5 Easy Ways To Fix The Minutemen In Fallout 4 | Re-upload

2023 ж. 7 Нау.
122 849 Рет қаралды

so this video was hit with some pretty hefty restrictions last night so in capitulation to the youtube powers that be, here is a sanitized and censored version which will hopefully be deemed suitable.

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  • Modders Gonna be like Hold my drink.

    @JTL1776@JTL1776 Жыл бұрын
    • Already mods for a revamped minute men patrols and gear😂. I love modders 🫡

      @benderisbest2199@benderisbest2199 Жыл бұрын
    • ​@@benderisbest2199 to bad ps4 players such as me barelly have any mods 🥲

      @man_noplan@man_noplan Жыл бұрын
    • Hopefully loo

      @F_Y_F_T_Y@F_Y_F_T_Y Жыл бұрын
    • ​@@benderisbest2199 still no ability to tell preston to have someone else take care of errand work though

      @Paperguide152@Paperguide152 Жыл бұрын
    • Actually

      @nickglennlewis5676@nickglennlewis567611 ай бұрын
  • 1st thing, Preston should've been injured on that balcony. Even if it was just a shot to the gut, it makes him look better, and it works with his suicidal depression you learn about later on. It's why you have to be the one to use the power armor. He was planning on dying and hopefully distracting the raiders so the others could escape. It's why you have to help tenpines bluff, not because he just doesn't want to but because he can't. 2nd, every three settlements you claim should add five levels to the minute man max level up to the players level. 3rd, some of the radiant quests could have a throwaway line like " this was an old stash/manufacturing location the minutemen/U.S used to have" that will unlock better gear for the minutemen.( also make the laser musket better I like it and wish is was more viable.) 4th, let us throw our weight around, getting out of some radiant quests by sending minutemen to do it, or deciding to bring minutemen back up with you for certain quests and dungions like bunker hill or Saugus iron works. 5th, better and unique faction equipment. Yes,

    @mahoganydoughnut6082@mahoganydoughnut6082 Жыл бұрын
    • Honestly I couldn't say it better myself, however I would like to add "less radiant quests, more main quests." It's pretty simple but I kinda wish the radiant quests were focused on settlement while the main quests focused on the minutemen (this is where more faction-based gear comes in) And as a bonus to that, could we please get more variety of radiant quests? Like let's say a settlement is calling for help not because they're about to be attacked but because they're worried about a malfunctioning water purifier or all the food was destroyed by wildlife or something along those lines, I think it would be more immersive.

      @Creepymoose135@Creepymoose13510 ай бұрын
    • With regards to sending Minutemen to do radiant quests, there's a mod for PC (not sure if it's on console) called We Are The Minutemen that allows the player to recruit up to 3 squads that can be sent on radiant quests, sent scavenging, or even accompany the Sole Survivor. The soldiers in each squad can independently be promoted depending on how many successful missions they go on, and can potentially die based on the equipment they have (you can give them fully customised weapons and armour, though not sure if they can be given PA to wear) It's a standard in my load order now, if anything just so I can send them scavenging for materials so it's not fully reliant on me

      @eltharraxin8310@eltharraxin831010 ай бұрын
    • @@eltharraxin8310 You're thinking of "Minutemen Squads". We Are The Minutemen does a bunch of other necessary stuff. As an aside, Minutemen Squads solves the radiant quest problem since deploying and leveling up squads is a fun minigame. It makes you actually want more radiant quests, since you can just do the ones that you want to and assign the rest.

      @facio1000@facio100010 ай бұрын
    • "just" a shot to the gut??

      @Kurotaisa@Kurotaisa10 ай бұрын
    • I generally agree with these ideas. However, I think the Laser Musket is actually a pretty solid weapon and only really needs one change to make it viable the whole game: the hand crank actually works. I generally play with mods that make the Laser Musket use only the crank instead of fusion cells and it makes the musket pretty damn good for the majority of the game. Even in the late game, a 6-crank laser musket will drop pretty much any enemy pretty quickly. As for sending Minutemen instead, this is still an RPG. It kinda defeats the purpose of "quest giving" if you just become a quest giver yourself.

      @nicholaswalsh4462@nicholaswalsh446210 ай бұрын
  • Id replace the last point, Minutemen quest lin should have ended with the reconquest of Quincy. Following the end of the Institute war, Preston requests permission to attack the gunners in Quincy, he knows its personal and admits his primary motivation. However, the gunners are a major threat to the settlments in that region as well, Quincy is a prime settlement which is the reason it was a settlement to begin with. Say nothing of its strategic value being well fortified and in a good location. The general can choose a couple battle plans based on their choices. If they sided with the institute, they can teleport synths into quincy after an initial artillery barrage. If after destroying the institute, the player is still friends with the railroad, They can call on the railroad for intel and covert sniper support all meaning fewer gunners will be in place, if the the player is still friends with the brotherhood, then Brotherhood vertibird gunships can strafe quincy. And lastly, if the player destroyed the brotherhood with the minutemen, then Minutemen vertibirds will carry minutemen reinforcements in throughout the battle with only the door gunners engaging targets.

    @theduke7539@theduke7539 Жыл бұрын
    • That's what I do in my headcanon. Once I've rebuilt the Castle and left it defensible (not necessarily perfect), built my core settlements (Starlight, Egret, The Castle) and set up a trade network to connect Sanctuary to the Castle via all the settlements in between, and Preston at least admires me, we go to fk up the Gunners in Quincy. And just for dessert, we raid GNN and leave the Gunners functionally crippled and headless. Then I part ways with Preston and leave him in charge of the Castle.

      @paulsmith5752@paulsmith5752 Жыл бұрын
    • Or even after taking the Castle. Retake Quincy, then set up shop at University Point, and then move on to Gunner's Plaza. Radio Freedom moves into Gunner's Plaza, which gets renamed Freedom Plaza or Commonwealth Plaza. After that one of the regional Hospitals, then Saugus Ironworks.

      @acid0philus@acid0philus Жыл бұрын
    • Rebuild Sarge, and start gathering robots from across the Commonwealth. Even recruiting runaway Synths, giving them a place for a new life, outright.

      @acid0philus@acid0philus Жыл бұрын
    • I also think it should be a requirement for either the BOS or the Minutemen to wipe the other out, as their goals, methods, and ideology are antithetical. The Minutemen would see the BOS as genocidal tyrants, and the BOS would see the Minutemen (especially post-artillery Minutemen) as a serious threat. I think it would be cool to have the Minutemen respond to a series of massacres against synths and ghouls, or a BOS player commit them. I think people forget how extreme Maxon's BOS has become in some aspects, and it would bee a great reminder of that

      @saudade7842@saudade784210 ай бұрын
    • There is a CC Addon that make Quincy a Frontline war for Gunners and Minutemen. Called Minutemen vs Gunners. Once Quincy Captured and 3 Days Later those Gunners Came back and Attack Quincy. Its just like a War that never stop.

      @GloriG_C17@GloriG_C1710 ай бұрын
  • The sad part about this is that in other fallout games, there were missions where recruit/train people. In Fallout 3, after rescuing the residents of Big Town, you have the option of teaching them how to defend themselves, either using small guns skill to teach them how to use firearms, sneak skill to teach them how to hide, explosive skill and just mine the entrance to the town, or repair skill to repair robots to protect the Town. In Fallout New Vegas, not only are there four different factions you can recruit, but for the NCR, you have a side quest to train some NCR soldiers and, for other quests, you are even given command over NCR troopers and rangers. It's just kinda sad how little was actually done with them when they basically had a blueprint for this

    @damonbeza3767@damonbeza3767 Жыл бұрын
    • Yeah and btw how do you do the big town thing but anyways you are right in nv you can command veteran rangers and train the misfits and it is sad that stuff like that wasn’t carried over to fo4

      @chrispierce2239@chrispierce223910 ай бұрын
    • Camp golf?

