Fallout 4/Characters/Factions: Difference between revisions

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** Commonwealth Minutemen - Balanced/Ranger. As a citizen army, the Minutemen are varied in their equipment, though pipe weapons or laser muskets and a modicum of leather or metal armor is most common. But don't be fooled by their ramshackle appearance, though, as they're deceptively competent, determined, pragmatic and ''very'' numerous. The Minutemen also have access to Pre-War howitzers, letting them shell enemy forces into dust should conventional firepower prove insufficient. In the end-game, they {{spoiler|infiltrate the Institute, hijack their teleporter to call in troops, take all records they can find of Institute tech (including those on Synth construction, teleportation, and laser weaponry) fight their way through to the Institute's reactor, and set it to blow behind them. They also optionally take out the Brotherhood by shooting down their airship with artillery and then holding the Castle against a massive aerial assault}}.
** Commonwealth Minutemen - Balanced/Ranger. As a citizen army, the Minutemen are varied in their equipment, though pipe weapons or laser muskets and a modicum of leather or metal armor is most common. But don't be fooled by their ramshackle appearance, though, as they're deceptively competent, determined, pragmatic and ''very'' numerous. The Minutemen also have access to Pre-War howitzers, letting them shell enemy forces into dust should conventional firepower prove insufficient. In the end-game, they {{spoiler|infiltrate the Institute, hijack their teleporter to call in troops, take all records they can find of Institute tech (including those on Synth construction, teleportation, and laser weaponry) fight their way through to the Institute's reactor, and set it to blow behind them. They also optionally take out the Brotherhood by shooting down their airship with artillery and then holding the Castle against a massive aerial assault}}.
** Brotherhood of Steel - Elitist/Brute. The Brotherhood of Steel are foreign invaders and very few in number - but as the only faction with ready access to military training, vast armories of advanced weapons and Power Armor (with the exception of ''possibly'' of the Minutemen if you personally maintain and equip them with your own fleet of armor suits), their Knights & Paladins are some of the toughest and well-equipped of all the faction's [[Mooks]]. The Brotherhood also have access to Vertibird gunships, giving them air support. In the end-game, they {{spoiler|get a Pre-War [[Humongous Mecha]] named Liberty Prime up and running and use it to smash their way into the Institute}}.
** Brotherhood of Steel - Elitist/Brute. The Brotherhood of Steel are foreign invaders and very few in number - but as the only faction with ready access to military training, vast armories of advanced weapons and Power Armor (with the exception of ''possibly'' of the Minutemen if you personally maintain and equip them with your own fleet of armor suits), their Knights & Paladins are some of the toughest and well-equipped of all the faction's [[Mooks]]. The Brotherhood also have access to Vertibird gunships, giving them air support. In the end-game, they {{spoiler|get a Pre-War [[Humongous Mecha]] named Liberty Prime up and running and use it to smash their way into the Institute}}.
** The Institute - Spammer/Technical. The Institute are an enigmatic cabal of scientists who have mastered the art of robotics technology to the extent where they can mass-produce [[Ridiculously Human Robots]]. However, their research is not geared for weapons development, so Institute forces lack Power Armor and their laser weapons are inferior in quality to Pre-War designs. Compensating for that, they can also move their Synths anywhere in the Commonwealth due to {{spoiler|their teleportation technology}}. Through subtle manipulation and subterfuge, the Institute controls the Commonwealth in secret. In the end-game, they {{spoiler|wipe out the Railroad by infiltrating their headquarters and wipe out the Brotherhood by hijacking Liberty Prime with a computer virus, using him to shoot down the Brotherhood's airship}}.
** The Institute - Spammer/Technical. The Institute are an enigmatic cabal of scientists who have mastered the art of robotics technology to the extent where they can mass-produce [[Ridiculously-Human Robots]]. However, their research is not geared for weapons development, so Institute forces lack Power Armor and their laser weapons are inferior in quality to Pre-War designs. Compensating for that, they can also move their Synths anywhere in the Commonwealth due to {{spoiler|their teleportation technology}}. Through subtle manipulation and subterfuge, the Institute controls the Commonwealth in secret. In the end-game, they {{spoiler|wipe out the Railroad by infiltrating their headquarters and wipe out the Brotherhood by hijacking Liberty Prime with a computer virus, using him to shoot down the Brotherhood's airship}}.
