up when you arrive, they just don't count until you show back up, like broken things.

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I finished the main questline (during which, while I was invading he enemy HQ and had NO way back, got a "Oberland Station is under attack!" message. Oberland Station can officially go f@@! itself.)

Anyway, long rambling thoughts on the MQ ending...

Spoiler:

I did the Minutemen ending. Particular playthrough notes:

- Early game, I largely beelined through the MQ till I learned of my child's whereabouts, only doing a few sidequests I ran into along the way. I did the opener BOS quest, but decided they were a distraction from looking for my child so largely ignored them. I only at first sought out the Railroad for help with analyzing the Courser chip, but AFTER I went to the Institute, went to them to hear their side of things. Joined the Railroad and did some of their quests, but because I had gotten into the Institute with the Minutemen, couldn't turn certain quests in to Desdemona, and I didn't want to switch loyalties, so stalled out with the RR and just did the MILA and cache sidequests -- ballistic weave definitely FTW.

- Triggered the end by going on the Institute's Battle for Bunker Hill quest and turning against the Courser at the end. This is a HUGE possible three way battle with Railroad, Institute, and BOS all fighting each other (spectacular, but super resource drain on the machine--had to make sure I fought during the day as some kind of rendering issue for nighttime scenes causes memory usage to spike). When you kill the Courser and you are NOT Railroad or BOS already, you are asked to meet with Father at the CIT ruins. There you can apologize and say you'll never do it again, or tell him to go f+$! himself. I did the latter, albeit politely. One of his arguments against my actions was that "morality was irrelevant" and I decided for my goody-two shoes character that was the straw on the camel's back that helped her decide. She could not support a man, even her flesh and blood, who thought the "last hope of humanity" was an organization entirely devoid of compassion or ethical thought, which their prior actions showed and he basically had just admitted. To her, the Institute had obviously lost their humanity long ago, effectively becoming far more machine than the synths they had created, and the inhuman monsters they were could only destroy humanity, not save it.

- Father basically says at that point, "Don't hit your ass on the way out. Don't bother us, we won't bother you." I honor this. I then immediately get notified the Institute is attacking the Castle. Their word is definitely not their bond. Honestly, I think this was a thing where I feel like a scene or event was somewhere missing, because there IS a huge inconsistency here. Father acts like he just wants nothing more to do with you and no interference and he'll leave you alone. This is obviously a lie--but why say it? Why not say, "You know, this means war." I have a feeling the issue is in fact the Minutemen -- the Institute has the power they have because they have knowingly and willingly sown dissent, paranoia, and general terror on the surface. The Institute's actions have ensured the Commonwealth never unites as a single growing entity, because no one trusts the other (everyone is afraid the other dude is a synth). The Institute's strategy is divide and conquer, in other words--keep everything from evolving so they can take over when the time is right. The Minutemen--at least as long as you help them--are the greatest threat to that, as their actions are polar opposite: help each other, grow new life and society fromt he ground up, and build trust, because together we're stronger. Therefore, at least under a competent General's leadership with enough settlements and fortifications, the Minutemen are in fact the single greatest threat to the Institute, even moreso than the Railroad (small, disorganized) or the Brotherhood (a greater and better organized technological threat but still also small, too restrictive, and too easily distracted by mutants and ghouls). So of course the Institute has to destroy the Minutemen, or it loses its psychological advantage of terror over the Commonwealth populace.......... it's just a damn shame this isn't actually pointed out as to why they attack, it just ends up feeling random.

- Assault on the Institute was interesting. You find a way in without teleportation. In theory, it's a cool final area to explore and fight baddies. In practice, I felt like it was a bit too long of a dungeon-slog to finally get to the end. There was a good 90 minute long portion of the endgame that amounted to little more than dungeon crawl.

- Once you get into the Institute proper, it's fun. The chaos is well orchestrated. I'm not a big Preston fan, but you have his and the Minutemen's support which is valuable and appreciated. You have a final confrontation with Shaun/Father, who it turns out is dying of something anyway, although the way things end for me, I still blow him up before he dies of natural causes. He is not happy with me, but I Cha-check him into helping me minimize casualties. I think you are supposed to feel sorry for him since he's dying, but he comes off as a blind, arrogant douche.