      @kamilmalazdra233@kamilmalazdra23310 ай бұрын
    • ​@@kamilmalazdra233yeah the misfits

      @maestrofeli4259@maestrofeli42599 ай бұрын
    • @@chrispierce2239escort Sticky to Big Town, rescue Red and Shorty from the Police Station. Red will then ask you to help them.

      @charles2703@charles27039 ай бұрын
    • The worst faction in regards to this in FO4 was the institute imo. You are appointed new leader of the institute (as an complete outsider which is kind of pretty stupid given the whole plot of shawn being specifically selected and raised for the role) and then... Nothing. You just have a kind of honorary title. They could have given you the option to e.g. kidnap and replace all faction leaders and important people with synths or open up the institute to help the minutemen and common people of the commonwealth and soooo much more. If at least you could do some of it.

      @brohvakiindova4452@brohvakiindova44529 ай бұрын
  • What I wish is that the Minutemen were customizable in some way. Your character is starting them up almost from scratch and I would feel a lot more invested in the faction if I had any say at all in their gear/uniforms, colors, flags, mission statement, I dunno like deciding if I want them to concentrate on patrolling vs concentrating on food production or even improved medical facilities. I guess I’m picturing a scene like where you pick which strategy to use for retaking the castle. You pick one and when you come back, the castle is gearing in that direction. It would make it feel a lot more personal and a lot more repayable depending on the type of character you’re playing.

    @rinfal3337@rinfal3337 Жыл бұрын
    • To add to your point there could have been a quest where you picked your armor supplier be it scavenging an army base for combat armor or buying cheap metal armor from shady people to buying leather armor from local farms etc. The same could go with weapons.

      @MSGT_Johnson@MSGT_Johnson Жыл бұрын
    • I think Bethesda want yo make it like that but due to Budget and Deadline.

      @GloriG_C17@GloriG_C1710 ай бұрын
    • @@GloriG_C17 Bethesda didn't. They're pretty basic after Skyrim.

      @MSGT_Johnson@MSGT_Johnson10 ай бұрын
    • Agree, and I'd point out that the Minutemen are the only faction that can ally with ANY of the other 3. If you leave PAM alone, you can even end the game only having to destroy the Institute.

      @kmcd6140@kmcd61409 ай бұрын
    • This is very close to what i had envisioned as well. My comments lengthy so i dont wanna retype it but i think were thinking along the same lines. I dont like the mods that completley redefine the look of the minutemen, i just want the vanilla minutemen improved

      @GaMeRfReAkLIVE@GaMeRfReAkLIVE8 ай бұрын
  • The problem is the Minutemen don't have an opposition Force. Yes they're theoretically opposed to the Gunners but we never see that play out in game. The early games story should have been the Minutemen versus the Gunners for control of the settlements.

    @Danielsworlds@Danielsworlds Жыл бұрын
    • The Gunner/Minuteman dynamic is already more in depth than that. The gunners are not opposed to the minutemen, they are hired guns are who securing all sorts of salvage and technology for an unknown benefactor under unknown leadership. The Quincy massacre happened not just because of the Gunners, but because the Minutemen had an internal coup (probably because nobody's getting paid) law & order was handed over to chaos. The previous defenders became criminal.

      @SaturnVII@SaturnVII11 ай бұрын
    • I agree. Gunner took ther town. Slaughter their peopel. And prestont didn't even mention trying to retake it! Like, c'mon

      @komiks42@komiks4211 ай бұрын
    • I would have had raiders as a faction from the start. As you built your settlements, they would attack them in a more organized way. Of course you could choose to become a raider, and then the Minutemem would attack your gangs.

      @JWPanimation@JWPanimation10 ай бұрын
    • like come on they have more structure than the minutemen and actually have outposts throughout the commonwealth but we never get any kind of interaction other than npcs talking about how terrifying they are

      @SkorpionKing135@SkorpionKing1359 ай бұрын
    • I was about to say the gunners should have been a full faction, but I realized they’d just be another brotherhood of steel but less holier than thou. Seriously, if the brotherhood in fallout 4 had its leadership replaced by a gunner general I’d have a hard time noticing the difference.

      @robertaylor9218@robertaylor92189 ай бұрын
  • Honestly, for Nora you could totally have the VR Memory Pod Training tie into her time as a lawyer and civil servant. With Nate's quest, his military training allows the Minutemen to become a more solid defense force that is able to protect and establish all the settlements (in a sense they would be akin to the Desert Rangers from New Vegas, not a nation, but a benevolent defense force that protects and develops the region so all the independent settlements have their own say in their own matters without having to fear the day to day trials of survival). Meanwhile with Nora, the Minutemen would become a more organized and developed communal entity, with properly established law and order, possibly leading to a second coming of the Commonwealth Provisional Government

    @dusty2080@dusty208011 ай бұрын
    • That’s pretty interesting, and it really would make picking one or the other feel impactful.

      @Satellaview1889@Satellaview18898 ай бұрын
  • While it is cut content, there was voice lines that Nora was a veteran as well. I think I read somewhere that the veteran/lawyer occupations would switch as well (with the player being the veteran regardless of sex and the spouse being the lawyer instead). Thus, It’s entirely possible she wasn’t just a civilian lawyer but possibly something like a JAG for the military or at least served in it at some point in time. Would make far more sense as to why she is so proficient with weapons, power armor and add to her increased potential to lead a successful army/future government. While still keeping within the bounds of established lore.

    @emismpunk@emismpunk9 ай бұрын
    • Y'know, I could see her being in the army long enough to get the free college funding for her law degree.

      @DragonxFlutter@DragonxFlutter6 ай бұрын
  • Does anyone else remember becoming Sheogorath in the shivering isles in oblivion? After you become the Madgod, you would get told occasionally by your butler that one of your realm's towns is being attacked. Sound familiar? But the difference is that you could tell your butler to send your armies to take care of the threat. Bethesda literally did a better version of Preston's quests all the way back in Oblivion!

    @Moticolev@Moticolev10 ай бұрын
    • I actually brought up that very fact in a different video :)

      @Theegreygaming@Theegreygaming10 ай бұрын
  • One thing to note is that there is a railway right next to the starlight drive in which would prove immensely useful for transporting supplies and personnel throughout the commonwealth.

    @YourBoyNobody530@YourBoyNobody530 Жыл бұрын
    • where?

      @Zack_Wester@Zack_Wester10 ай бұрын
    • @@Zack_Wester It is directly south of the settlement right up the hill.

      @YourBoyNobody530@YourBoyNobody5309 ай бұрын
    • There is also a railway close to greygarden, outpost zimonja and oberland station is a train station

      @unknownuser1102@unknownuser11027 ай бұрын
    • In general pre-war railways are a massive boon to any post-war faction that is able to repair, install trains, and protect them.

      @dr.ludwig8189@dr.ludwig81897 күн бұрын
  • I've said the Minutemen needed quests for specialists. The drill sergeant, weapon specialists, someone who was an expert at guerilla warfare a chief medical and science officer. A power armor expert, the engineer. And quests meant to inspire the Minutemen you already have. Maybe give a speech telling them why the Minutemen should take in run away synths or other faction defectors. You aren't just leading them as a general you have to inspire your troops too.

