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While I'm not disagreeing - they should be neutral until provoked at the very least - the game would otherwise be rather bereft of any reasonably smart seeming random humans in the main part of the Commonwealth. Raiders gotta raid. Gunners... well, they gun.
And then they die, because they gunned at me.
♥♥♥♥♥♥♥♥ on Beth writing can be a norm, but to advocate, they were just another enemy type really.
Modders have attempted to flesh them out, but that obviously isn't canon lore.
If you were not replying to me and just making a general statement, then I apologize.
I agree. It makes no sense at all for them to attack on sight.
After all arent they suppsoed to be lookign out for customers?
There are a couple of mods on nexus like
Initially freindly gunners
https://www.nexusmods.com/fallout4/mods/15054
and the more powerful
https://www.nexusmods.com/fallout4/mods/13231
faction maintenance holotape
We could always use another faction besides raiders to fight against, but Gunners could have been that "Middle-ground" that the minutemen attempt to be.
"Gunner" gradients could've been like 2-3x the exp of normal gradient turn ins, and been a "Charisma / Just leveling up" thing. For those people who ignore all of the storyline quests, yet somehow flock to the repeatable.
It is lost opportunity, they probably have some plan for them at some points looking at some of the lore like vaults and minutemen tied very closely to them. Not to mentioned they clearly design gunner to be able to walk in to any settlement normally. But the real reason probably is just that simple, they need more enemy faction variety instead of just "raider".
I don't try to overthink about them.