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But given the basic possibilities, the Minutemen have the best chance since they have both their own storyline, and the even prospect of being restored to power even if other factions are chosen. So they have a 5/8 chance of doing well.
The Railroad has the next best chance, since they're only definitely destroyed in two questline, with the option of being destroyed during the third. So a 3/8 chance of survival.
The Brotherhood and Institute tie for last place, both only surviving in 1/4 of endings. While the Institute is automatically destroyed in three endings and automatically survives in the third, the Brotherhood gets the same overall chance because it's optionally destroyed after the main questline concludes for both the Minutemen and for itself.
I would have liked to see a proper ending where the Institute gets taken down by the Railroad, Minutemen, and BOS working together.
The closest you can get is do a Minuteman ending that leaves the Railroad and BOS intact. However the BOS whine and cry about not getting to fight. You should have been able to go to Maxson and say "Hey were going to go take down the Institute, would you like to send a squad to come with us?"
It wouldn't be too hard they're literally just local settlers making up a militia that need guidance and if you kill the BoS and institute out of the commonwealth theres reports of lines of people waiting to sign up to become enlisted as minutemen. Also historical significance like the slaves and the lincoln monument in fallout 3.
but sadly it's bethesda. They'll probably go with the BoS to circlejerk them a lot longer and keep their fancy power armors. Insitute shows they're too lazy or dumb to do anything with them. Railroad will probably be kept as side mission / quests b/c reasons.
either way for sure they're bound to re-use assets so there's a big possibility that all 4 will resurface with at least 2 of them being mini apperances or side missions. 1-2 will / can probably be major players. Hell again it's the BoS their main bread and butter so that just leaves 3 to be minor quests or 1 semi-major and 2 minor appearances in later games.
They has teleportation, mind reading, and cloning technology. All of which were ineffectively used.
Think about it, what if they had pulled a DiMa in the Commonwealth and had control of the various raider groups, towns, Gunners, etc while keeping a low profile. They could have used the various raider groups to do the dirty work and not be the boogeyman of the Commonwealth.
They also could have easily used the cloning tech and other advanced research and founded other bases in areas away form the Commonwealth.
Instead we got a half ass villain who still has a department head in charge that died ten years ago. While literally losing hundreds of synths to the Railroad.
All I know is that I've never been tempted to side with the Institute to the end because creepy fascist bastards and killing Deacon and Desdemona just feels wrong.
They are the types that would most likely use cannons. They already use ancient naval defense mortars so using cannons is not that big of a stretch.