    @paulgrattan3885@paulgrattan3885 Жыл бұрын
    • so... MacCready for sharpshooting, Cait for hand-to-hand combat, Curie for chief medical officer, Danse for power armouf post Blind Betrayal ?

      @willtaylor6026@willtaylor60268 ай бұрын
  • When I made the Liberty Reborn Overhaul mod I had a lot of the points you made in this video in mind. For me, The minutemen were not really worth siding with, their troops show up in farmhand fatigues fighting BOS Soldiers. They die in like two hits, not to mention I'm not crazy about the laser musket, a majority of the time they miss with it. It's why in that mod I changed them to be an Organized Army, One that is akin to the NCR on the West Coast. Sure they can be pretty OP in the mod, but in my mind, the SS has the potential to unite all the settlements in the game + DLC, and can create a vast army, one that Can rival the BOS in Terms of Firepower and Manpower. I do agree though, The minutemen needed more unique people in the faction that you could recruit, Like imagine Recruiting a Doctor for the Castle to handle medical needs, One of the Atom Cats to sell you power armor and to maintain the Factions Gear and Arsenal, I could even see Hiring some Enclave Remnants to train and handle the military Aspect of the minutemen. I think for me it also the fact that the minutemen don't have a dedicated Endgame Questline, As in I join them from the start and can complete their quest to the end siding with them. Basically they exist as the "backup" faction in case you make everyone else mad. It's like you Rescue preston, Become General, Retake Castle, Recruit Ronnie, Build Artillery, and that is it for their Questline, maybe perhaps having them help you build the teleporter but still, If they had a dedicate Questline Route, I think more people would've sided with them.

    @Montrose7106@Montrose7106 Жыл бұрын
    • to be fair there in no reason for them to actually have a endgame questline, the point of the Minuteman is to protect the people, so after they regain their main base of operations and their heavy weapons and radio all that is left is for them to protect others, so maybe some radiant quests to improve gear might be done but no endgame. the only way to set a endgame quest would be to make them the enemies of the brotherhood naturally, since the brotherhood impose their will on settlements and basically extorts them of their resources, but that would be it

      @Ricardo_Rick@Ricardo_Rick Жыл бұрын
    • Liberty reborn is my favourite mod for the minute men, combine it with FCOM, minutemen takeover and a few mods that replace the weapons they carry or add cosmetics you can build, like flags, posters and signs, and you really feel like you have at least a unified militia, if not a professional army.

      @Zadrias6386@Zadrias638611 ай бұрын
    • @@Ricardo_Rick there is a reason, the institute destroyed the CPG, that the minutemen tried to establish, their gen 1 and 2 synths keep killing people and raiding settlements and trade routes and the gen 3 synths replace people never to be seen again… If the institute had a less violent approach to the surface and the people who live there, and instead of replacing people with synths, aimed to integrate synths into society… then I would agree with you.

      @Zadrias6386@Zadrias638611 ай бұрын
    • .. in other words, exactly what I do in the vanilla game in the Castle. Preston is my XO and lives there when he's not with me, Curie is the Minutemen Medical Officer, McCready commands a major outpost (typically either Starlight or Egret), Cait tends bar for them etc etc.

      @paulsmith5752@paulsmith57529 ай бұрын
    • I love the idea of hiring an 'exceptionally experienced' soldier then snooping into their past to find they were/are Enclave.

      @skywise001@skywise0019 ай бұрын
  • In my own mind, once the Minutemen retake the Castle, and Ronnie Shaw returns as the General I promote Ronnie to the rank of Sgt Major of the Minutemen. Since Preston is at Sanctuary, and I'm out gallivating about it would make sense that there needed to be someone nominally in command of the Castle. Ronnie is the most senior Minuteman, and she has a take command attitude and it is implied she is pretty good at whipping new recruits into capable soldiers. So in my mind the current Minuteman chain of command is Me as the General, Preston Garvey as XO/ second in Command, and Ronnie Shaw as Quartermaster/Sgt Major. Underneath would be the various Minutemen.

    @phildicks4721@phildicks4721 Жыл бұрын
    • you would have Garvey outrank Ronnie? ouch. ;)

      @Theegreygaming@Theegreygaming Жыл бұрын
    • @@Theegreygaming Preston just needs his confidence restored. He truly believes in the Minutemen and has leadership qualities. Ronnie is there to keep him in line. Ronnie's attitude just screams Non Commissioned Officer. She doesn't want to command, she wants to pass on her experience and help make the Minutemen into what they should be. She is also highly respected, even Preston would listen to any advice she gave.

      @phildicks4721@phildicks4721 Жыл бұрын
  • Dude, your point about Danse is legitimately amazing. It’s astounding they didn’t think far enough ahead to allow Danse to join up with the Minutemen.

    @kainepeterson6638@kainepeterson66389 ай бұрын
  • About the VR training, Nate could offer military experience and Nora could offer knowledge of governance and due process. There could also be some moral ambiguity with going back to vault 111 to retrieve the memories of the other as they were refrozen shortly after their death. It would be possible to have the expertise of both Nate and Nora, regardless of who survived, and could make a pretty decent story.

    @am_meep@am_meep9 ай бұрын
  • Minutemen should've occupied the Mechanist Lair and transformed it into a tech producing/logistics base, as well as taking the Mechanist as lead communications officer. After all, The Mechanist was able to use the capabilities of the machinery not to only produce robots, but also to create a radio something network between The Lair and Robobrains, effectively automating an entire army. The difference it makes... Why both the Institute and BOS ignore the events of the DLC completely, it blows my mind.

    @user-ll6ej2un6q@user-ll6ej2un6q10 ай бұрын
    • Not sure I'd use the Robobrains personally. However it would be a great way to get farming and combat robots up and running. Imagen Sentry bots aiding in patrols. Raiders would be cleared out in no time.

      @admiralalex1000@admiralalex10008 ай бұрын
  • One of the cooler mods is where the minutemen scale to your current level. They begin as the ragtag vanilla, but once your up around fifty they are quite nicely kitted out.

    @kennetth1389@kennetth138910 ай бұрын
  • Also, the minutemen could in theory voluntarily pool resources into repairing train tracks so they could create mobile artillery platforms and faster and more effective supply transports that could move perishable goods faster than any caravan could.

    @Gewalt1984@Gewalt1984 Жыл бұрын
    • I like the idea, it has a couple of possible complications as well - train robbers (blocking tracks, derailing trains or even hijacking trains). So it wouldn't need to be the clean/ effortless improvement to settlements. The general would still need to organize responses to raiders being raiders - or pay a fee for the raider group to leave them alone.

      @michaeldayman682@michaeldayman6829 ай бұрын
    • @@michaeldayman682the train run nv quarry

      @user-pf1um8iz1d@user-pf1um8iz1d5 ай бұрын
  • Minutemen don't even need a whole ass uniform, a blue scarf in every patrol would be enough to show a cohesion

    @Guilherme-dz3fs@Guilherme-dz3fs11 ай бұрын
  • Preston: Another settlement needs your help... Player: Another settlement needs your help, *_general sir_*

    @badunius_code@badunius_code11 ай бұрын
    • LOL. Damn right (from a retired US Naval Officer).