** The Railroad - Guerrilla/Espionage. The Railroad are a collection of idealists from all walks of life, united in their wish to see the Synths freed from the Institute's oppressive grasp. Though far too few and lacking the technology of the Brotherhood or the training of the Minutemen to be an effective fighting force (barring a handful of "Heavies" to do some limited open fighting when necessary), the Railroad are masters of stealth and covert action, operating in the shadows and using intelligence to stay one step ahead of their rivals. In the end-game, {{spoiler|the Railroad take out both the Institute and the Brotherhood by infiltrating agents into their centers of command and blowing them sky-high}}.
** The Railroad - Guerrilla/Espionage. The Railroad are a collection of idealists from all walks of life, united in their wish to see the Synths freed from the Institute's oppressive grasp. Though far too few and lacking the technology of the Brotherhood or the training of the Minutemen to be an effective fighting force (barring a handful of "Heavies" to do some limited open fighting when necessary), the Railroad are masters of stealth and covert action, operating in the shadows and using intelligence to stay one step ahead of their rivals. In the end-game, {{spoiler|the Railroad take out both the Institute and the Brotherhood by infiltrating agents into their centers of command and blowing them sky-high}}.
* [[Faction Calculus]]: ''Another'' non-strategy game example.
* [[Faction Calculus]]: ''Another'' non-strategy game example.
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** They're arguably even more of one to the Followers of the Apocalypse than the Railroad are. The Followers strive to not only gather knowledge but also apply and spread it around (often with limited resources and/or under less than ideal conditions), which has also carried over among those who broke off to join the NCR's "Office of Science and Industry". The Institute, meanwhile, can't seem to come to terms with what to actually '''do''' about all the knowledge gathered and "applied" over the centuries.
** They're arguably even more of one to the Followers of the Apocalypse than the Railroad are. The Followers strive to not only gather knowledge but also apply and spread it around (often with limited resources and/or under less than ideal conditions), which has also carried over among those who broke off to join the NCR's "Office of Science and Industry". The Institute, meanwhile, can't seem to come to terms with what to actually '''do''' about all the knowledge gathered and "applied" over the centuries.
* [[For Science!]]: Some of their zanier projects come across as this, such as Clayton Holdren's Synth Gorillas.
* [[For Science!]]: Some of their zanier projects come across as this, such as Clayton Holdren's Synth Gorillas.
* [[Gameplay and Story Integration]]: [[Mecha-Mooks|Gen 1 and 2 Synths]] are [[Robotic Reveal|obviously mechanical creations]], while [[Artificial Human|Gen 3 Synths]] look [[Ridiculously Human Robots|virtually identical to humans]]. In fact, one of the game's main themes is [[What Measure Is a Non-Human?|questioning whether or not Gen 3 Synths are worthy of sapience]]. Reflecting this, the Legendary weapons effect "Assassin's" (which deals 50% more damage against humans) only works on Gen 3 Synths, and the "Troubleshooter's" effect (which deals 50% more damage against robots) only works on Gen 1 and 2 Synths.
* [[Gameplay and Story Integration]]: [[Mecha-Mooks|Gen 1 and 2 Synths]] are [[Robotic Reveal|obviously mechanical creations]], while [[Artificial Human|Gen 3 Synths]] look [[Ridiculously-Human Robots|virtually identical to humans]]. In fact, one of the game's main themes is [[What Measure Is a Non-Human?|questioning whether or not Gen 3 Synths are worthy of sapience]]. Reflecting this, the Legendary weapons effect "Assassin's" (which deals 50% more damage against humans) only works on Gen 3 Synths, and the "Troubleshooter's" effect (which deals 50% more damage against robots) only works on Gen 1 and 2 Synths.
* [[Hard on Soft Science]]: The Institute appears to have a near-complete lack of any social scientific endeavors. This serves as a deconstruction, though, as while they have plenty of answers to "Can we?", they almost always pick the wrong answer to "''Should'' we?". Due to this, the Commonwealth sees them as a boogeyman instead of a force for good. However, their excellent manipulation of the surface and remaking of cultural identities shows they have at least ''some'' knowledge in this spectrum.
* [[Hard on Soft Science]]: The Institute appears to have a near-complete lack of any social scientific endeavors. This serves as a deconstruction, though, as while they have plenty of answers to "Can we?", they almost always pick the wrong answer to "''Should'' we?". Due to this, the Commonwealth sees them as a boogeyman instead of a force for good. However, their excellent manipulation of the surface and remaking of cultural identities shows they have at least ''some'' knowledge in this spectrum.
* [[Hidden Elf Village]]: Deconstructed.{{context}}
* [[Hidden Elf Village]]: Deconstructed.{{context}}