- I hate that the way it ends--and I believe it is no different if you play BoS or Railrad--is you are forced to blow the place up. Since you now know a non-teleportation required way into the Institute, I can't see any reason why you couldn't kill the battle synths, capture the scientists, and then actually take over the Institute for the Commonwealth. Clear out the entry path and just let the whole Commonwealth in and use the facilities. It is really not clear to me why the only way to end things is "blow s~+% up" except that makes for a cool animation.

- Upon destroying the Institute, my few BOS quests auto-failed. I am curious to see if they see me as an enemy now (though they should have no reason to). I didn't get the actual "you are enemies with the Brotherhood" message, like I did when I failed Battle of Bunker Hill. One of my Railroad quests failed, which must have been tied into their "defeat the Institute" storyline---although ironically, I actually had completed the quest, I just hadn't been able to turn it in to Desdemona. Some Railroad sidequests I had remained. And of course Minutemen Radiant quests remain, and will likely continue to come, until the end of time.

- I had Piper with me for the final fight and she has some cool things to say at the end. Preston, in spite of having the personality of a slightly damp piece of cardboard, did too (he is there since I was using the Minutemen's aid). Nice thing is that certain things I did during the endgame is I earn affinity with both companions even though Piper was the only one officially "with" me.

- My favorite Minuteman is Sturges. I'm pretty sure with him at my side we can efficiently rebuild the whole Commonwealth.

- At the very end, you're given 10 year old Synth-Shaun. I think you can reject him and abandon him, but of course I felt like a total jerk were I to do that, so I took him in. But it is weird to suddenly think, "Okay, I still have the Commonwealth to rebuild AND look after this child-robot person." Shaun gets programmed to believe you are his mother, to the point of nearly traumatizing him if you deny it. This to me makes it worse because at some point this kid's gonna figure out he is not mommy's natural boy--even if they are genetically relatives. But I think the idea is that Father wanted to give you a chance to raise "him" the way you would have, in spite of your differences. This is interesting. I actually forgot to listen to the holotape the kid gave me which explains the reasoning in detail. I will later. So I think I'll adjust to the kid though... my only irritation is he gets moved to the Castle, and I can't seem to be able to relocate him (although maybe I can in workshop mode). I'd like to move him to... well, first of all, not a military installation, and secondly, probably to Home Plate. Since Piper's my girlfriend and you can't move Nat, I'd rather live in Diamond City as my primary abode, since Piper can then stay with Nat and I'll be close by. Also, Shaun can go to school in Diamond City and have other kids to play with. I think I'd also move Codsworth there to look after him when I'm General-of-the Minutemen-ing. And I may have thought about this a bit too much.

- The ending video was... sort of blandly heartwarming? It was nice, and well voice acted, but I miss the ending slides where you can actually get told of outcomes and futures rather than just some vague speculation on how the Commonwealth may get better. I am presuming they avoided this in part because you can keep playing--which I like a lot--and perhaps DLC may also further influence "ending" possibilities. And these things are fair tradeoffs.

- I plan to take a week off from Fallout now, at least. :) But I will probably both continue that playthrough to keep building settlements and tying up lose ends and such, as well as starting a new playthrough in which I largely try to avoid doing the main quest for as long as possible, while stealing everything under the sun for my own personal enjoyment.

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The only time I've seen settlers and minutemen actually get killed is if you're working largely for the Minutemen faction, both when you take the Castle the first time (the Mirelurk Queen can kill them), and during the final battles if you side with the Minutemen against the Institute (defending the Castle again and then going into the endgame sequence). Or if you kill them yourself. (Have to be careful with that super sledge swing...).


Another good option for making money-

Mutfruit has the highest caps to weight ratio of any of the crops. Make big orchards in all your settlements, and harvest them whenever you pass through. Then sell them. You might need to plant your first few crops to build up the size of your orchards.