      @edmartin875@edmartin8752 ай бұрын
  • The pod idea is so fucking great, can't believe such a concept was so underutilized

    @lorddervish212quinterosara6@lorddervish212quinterosara6 Жыл бұрын
  • Nora's questline should have involved using her knowledge of law and government to help in beginning the re-establishment of the CPG. Gameplay benefits could be something like a slight boost to persuasion dialogue checks,nor altogether unique dialogue lines in instances where you are trying to persuade people to help the Minutemen.

    @gh0stb0n3r@gh0stb0n3r8 ай бұрын
  • Me watching the exact same video twice in a row because I hate censorship and want to support creators any way I can, despite the fact I don't even know who Grey Gaming is.

    @trainknut@trainknut Жыл бұрын
    • thanks for the support.

      @Theegreygaming@Theegreygaming Жыл бұрын
    • I didn't realize watching the video multiple times would help the creator. I just read/like the comments and add my own comments as I see fit. And I don't really know if most of my comments help the creator as most are replying to other commentors.

      @edmartin875@edmartin8752 ай бұрын
  • 5:05 Paladin Danse could also be the start of the armored knights division of the Minutemen. lol 9:46 memories of boot camp. Nate is currently frozen with his brain intact in the vault. So if your Nora, well... 👍

    @thomasaitken7495@thomasaitken7495 Жыл бұрын
    • Unfortunately, Kellogg spray painted the inside of the cryo-pod with Nates brain. I guess grab a bottle of Wonderglue and get started.

      @rus0004@rus0004 Жыл бұрын
    • ​@@rus0004I shot Kellogg in the nogging with an explosive shotgun and I was still able to scoop up enough of that yummy grey matter to form a cohesive memory, I think Nate's fine

      @tunnelsnake420@tunnelsnake420 Жыл бұрын
    • @@tunnelsnake420 Remember they used his implants to access his memories, not his actual brain.

      @rus0004@rus0004 Жыл бұрын
    • I would just have recruited a few brotherhood members and ex Gunner. bet there are multiple brotherhoods that are not a super fan of maximum.

      @Zack_Wester@Zack_Wester10 ай бұрын
    • Gunner recruitment could be a fun questline. Fill in the gaps of their backstory. Maybe confirm a few fan theories.

      @kmcd6140@kmcd61409 ай бұрын
  • I think a big issue with the minutemen and even the Institute where you’re the leader of both factions, you don’t feel like the leader and more like a lacky. Preston can basically boss you around even though you’re the “general”. Also you can have troops tell you to fuck off at times as well. It’s really annoying seeing that honestly. And for the Institute? In far harbor you can get told no for keeping the synths in Arcadia by some random scientist that organizes it with you. Like the player options seem way more lacking than in other versions. You’re basically railroaded which is what makes fallout 4 a really mediocre game along with it striping other rpg elements out of it.

    @TheRandomMuffinMan@TheRandomMuffinMan Жыл бұрын
  • For the minutemen I use a few mods but only as the story progresses. I also try to take a strategic approach to settlement building and location. First is always Abernathy Farm because it makes sense, next Tenpines Bluff, but since it is remote it doesn’t get any real improvements yet. Next is Sunshine Co-op since it is close to Abernathy and a reasonable location to settle new members. Starlight Drivein becomes a major town and trading center. After sometime the Castle is taken and I patch up the walls with a mod and turn it into the military HQ it is meant to be. The castle also serves as the lynchpin of Minutemen influence in Downtown Boston with the newly minted Colonel Shaw at the helm. Once the armory is opened I considered it to be fully furnished and equipped with proper gunsmithing tools so I enable a mod to kit out the Minutemen with military uniforms and some better mid tier weapons. I also enable a mod to buy guards to place Minutemen in some settlements. At this point I consider the influence of the Minutemen to be high and establish Red Rocket as a fully walled fort to serve as the military protection in the northwest and to serve as a depot for a number of caravans. Lastly I’ll say the Vault you get I treat it as an economic super center and like a capital city in the south with Sanctuary as the capital of the North and Spectacle Island as the economic capital of the center. I feel this divide between civilian economic centers and military positions help the role playing a bit more. Have a lovely day!

    @crassustheelder9665@crassustheelder966510 ай бұрын
    • Hey man could you drop your mod list please

      @qkwwiuwhejajawlw@qkwwiuwhejajawlw8 ай бұрын
  • I always hoped that the minutemen had they're own quest line , like looking for old members, lost patrols, fighting the gunners and doing stuff like retaking Quincy. PD: I ended up doing all this with mods, We are the minutemen is the best ❤

    @adrianunicycleadventures@adrianunicycleadventures11 ай бұрын
  • One thing i would like is that if the Castle was not a settlement you have to build but instead a settlement the minuteman slowly reforms the castle to it's former glory, maybe even adding different props depending on decisions the sole survivor makes, like more defenses or more crops, or better storage and communications, something like that

    @Ricardo_Rick@Ricardo_Rick Жыл бұрын
    • I love this idea. It doesn't fit with what Bethesda was focused on (camp crafting), but.... Oh, I just realized why they don't. They haven't figured out phased terrain, yet. You know how things fall through the roof of the walls and how it's a bad idea to build ANYTHING until after they clean the place up? Yeah, that's phased terrain. I don't know if anyone has made a fix in this engine.

      @kmcd6140@kmcd61409 ай бұрын
    • @@kmcd6140 yeah, that's why i think it would be for the best if you couldn't build on it at all, sadly they went hard in the settlement theme. also, i guess it's because of the engine, it is a very old engine after all

      @Ricardo_Rick@Ricardo_Rick9 ай бұрын
  • In all honesty, the taking Settlements ideas you have is great. Abernathy comes first after sanctuary because it is a farm and can supply crucial food. Next you fortify the red rocket to act as a garrison to deploy to sanctuary or Abernathy for rapid response. Also acts as a gate keeping for the main way into sanctuary. From there you help ten pines. You need to secure the route between the two and have a trade hub for the food being produced by your two farming settlments. So you set up starlight. Just like you said. I love that idea.

    @AdmiralStoicRum@AdmiralStoicRum8 ай бұрын
    • From tenpines youre told about zimonja, and you set up a garrison there Then you have sunshine tidings,which would also be a farming community and outpost. Leading the way for greygarden. Soon you hear about water shortages and a good place to get a reliable source of water, that's where you get into taffington boathouse. Later as you expand towards the east you gain more farmland, you end up hitting country crossing and the light house which may be scav and military outpost hybrids. Oberland and hangman's alley scavving outposts and scrap distribution

      @AdmiralStoicRum@AdmiralStoicRum8 ай бұрын
  • One thing I wanted to see was the minute men taking tech from defeated factions. For example if you defeated the brotherhood you’d have minute men walking around with blue t60 power armor. In the case of the institute you’d get early model synths being made for military support making synth grenades useful. Additionally, I would have liked the option to not blow up the institute seeing as it is a massive waste of perfectly good tech. Even the brotherhood only had issues with the synths which is honestly small compared to teleportation.

    @YourBoyNobody530@YourBoyNobody530 Жыл бұрын
  • I think that a better solution for vr training might be to take training software from the training facility, along with the schematics

    @thesuperpunmaster6369@thesuperpunmaster6369 Жыл бұрын
  • Other cool ideas would be to have the National Guard Training Center, be repurposed as a boot camp for new Minutemen recruits. Maybe you could also save the Atom Cats from the Brotherhood of Steel, and as a reward more Minutemen could be seen walking around in various forms of power armor. Once the Brotherhood is defeated, it would make sense that they start using a lot of captured Brotherhood equipment and weapons.

