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I would just love the ability to "Abandon" a quest, and shut Garvey up.
"If you're not busy, can you handle this problem, General?"
That's what I'd like to see. Just getting within 50 feet of him can set off another quest that may be time-limited. /doublefacepalm
Now, if you complete a quest, most times you can just let the time run out and it succeeds without Preston giving you another quest. There are a couple of weird instances where it can fail the quest even if you completed it but didn't talk to Preston, which usually happens early in the game in my recollection. Save early, save often.
It really says something about how poorly this faction was implemented the fact their lack of presence has no impact on anything.
BOS: Refuse Danse's offer.
Railroad: Don't follow the Freedom Trail.
Minutemen: Ignore Preston and the Quincy survivors.
Just go to Diamond City, free Valentine, track down the kidnapper, go to Goodneighbor and read your memories, go to Fort Hagen, Prydwen shows up, back to Goodneighbor, track down Virgil, do his quests, go build the teleporter, follow the script, then choose the Institute.
It'll be harder that way, because you're not leveling up nearly as much and not getting enough XP to max out everything, but I'm sure it can be done.
To me, though, ignoring those characters is like buying timesavers in an MMO - you're paying to NOT play the game, which to me makes no sense (playing a boring game or paying even more money to skip the boring parts).
I still wish there were the option of taking over the Institute and letting in the factions you want to help with the usage of the Institute technology (getting rid of their fear in the case of the Minutemen and Railroad, and most likely starting a war with the BOS since they want total control). Or even choosing NONE of them.
This lack of choice is why I always stop near the end of the main quest, because the final choice bugs the crap out of me.
Yes but the thing is with those 3 factions the other factions get involved at some point during their quest lines and ends in the destruction of the other two.
The minutemen have zero conflict unless the player is in conflict outside of a faction mission.
Even on the institutes questline itself bunker hill it’s a three way war between 3 factions all with different intentions but the minutemen are the only ones not to take a stance.
No matter what you will interact with brotherhood, railroad or institute doing those quest lines.
But minutemen doesn’t come up a single time between all 3.
The BOS want total control - destroy the synths (and the Railroad sympathizers), enslave the settlers (the Minutemen), and destroy the Institute.
The Institute want to experiment on the settlers (Minutemen), which is shown in the post-game after you take over the Institute, destroy the BOS, and destroy the Railroad.
The Minutemen feel at risk from all three factions. BOS wants to enslave them, Institute wants to kill and experiment on them, and who knows what hidden programming may be in the free synths (or if they may turn evil, like in Broken Mask)?
As I said, it's bad writing that doesn't leave more optimal choices at the end. But in a narrow-minded point of view, it makes a little sense. Just don't dig too deep like I did (and still do).
It's effective in terms of pure functionality, but unsatisfying from a roleplaying perspective.
Which is pretty weird when you think about it, since the Minutemen are the faction most concerned with defending settlements. Unlike the Brotherhood, who is just there to flex.
I guess they heard how Bunker Hill treated James Wire and his men and decided not to show.
Bring Preston to Sanctuary, and advance the Minutemen as far along as you would like them to be, this is irreversible. Do the main DLC quest, upon taking a single commonwealth settlement, you will get the affinity notification "Preston now hates you"