This isn't as lucrative as selling jet, but there's no reason not to do both.

Note that this will increase the frequency of raider attacks, so make sure your settlers are well armed and armored.Id advise against building turrets. Raiders are a good thing. They bring gear to be sold or scrapped right to your settlement.

Another good cash strategy- go wander around down by diamond city until you pick up a radio station distress call from a British fellow. Do that quest. The gives you a suit that grants +3 Charisma as a quest reward. With that suit, a formal hat or trilby, and a pair of black rimmed glasses, you can net yourself a +5 charisma. Just wear that outfit when playing merchant. It will make a big difference in prices.


Purified Water is my moneymaker of choice. Now I have a bunch of trade stations set up though. Whenever I want to build another it just pulls cash from other settlements.


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Do you like the wide open space of the Starlight Drive-in, but hate the irradiated pond?

You can remove the rads by scrapping the barrels.


Scythia wrote:

Do you like the wide open space of the Starlight Drive-in, but hate the irradiated pond?

You can remove the rads by scrapping the barrels.

That pond in the center is big enough to fit two industrial water purifiers in, after the radioactive barrels and stuff have been scrapped.


Who here actually sided with the Institute and still likes them?

I quite like them. While I know that they are morally bankrupt, they do have the greatest chance of finding ways to fix the Commonwealth.

The Minutemen are too idealistic, because the ratio of raiders and selfish people to selfless people in the Commonwealth is, quite obviously, too low to sustain their vision.

The Railroad only care about Synths and, while I like Synths, do not think that exclusively helping Synths is a good idea. Not only that, but they do not really watch out to make sure some of their rescues are not going crazy, which is apparently something of an issue in the lore.

And the Brotherhood of Steel is plagued with problems of it's own. It suffers from the Institute's own problems of xenophobia and amorality, but it goes a bit further. The Brotherhood, quite obviously, only care about hoarding technology. While Elder Maxson, like Elder Lyons before him, has tried to use his position to help the people in certain ways, he is toeing the line of not being brotherhood by putting that goal alongside of acquiring new technology. So, while this chapter of the BOS is decent, the organization as a whole is too much of big government 'you do what we say, when we say, and you better like it' type antics for my taste. Seriously, compare the Brotherhood to the Enclave... they're almost identical the way they operate.

I started playing Fallout with Fallout 3 and I LOVED the BOS in that game. They were heroic, knightly, had a badass at every corner ready to exterminate the wanna-be-Hulks, and were all-around good people. However, as I played the other Fallout games and saw the REAL BOS, I grew to despise the organization as a whole. They're like the NCR: they're shortsighted. They only care about their narrow goals and that is it. The Institute, on the other hand, has a wide variety of goals, all built towards helping humanity survive.

That's my take on things anyway, which may be a little bit skewed.

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I'm sure I'll side with them in another playthrough and see things from their side. As it stands, ,y personal (not my RP-perspective) opinion is the Institute has a LOT of fascinating features and some very interesting personalities worth exploring, but in addition to being detached from the world physically and emotionally, they are too terrified of the real world to be capable of saving it.

Many Institute Scientists are very knowledgeable and yet very ignorant. They make the mistakes a lot of incompetent scientists make: manipulate or ignore data so they can mis-interpret it to be what they want to hear rather than trust the data to show them a truly new and exciting discovery (e.g., synths dream, so let's explore the potential for how that affects the development of their AI, rather than dismiss it because it doesn't mesh your personal concept of what a synth is or should be). That's bad science and I can't respect that.

Still, some of the individual characters were not like that and I look forward to getting to know them better and seeing their side of things in another playthrough.

Divinitus wrote:
The Minutemen are too idealistic, because the ratio of raiders and selfish people to selfless people in the Commonwealth is, quite obviously, too low to sustain their vision.

I won't argue about their idealism because yes they are idealistic... but is the ratio of raiders and bad guys really too high? If you play a full Minuteman playthrough--really focus on building up settlements, you build a fairly hefty population of settlers willing to work together to build a better life, alongside a continually diminishing population of raiders and gunners. I've noticed even in areas where the bad guys respawn, fewer and fewer respawn each time and of course once you kill a leader (a named character like Red Tourette) they're gone, meaning the people who organize the raiders are going away and the raiders become less and less effective all while the Minuteman-protected settlements get larger and stronger.