    @ethanwood6832@ethanwood68327 ай бұрын
  • One idea I had was taking the national guard training grounds and using them as Minuteman training grounds making its own settlement and everything

    @tombakabones274@tombakabones27410 ай бұрын
  • for the training pod - DON'T copy Nate's memories of training, at the same time as picking up the manuels on how to disassemble the pods, pick up a copy of authorized, authentic US military VR training programs. like the Operation Anchorage sim from Fallout 3. after the SS collects it, they take a spin through the program to see if it works. after the sim, Nate can comment on it's accuracy, while Nora can wonder if Nate experienced the exact same program.

    @helenafarkas4534@helenafarkas45349 ай бұрын
  • I really like the idea of making the quests for new settlements actually make sense lol

    @LadyQuotes@LadyQuotes Жыл бұрын
  • Dude excellent vid, the memory den angle is brilliant.

    @thenapalmbrothershq5585@thenapalmbrothershq55854 ай бұрын
  • Morrowind, Oblivion and Fallout 3, meet a new group, get told you're a nobody by said group, but given a chance to earn your keep, moving up ranks in the group as you progress and you may or may not find yourself in a leadership position at the end of the quest line. Skyrim, same as previous but you get to be the leader of pretty much every group at the end of the quest line, although nobody really listens to you and they keep giving you jobs like you're still the subordinate. Fallout 4, start the game and five minutes in kill some Raiders, get Power Armour and a Mini Gun, face off against the easiest Deathclaw in Fallout history, and be made General within ten minutes of meeting Preston, but nobody really listens and Preston keeps giving you jobs like you are his subordinate.

    @chrish931@chrish931 Жыл бұрын
    • Why they didn't at the very least make you wait until after retaking the castle to become general I will never understand. The first time I played I was like wtf when I was suddenly general of a major faction at like level 3 with twenty minutes of game time in.

      @chrish931@chrish931 Жыл бұрын
    • in all fairness, in oblivion, which I played WAY too much, you do become the leader of every group, aside from the empire itself.

      @Theegreygaming@Theegreygaming Жыл бұрын
  • I also think that a revision of the minutemen should go hand in hand with a revision of Preston as a companion. Having him being the radiant quest giver AND the designated faction companion was shooting him as a character in the foot, and preventing people from actually liking him. Take away him giving you the radiant quest, and he would make for a decent companion, give or take a few general character revisions to make his story more compelling. My idea is to have Preston start off as the sole minuteman, and have him give the quests without having him available as a companion just yet. Then, after the first few settlement quests, Sturges, having been watching and helping out the minutemen, decides to join up. He isn't much help in battle, but he is already the faction's mechanic, so he offers to keep doing what he is doing, while setting up a radio communication network to receive distress signals, which he then passes onto you when you come to him. Also give Preston a personal quest focusing on Quincy, and his sense of failure. He deserves it

    @finchblue7322@finchblue73224 ай бұрын
  • To address the player as General of the Minutemen having to do the grunt work, I suggest they borrow some from the supply lines mechanic, and the settlement recruiting mechanic. Once new recruits arrive and are trained, dispatch them to a settlement where they serve as a garrison increasing the defense of that settlement and lowering the likelihood that it gets attacked. The safer you keep your settlements the faster you recruit both settlers and Minutemen.

    @wagrhodes13@wagrhodes137 ай бұрын
  • On the topic of equipment, it would have been a nice mechanic to allow the Player to set up builds for different roles in a Minutemen unit, then those builds would be reflected in the patrols you see and automatically equipped to settlers with the Guard job. At least on the upside, we have the Sim Settlements 2 and Militarized Minutemen mods fixing many of the issues you mentioned. The Nuka World issue always felt like a huge mistake on Bethesda's part and left a sour taste in my mouth regarding that entire DLC.

    @alexishayes9935@alexishayes9935 Жыл бұрын
    • Likewise on Nuka World and sour taste. I suspect Nuka World is Bethesda's way of offering players an opportunity to play an evil character. I played Nuka World only a little farther than taking on the leadership, then started playing another character and never entered Nuka World again.

      @edmartin875@edmartin8752 ай бұрын
  • 1: I agree with what someone else said, retaking Quincy and other lost settlements like the one the institute purged because they had a nerd-kid who knew nuclear reactors. 2: I agree trade and economics should have played a larger role. Not just in equipping the minutemen, but in giving them infrastructure. As you connected the towns, it should have formed into a city, the way Hubtown or Junktown worked in backstory of Fallout 1. Solid defensive forts with minutemen snipers and turrets get set up along the major trade routes between nearby settlements, gradually expanding as the Minutemen get trade and wealth and more settlements producing goods, until the north half of the map has a fortified wall around a massive zone where enemies can't spawn easily (so you don't have to keep re-rescuing shmucks). One of the big things that makes FO4 so addictive is the feeling of changing the world, making permanent alterations to things by your actions in building up settlements. They should have expanded on that with some rudimentary city-building. 3: Sturges was a mechanical genius. He should have been handing out radiant quests to find exotic or advanced technology so he could study them. Tie it in with the automatron DLC, have him strutting around in his own half-robot-half-power-armor mech-suit, building crude proto-power-armors for minutemen-commandos. Robot helpers to assist around the farms and hauling resources between linked settlements.

    @mitchhaelann9215@mitchhaelann92159 ай бұрын
  • I think there is a mod that has better equipment for the minutemen that kits them out better like you suggested but not sure.

    @shanewoosley8303@shanewoosley8303 Жыл бұрын
    • We Are The Minutemen drastically improves the Minutemen cosmetically and reduces how often the radiants come up. Gray’s ideas would go a long way to further that.

      @tristanberg8531@tristanberg8531 Жыл бұрын
    • yes its now one of my by default mod heck, the minuteman armor can be upgraded on the same par as the sturdy combat armor set armor rating.

      @simonr9870@simonr9870 Жыл бұрын
    • Militarized minutemen

      @fariin2174@fariin2174 Жыл бұрын
    • @@fariin2174 Also, the mod You And What Army lets you customize minutemen patrols so it feels like they are a proper army protecting the roads and settlements.

      @TheWoollyFrog@TheWoollyFrog Жыл бұрын
    • There are a few dozen tbh, with varying levels, going from Minutemen Overhaul and We Are the Minutemen which give them better gear all the way to militarized Minutemen which deploy them in power armor (tbh I have a problem with that one)

      @flyingsquirrell6953@flyingsquirrell695310 ай бұрын
  • I think #2 and #3 can easily work together. When you officially start rebuilding the minutemen they start off with just random gear (pipe guns, muskets, double barrels). Once you take the castle they get a unified uniform (say they found a stash of them stored there). Maybe you get the opportunity to recruit a ex Gunner and once you do they will start spawning with combat rifles and assault rifles. With Danse (or maybe even Brandis) you can recruit to then unlock Minutemen Heavy units which will use combat armor or even t45/51 power armor. Even could integrate Automatron the add in robots to patrols.

    @NoBoost1@NoBoost15 ай бұрын
  • There actually is a lore-tied reason for the laser muskets. The Minutemen don't have reliable access to fusion generators, which are needed to recharge fusion cells, making laser rifles a logistical liability. Laser muskets, at least in the lore, is powered by the crank manually pumping energy into the fusion cell. It dissipates over time and cannot be stored, supposedly. This means the laser musket is largely independent of supplies as long as they have a single fusion cell to work with. But of course the game forgot there should be a reason to use the laser musket later in the game...

