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What is really annoying me is that the Brotherhood also fights against the Railroad, and I even saw fights between Railroad and civilians, so I hoped to have a way to reduce the battle to the railraod bunker there. I don't even know whom I should protect when I see a SB-knight if full power suit shooting at a railroad agent and spotting e.g. Kessler or Deb in that crossfire.
OK, it seems like this is another stupid quest script not even being able to deliver what was promised to the gamer, and I have to hope that misteriously all "good" people have survived that battle when I come back later.
Go in cit building up to roof tell Father your decision re prisoners.
I wonder what would happen if you took absolutely no part in the battle. Would it still be raging three days later, if you returned?
The 3rd generation synths represent the greatest threat to humanity since the Black Death in the middle ages. Rest assured the third generation synths would eventually produce 4th gen. synths, the 4th--5th, and very quickly the human race would be vastly inferior to the new race.
The synths might be humane, and confine us to reservations. But our continuance as the dominant species would be over. The only choice that is pro human is to destroy the Institute and every synth.
The Railroad thinks it's doing good freeing what are, in effect, slaves. But their actions result in disasters they haven't even considered. Clearly even level 3 synths are mentally and physically superior to the vast majority of human beings. Note the first one you are sent to capture for the Institute has taken over a large gang of human raiders.
Much as I hate the genocidal tendencies of the BOS, their victory is essential if the human race is going to remain Earth's dominant species. The Institute represents the extreme result of hubris, thinking they can control and use as slaves beings superior already to 90% of them. Beings, who within decades will be superior to every human being. They--the Institute--must be destroyed if humanity is to survive.
If you follow the Brotherhood or railroad completely through then they will become enemies.
If you follow the institute they won't because you'll be wiping them both out, they won't survive long enough to fight each other really.
If you follow the minutemen you can just stop the brotherhood questline/railroad when you reach the quests where they try to wipe out each other, basically sticking them in the background while you finish your Minutemen questline. You really don't worry about them after you beat the Institute. The Brotherhoods main reason for coming was to take out the Institute, and probably will move on after you do that, and the Railroad doesn't have any new synths to smuggle out anymore so they probably will fade away after moving out the few synths they are currently hiding.
After the synths are "freed" they are individuals like men (except the fact that they don't need food and that they are immune to radiation), so they should be granted the same rights and be punished like them.
Here you're right. Eliminate the source and the threat will be decrease to zero.
Anyway, thanks for your comments, I finished the quest and everything seems normal now, I'm still a fellow member of all 3 fraction (4 if you count the Minutemen as well, but they didn't had any business in the Bunker Hill battle.
The only real effect this has is to free them of mind control and spread them across the wasteland without any knowledge that they were, in fact, grown in a lab and implanted with a mind control device.
The Railroad is not about saving the world or securing the future of humanity; their crusade is a moral one that has very specific and limited goals. The way I roleplayed it was that I used them as a tool to eliminate greater threats to my chaotic neutralness.
And again, you cannot free Synths of mind control, or what ever you are calling it. Its called programming, they are robots. They have base codes programmed into their system which can be used to control them, or shut them off. They are hard programmed into them at creation and can't be deleted or changed. They can be shut down at any time, even if their regular memory is wiped or replaced with other memory chips, the hardwired basecodes are still in their system no matter what. Thus, they can always be controlled with their command codes. The only way to eliminate this is to destroy any knowledge of the command codes such as destroying the institute, and/or anyone that already knows the base codes.
This is all, again, made clear if you pay attention. At all.
There are no other locations where G3 synths are created. DiMA knows that and says that if you discuss Synths with him in Far Harbor. There are *a lot* of G2s and G1s left. But there are no more being made - as the people controlling the machinery are *also blown to bits*. Along with the machinery to do so.
Where ever they are coming from? It isn't the Institute as we know it. They are more than likely just like the Mechanist's rogue bots - leftovers with whatever passes for "last orders" to destroy everything they find. It's just a game mechanic that they continue spawning as much as they do.
I mean, when you blow the Prydwin out of the sky, BOS troops continue dropping in. You'd think they would be intelligent enough *not* to mess with the location that took down that airship, but... there they are too.