The Minutemen can accomplish effectively exactly what the NCR did in its early days--unite settlements so that together, they eventually out-number and out-gun the raiders and slavers. It's been done before, it can be done again. The DANGER is, ironically, not their idealism but the diminishing thereof as the organization grows--they could in fact become too like the NCR, eventually getting too big, obsessed with building an army, attaining territory, and getting bogged down in politics. Part of what nearly destroyed the Minutemen the first time is indeed corruption that was beneath the surface that emerged when their General died, and the question is both if the Sole Survivor an adequate leader to take them in a better direction and will he/she have successors that likewise will carry on the same goal.

In short, the Minutemen's real problem is it has few good leaders--probably really only the Sole Survivor and Ronnie Shaw, because Preston's a wet blanket, and relies too much on a too-small core leadership to remain stable.


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Caineach wrote:
MeanDM wrote:
I've had one attack, on a settlement with only two settlers, that I failed. Unfortunately, I also did not have any defenses in place. When I finally arrived, the population read as zero. Eventually people resettled, even without a beacon, but I think the original two died. (Although I suppose they could have just left.)
From what I can tell, settlers are immortal and if you don't show up they get back up when you arrive, they just don't count until you show back up, like broken things.

Ah! That would make sense.

Silver Crusade

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Something deliciously ironic regarding Sturges if you side with the Minuteman

MASSIVE SPOILER:
is that he's a Synth.

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

There's also the theory that Preston isn't so much a wet blanket as much as he prefers to be the Man Behind the General.

Adorably literally if you romance him. Why yes, the good soldier does like to stay behind his General's well toned back(side).

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Rysky wrote:
Something deliciously ironic regarding Sturges if you side with the Minuteman** spoiler omitted **

Really? That didn't come up at all in my play through. Interesting.

As for Preston--I was evaluating leadership skills specifically, e.g. say if he could take the Survivor's place in his/her absence. I personally don't think he could, which is potentially problematic on the long term.

As for his other assets, I adventured with him for awhile and decided I've met bowls of oatmeal with more personality. But he's certainly a good person and not hard on the eyes, so YMMV certainly. :)

Gotta ask, Rysky, does he still give you Radiant quests even in bed? ;)


Quote:
I've noticed even in areas where the bad guys respawn, fewer and fewer respawn each time and of course once you kill a leader (a named character like Red Tourette) they're gone, meaning the people who organize the raiders are going away and the raiders become less and less effective all while the Minuteman-protected settlements get larger and stronger.

Funny thing about these is that while they don't respawn, the raider areas do, along with all their loot. I think I have 4 of the sister's letters to Red Tourette.

Silver Crusade

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DeathQuaker wrote:
Gotta ask, Rysky, does he still give you Radiant quests even in bed? ;)

Yus.

Cause as we all know, nice guys finish last... because it would be very rude to finish before their partner :3


Did anybody get their settlers something nice for Xmas? Maybe that big water pump they wanted, or a nice generator? :P

RPG Superstar 2015 Top 8

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When it was Christmas in-game (when Diamond City was all lit up), I gave Piper an undamaged camera I looted from the Institute and Nat something... I think maybe a toy or ball or something.

Spoiler:
I then went to spend my first and what would turn out to be my last Christmas with my son. He responded by asking me to kill and capture people. I left the "Hi honey!" Holotape on his desk.

========

In less festive news, I've seen on Twitter there's some awful security breach on Steam--and Steam staff all at home for Christmas. Since anyone who has Fallout 4 on PC (legally, anyway) has to have Steam, you might want to be aware.

RPG Superstar 2015 Top 8

Steam issue is supposedly resolved.


It didn't have anything to do with games anyway, it was a weird cacheing error where you could see other people's info. I got some guy from Portugal. Only issues that occurred were when you used the Store.

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