    @mivapusa@mivapusa9 ай бұрын
  • In my opinion, the Minutemen didn't have enough interesting characters. Preston and Ronnie are great characters. That's really all I remember other than the dead Minutemen can you can recover the Hat of. I mean, the Brotherhood has the quartermaster, the Proctors and the head medical officer as well as the Elder. The railroad has the doctor, Pam, Tinker Tom, Deacon, Glory. The Institute has father, Justin ayo, the Bennett family, dr. Madison Lee. It just seems like all the other factions had extra characters who were both named and had a meaning to them. But the Minutemen really just had to if you don't include the sole survivor and Sarge, the robot that tried to kill you. I also find it strange that Sarge tries killing Ronnie Shaw considering she's an old-time Minuteman who have probably been in the records and might have interacted with the robot already

    @London_J@London_J10 ай бұрын
  • The minute men were a huge missed opportunity by Bethesda

    @bobbyjoemendoza4126@bobbyjoemendoza41268 ай бұрын
  • I love all these ideas! Thanks for the episode, looking forward for the next one.

    @bettyannbest@bettyannbest Жыл бұрын
  • Commenting cuz u deserve good things from the almighty algorithm I am in love with all of this. The idea of recruiting Danse and the VR training in particular are great. Danse could have been a damn powerful Minuteman officer. Thanks for all of this, really- my friend and I spend a lot of time rewriting Fallout 4 for fun in private because we love the groundwork it puts down and want it to be the best it could have been, and I think I just found a series of great ideas to expand upon in our personal little rehash of the Commonwealth and the game’s storytelling.

    @melmentomori@melmentomori10 ай бұрын
  • I'd of loved it if by defending the settlements the residence at he very least got a broom out and cleaned up a little. Couple that with building salvage stations they started to restore some of those undeletable structures

    @kylestevens6544@kylestevens65448 ай бұрын
  • All good points. I shy away from the sci-fi esque aspects of Fallout more often than not, but I agree with many of your points. How I view the Minutemen in a nutshell: The founding fathers of the commonwealth, you and all your companions. Like Christ and his disciples. You touched on this a little bit with Danse, I'd expand it further. Piper is very civically minded. Danse and RJ MacCready are highly motivated and experienced warriors (with a lot of personal knowledge that can be passed down). Preston is also a motivated ideologue as well as an experienced warrior. Curie is a medical encyclopedia. Deacon is one of the most influential people in the commonwealth without many people even knowing it, and the Minutemen IMO would absolutely need the assistance of the Railroad to actually wage any sort of effective resistance against the Institute independent of the BoS (who I view as neutral-hostile to the Minutemen). The other companions can fit in here as well, but I don't see a commonwealth where the SS isn't actively rebuilding society through culture building and economic/security agreements. When the Institute is defeated, the ground is seeded for the CPG to rise again. Then there is a chance for an east coast great power.

    @SaturnVII@SaturnVII11 ай бұрын
    • I like this idea of companions being Nate/Nora's cabinet ministers.

      @RJALEXANDER777@RJALEXANDER7779 ай бұрын
    • Dang u make me wanna collect those companions

      @ianlilley2577@ianlilley25778 ай бұрын
  • THANK YOU for mentioning the fact that the Male Character had military training, imo it would have been a much more sensible reason for you to immediately become the general, especially if they canonized that you were a former officer in the US Army Doesn't help that there's a female option lacking in such training but it's something relevant that could recommend you for the position in a way that makes sense

    @AmariFukui@AmariFukui Жыл бұрын
    • As a lawyer, Nora could be more of a diplomatic leader, like Tandi in the NCR. She could form a counsel of advisors, military and otherwise, to help her restore the Minutemen and the Commonwealth. She could negotiate a cease fire between the Brotherhood and the Railroad and win their support in a war against the Institute. She could become the overboss of Nuka World and turn the raiders in some sort of auxiliary force in return for food, medicine and special perks so their needs are satisfied without having to loot and plunder. With an increase in military power she could keep Maxon at bay and keep him from following through on his more extreme methods of dealing with ghouls and the like and even convince him to return to DC when the Institute is destroyed. Just spitballing here :)

      @vrykyl6464@vrykyl6464 Жыл бұрын
    • @@vrykyl6464 Fuck, you're hyping me for a game that doesn't even exist. That works great for her in contrast to the husband, someone who understood pre-war matters of legalism and pragmatic measures

      @AmariFukui@AmariFukui Жыл бұрын
  • Funny how Sim Settlements 2 made the Minutemen route much more fun and immersive

    @leonst.7471@leonst.74712 ай бұрын
  • I think you have a lot of valid points, but we also have to remember that this is a video game world, not the real world. Things like logistics, training, and military practicality may not apply to the virtual world. I should know that I was a soldier for eight years in the United States Army as a combat engineer during the end of the Cold War. I think you are right that the Minutemen have the most potential among all of the factions present.

    @harryshriver6223@harryshriver62238 ай бұрын
  • Recruiting soldiers would be cool. I do really wish the minutemen had better gear though! Especially the ones you call with the flare gun. And I think it would be cool if say at the castle there was a trunk that you could dump armor and weapons into, and people would equip them! We saw something like that already when we free the synths in the institute! We had to arm them. The same thing could be done with settlements. Hell, all of them could have a trunk like that. I know they’ll sometimes grab stuff from the workbench, but it doesn’t happen often and it doesn’t affect much. And doesn’t affect the minutemen patrols or the ones that come when you use the flare gun. I think it would be cool if we personally could arm them. So they’d show up in different gear depending on our own choices and whether we’re investing into our militia. Plus it would give us a reason to grab all those damn guns littering the wasteland…

    @Nathan35077@Nathan35077 Жыл бұрын
  • The Minutemen were just pathetic and every patrol you randomly met died horribly if not for your intervention. Same thing with the settlements. You could have put 5000 turrets there and the biggest sentry bots with nukes and still that settlement had a chance at losing unless you show up and spend 30s shooting at a few supermutants or raiders. Like, why the hell did I build those defenses and walls when they can't even repel a few enemies? Those were just a few of my annoyances as you always had to drop whatever you were doing and go straight to whatever settlement was under attack. It got real annoying; especially since my settlements were practically impenetrable bunkers.

    @DanakarEndeel@DanakarEndeel Жыл бұрын
  • Those interesting NPCs in Nuka World also sadly are throwaway where they should be able to enhance the Minuteman further. Cito should be available as follower if you spare him. Oswald should come for you in one of your settlement and become a VIP settler if you complete Open Season, there should be some settlement items related to him and he increases settlement happiness. Last but not least the biggest crime they make, they made Bradberton a throwaway character. If you have that other DLC, you should be able to give him a robot body and he should become a VIP drinks vendor in addition to other expertise and knowledge the Minuteman needs, and in addition SIerra will come with you as well if you do that. I can see things like these expertise will do things like enhancing the effects of settlement objects like farms giving more food and vendors gives more happiness plus other things for upgrades like more turret options, improving the performance of existing turrets, improve combat performance of settlers, etc.

    @rps215@rps2157 ай бұрын
  • This is a great video, you just earned a subscriber and the backing of the Minutemen!

    @Minutemen_General@Minutemen_General3 ай бұрын
  • Funnily enough, I picked up mods to solve at least some of those issues. The whole lack of minutemen equipment progression, is one of the easiest ones to fix. PLUS. There is so much power armour in the commonwealth, I don't see why the minutemen Can't have some T-51 or T-45 sets in their patrols.

    @Destroyer_V0@Destroyer_V0 Жыл бұрын
  • thankfully we have modders who go through and unearth cut content (Danse Danse Revolution) or try to fill the plot holes (proper laser muskets that make use of the crank, or fusion cores that work better according to the lore behind them) or just apply some logic to the game (such as minuteman patrols, or gathering together an assault team for a specific mission (minutemen vs nukaworld or minutemen vs quincy gunners))

    @mattlewandowski73@mattlewandowski7310 ай бұрын
  • A part two to this video would be dope!

    @xgidx@xgidx9 ай бұрын
  • Nora understanding strategy and power armor usage and repair could have been things Nate mentioned over the years.

    @autotec-20@autotec-203 ай бұрын
  • Let's hope that starfield has a settlement building feature that has taken advice from the minutemen

    @roguecalvinist@roguecalvinist8 ай бұрын
  • This video really highlights how Bethesda gave Fallout 4 a veneer of interconnectivity, but seemed to just, give up a quarter of the way through, and we are left with endless radiant quests where nothing never ever... changes... ohhhhhh

    @Thoron_of_Neto@Thoron_of_Neto8 ай бұрын
  • For Norah having been a lawyer, it could easily be tweaked so that she had been a member of the Judge Advocate General (military justice branch), which would mean that she would also have gone through basic training.

    @kesselrunner@kesselrunner5 ай бұрын
    • I thought about that too like how she could have started off first in Infantry or as medic and see some war crimes that would make her want to pursue a lawyer's degree

      @anascarlett3282@anascarlett32825 ай бұрын
  • IMO the coolest addition to the Minutemen is an alliance with the Railroad. They'd play CIA to the Minutemen's Army.

    @windwalker5765@windwalker5765 Жыл бұрын
    • That probably also provides the best outcome for the Commonwealth. They're the two factions that would get along the best and the two most likely to be willing to work together.

      @jcohasset23@jcohasset239 ай бұрын
  • I'd love to see a minutemen rework where you can choose which minor factions to ally the minutemen to, and how that effects the morale of the minutemen or causes the other major factions to ramp up aggression. For example, helping Strong beat some Super Mutants into service, you get these big green brutes to beef up your patrols, but it pisses off the brotherhood and they strengthen their patrols, as well, minutemen get kinda iffy about em, the penalties for neglecting the faction's morale could be settlements leaving to serve under the brotherhood or having to talk down flare ups or risk violence breaking out in your settlements, damaging structures and such.

    @abdalln8554@abdalln85548 ай бұрын
  • One of the biggest things I would want is just to see some visible effect the Minutemen have on the Commonwealth like how can we have every farm in the Commonwealth sided with us and fighting with us just for the Minutemen to be inferior in every way imaginable to every other faction

    @SkorpionKing135@SkorpionKing1359 ай бұрын
  • You are a fountain of great ideas. Thanks for sharing.

    @edmartin875@edmartin8752 ай бұрын
  • This is awesome! I side with the Minutemen anyway, but your ideas would definitely elevate the experience. It never really made sense to me that the whole reason Preston gives command to the SS is because Preston doesn't have the necessary skills, but then the SS continues to follow Preston's commands anyway. Like... huh? And the idea about recruiting settlements in a more logical order is a great one - particularly if you're playing on survival mode.

    @elinoirsmythe224@elinoirsmythe22411 ай бұрын
  • Another thought I had that applies to the whole game. Minor factions. In new Vegas we had all of these minor interactive factions that you could eventually convince to work with you or the faction of your choice. 4 has no such system. It would be really cool if to expand the minutemens control on the map, you would have to destroy or convince a faction to join yours. It could also work for the brotherhood, maybe you convince some gunners to work a mercs for the brotherhood, in exchange for some less valuable bos tech. Or they act as muscle for the railroad, or as dirty workers for the institute.

    @samh.6788@samh.67888 ай бұрын
  • "it's not easy to deal with deadlines" The game was developed for 7 years and announced it a month or so from launch)

    @SynthLizard8@SynthLizard811 ай бұрын
  • I would say that the establishment of manufacturing and distribution would also greatly improve the Minutemen. Imagine, you come across combat rifle schematics. You can then set up an assembly line for combat rifles with set parameters(specific mods, not the plain base model that the manufacture components actually do) and then by assigning an armorer from the settlement, they can send the rifles out to other settlements to equip their personnel with. Additionally, instead of VR pods, you find old army training manuals and then assign a training instructor to train all of the Minutemen to the standards within the manuals

    @milohunter7991@milohunter79918 ай бұрын
  • Obviously Liberty Reborn mod fixes alot of problem one but it shouldn't have had to. Problem two is a fascinating, the idea of recruiting experienced veterans for the minutemen like Barney Rook, Danse, Chase, MacCready etc is an amazing idea

    @robkemp598@robkemp5987 ай бұрын
  • I like the game just as it is. Really. I've been playing since release date, and I never tire of it.

    @fido139@fido1398 ай бұрын
  • Bro, these ideas are so good. We all know fallout 4 was not living up to its potential, but these videos really open our eyes to those missed opportunities. I think it's the small intricacies like people moving factions that made new Vegas so much better than 4.

    @samh.6788@samh.67888 ай бұрын
  • I would change the format of the Minutemen quests up to helping Tenpines Bluff by having Mama Murphy not tell us about D.C and having to do the 'Sanctuary' quest before Preston mentions Diamond City as a starting point (only if you tell him you're looking for Shaun). Also you should have to complete Sanctuary before being able to help out other settlements, although you could have an option to get some crops from Abernathy Farm, only after completing their quest to get food for Sanctuary as Preston could mention that they are nearby.

    @hugoheavens9863@hugoheavens98634 күн бұрын
  • Sim Settlements 2 actually fixes a lot of the minutemen issues for me. Not by overhauling anything but just by existing parallel to the base game it makes the minutemen stuff a lot easier to handle. I AM making settlements for a reason, AND networking them so they can build each other up. I AM recruiting knowledgeable people and even dismantling the gunners.

    @contra8053@contra80538 ай бұрын
  • You've found my biggest complaint with the minutemen, you NEVER suggest anything, it always happens FOR you.

    @jacobrispoli4351@jacobrispoli43518 ай бұрын
  • Another minor change: Abernathy should have sent you to Corvega, and Tenpines to the Antenna base. Abernathy Farms has more characterization, and that jives better with the better characterized Corvega raiders too. Compare that to the generic settlers at Tenpines and the relatively boring raiders at the base. Plus, the antenna base is much closer to Tenpines, which just naturally makes sense. And as for Abernathy, you can see the Corvega plant directly from Abernathy, and there's even a natural straightline path between them by following the power lines, so it just thematically works so much better.

    @Descriptor413@Descriptor4139 ай бұрын
  • I downloaded mods that bring 15 to 20 new settlements in all areas of the base game and DLC's. I use vault 88 as my underground facility for making all of the equipment for the minutemen and the settlements. I also downloaded mods that actually make the minutemen useful from the beginning by making them use actual military equipment.

    @savirianwinter1656@savirianwinter165611 ай бұрын
  • These ideas are perfect. I'd add seasons so the sharing of resources becomes important and give the Minutemen loadouts so you know that they are equipped to handle various threats.

    @smooth37@smooth378 ай бұрын
  • They could have added a couple of fetch quests like "Hey general, there is a stash of weapons/armor in this location. Go and retrieve them"

    @PzKpfwIV_H@PzKpfwIV_H10 ай бұрын
  • In regards to your convincing npc from other faction to join the minutemen. That one gunner you can talk to that’s affected by the toxic gas, would have been perfect.

    @emismpunk@emismpunk9 ай бұрын
    • doesn't he shoot you in the back if you try to leave him?

      @Theegreygaming@Theegreygaming9 ай бұрын
    • @@Theegreygaming Some of the gunner will but there is one non-hostile female Gunner in one of the locked rooms on the first floor. You can convince her to unlock the door and she’ll just leave the building (As long as you don’t attack her or she glitches out). Would have been interesting to meet her at a later date, after she has ‘recovered’. Either by her dropping into one of your settlements or as a random encounter. Where she remembers you and depending on dialogue (as you can either threaten or act as a friend to get her to unlock the door), you could then recruit her.

      @emismpunk@emismpunk9 ай бұрын
    • @@emismpunk hmmm, I am completely spacing on that encounter... sounds like I better spend some time at hallucigen.

      @Theegreygaming@Theegreygaming9 ай бұрын
  • For your idea to use VR training based upon someone's memories, the Brotherhood of Steel is right there. If you have Paladin Danse as a companion, perhaps you could convince him to "record" his memories of training for use by the Minutemen, or if he's dead/exiled (assuming that your idea for him to simply join the Minutemen isn't included for whatever reason) get someone else like Rhys to do it, or even use Kellogg's memories for this (after all, he was a mercenary). That completely avoids the potential plothole of Nora using her memories for this quest. Alternatively/additionally, perhaps you could get a device to take whatever part of the human brain that stores memories from somewhere (maybe steal it from the Institute; after all, they somehow manage to steal memories to implant them) and use it against Gunners, BOS soldiers, Coursers, Railroad agents, etc. This could add bonuses to all Minutemen soldiers, be that better usage of weapons, stealth, armor, etc.

    @mxcokoko@mxcokoko12 күн бұрын
  • Agreed from front to back. Great ideas ❤

    @TransaurusWrecks@TransaurusWrecks Жыл бұрын
  • For Nora you could have to acquire training program holotapes to plug into the memory chairs. That way it doesn't matter if she was a lawyer, you still help with the troop training. You could even do it for Nate too, a dedicated training program is better than one person's memories of boot camp.

    @evilbob840@evilbob8408 ай бұрын
  • I kinda wish that Bethesda had gone full in with old school weapons mixed with lasers as the minutemen’s gimmick. Imagine how cool a laser revolver or laser crank Gatling gun could’ve been.

    @DMAN99@DMAN9916 сағат бұрын
  • Sorry you had to re upload here to re like and re comment :). Thank you for the fallout love and amazing videos

    @michaelcoffey1991@michaelcoffey1991 Жыл бұрын
  • While all of what you listed were amazing ideas, I sorta disagree with the Nuka world approach, mainly cause it would’ve been that instead of open season a full assault was staged by the minutemen. And with becoming overboss you could persuade Preston into the idea that you’re gonna do a bit of subterfuge and internal sabotage. It would still let you explore the parks to claim for the raiders, and maybe get close to them to either ferment grudges against the one another or outright sabotage some of their stuff. Additionally if you say nuts to stealth you can call for a direct assault and once liberated provide that stability with alternate versions of the claim park quests.

    @Ser_Matticus@Ser_Matticus10 ай бұрын
  • The Nate military angle is good,but with Nora I’d play into her lawyer angle and go the “justice” route

    @BXBATMAN@BXBATMAN9 ай бұрын
  • I Agree 💯 and eventually retaking Quincy and that abandoned settlement near The college.

    @leaaronsanchez@leaaronsanchez4 ай бұрын
  • Side note: Nora is a veteran, too. There's a line she has where she says "advice any former soldier can appreciate." I think, not sure if I got the wording right, but she's referring to herself as a veteran. Yes, yes. She's called a civilian by the robots at the USS Constitution, but I think she was a JAG officer who went into civilian law, but Nate wasn't discharged, he was just on leave at the time of The War. So Nate would be listed as active duty, while Nora would be listed as a civilian.

    @ravenauslander3726@ravenauslander37267 ай бұрын
  • I am a Minutemen through and through. I was disappointed at the lack of effort that was put into the MM. So much shoukd have been done.

    @lvl5Longbowman@lvl5Longbowman3 ай бұрын
  • Ok, hear me out, you have Minutemen officers that you have to convince, help, or cajole into commanding a major settlement like the Castle or Starlight Drive-in. Each of these officers would have some personality like being a former Minuteman, turned Merc, or some other crazy thing, You still have the radiant quests for other minor settlements, but you have to secure the major one in the area with the help of the officer and some minutemen before the officer gives you the quests. This gives some personality to some settlements and the minutemen, allows for a more logical progression (ie you have to gain a foothold in an area and then progress), and gives the Minutemen a command structure other than the sole survivor.

    @evilemuempire9550@evilemuempire95509 ай бұрын
  • For point 5 I think that there could be 2 versions for each player character. If you are the guy you provide the military training, but if you are the woman you provide training in law, since you were a lawyer. The key that would tie this together is that later on you would need to go and retrieve the other memory from your spouse. Add in a relationship moment at the end of the memory for the added feels and it would probably be a pretty great and unique quest. You could have a benefit for the military training where you see the minutemen be more effective in combat (better accuracy and damage or maybe even less raids where a player is needed because the minuteman preemptively strike the raiders and spoil the raid). The benefit for the law training could be the ability to gain raiders that were captured and punished by jail or servitude. Maybe there is a happiness bonus for an established court system.

    @madog12211@madog122119 ай бұрын
  • I'd love if the minutemen were actually levies raised by the various settlements in a pact of mutual self-defense. Each company levied picked their leaders - perhaps that's what Preston could have been, a charismatic leader from a local settlement that was wiped out eventually. And after the last General died (cool idea for lore if the Institute or Gunners were able to use tech to lead the Mirelurks into the Castle,) they took to political infighting, and each camp began to look inward. That would make sense of Quincy a bit more, and make some of the settlement stuff easier. It would also allow the player more SPECIAL uses, as you might actually have to engage in real diplomatic overtures in trying to reintegrate the former companies into the newer Minutemen.

    @andrewrackliff8223@andrewrackliff82239 ай бұрын
  • I'm TIRED of KZhead Censorship! IT HAS TO STOP! 😡😤 Someone better needs to take charge.

    @MrJoeBlaze@MrJoeBlaze8 ай бұрын
  • So, I'm in a Fallout Roleplay on the site NationStates, and I'm basically doing all of this. We start off a new round with the Minutemen controlling the Northwest and the Castle, so check that. For my first couple of posts, I establish that the Minutemen, specifically the Sole Survivor, have recruited some of the companions as officers. Preston and MacCready are training new recruits while Ronnie manages the Castle garrison. From there I have the Mechanist and Hancock join, the first because they have a common desire to help the Commonwealth (always bugged me she couldn't be recruited or anything) and the second because he has a pre-existing relationship with the General. Better weapons and stuff come over time through building up over time.

    @maxfieldjoyner5244@maxfieldjoyner524410 ай бұрын
  • Two mods "We Are The Minutemen" and "Minutemen Takeover NukaWorld" solve two of your issues while Sim settlements 2 does make us go to Abernathy farm early on.

    @Agent_N7@Agent_N710 ай бұрын
  • The single biggest thing that you didnt mention: Makenit so you have to ASK Preston if he has any quests for you. So hes not shouting radiant quests every rime you go near, only when you engage in conversation and click a "got any quests" prompt

    @shaynecarter-murray3127@shaynecarter-murray31279 ай бұрын
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