I'd even argue that would make more senses for a popular militia. Uniforms could make sense after retaking the castle and another quest, but to start that should be it.
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,
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.
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 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.
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.
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.
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.
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.
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
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.
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
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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
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.
i’ve played nora twice and i can confirm she actually was in the army! at the beginning of the game we can hear her telling nate something about dusting off his old law degree. there might be other pieces of dialogue too but that’s the first one that came to mind.
Probably because if you dont destroy the BOS as minutemen and enlist danse, they'll notice that he's alive, and try to kill him, or wreck havoc inside the brotherhood, and if you destroy them, danse will hate you since you, welp, killed all of his old friends.
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.
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
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.
@@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.
.. 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.
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!
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
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.
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.
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.
Making flatbed cars with a couple of the minutemen cannons on the back able to move around the commonwealth to provide support just begs for some major content. The advanced period game could even have the various factions developing strong attributes playing to each one's strengths. Like, the Minutemens' could be artillery, and local support that can spring up just about anyplace, but is maybe weaker and less well-equipped than the other factions, since they're just the common people mobilized at a moment's notice. The BoS could be mobility with the vertibirds, able to drop a half-dozen or so power-armored guys anywhere needed very quickly, but suffering from a lack of local support and resources. The Railroad's could be stealth, avoidance of detection. They have spies everywhere, and capable agents that can sabotage or stage small commando actions. And the Institute's could be technology and numbers, able to mass produce soldiers with high-tech weapons and armor. There are so many stories and missions and detailed encounters that could be based off these trends/abilities slowly developing over time.
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.
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.
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.
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.
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.
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.
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!
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
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... 👍
@@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
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 ❤
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.
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.
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.
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
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.
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 well it ads more watch time to the video, which is a metric used for the algorythms and also used for adsense afaik, so you might give him a few extra cents and some better reach
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
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 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
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.
I’d like to imagine the minute men could have allied itself with the other 3 factions to fill different roles. If you do the BoS, the minute men become a group of intel gatherers and dealing with the local fauna of the wasteland while Brotherhood deals with bigger threats. With the institute the minutemen act as a front for their operations to hide behind, perhaps angering Preston if he learns this. And with the railroad the minutemen become saviours and helpers of the wasteland with a new ally of a similar weight class to them. Fighting the institute together.
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.
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.
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.
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...
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.
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.
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.
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.
Corrections for you. You are not sent to Graygarden (quest Troubled Waters) after The First Step. The next radiant quest is random and all are random. In fact this is what the game code says: If you have 0-1 settlers Preston gives you Taking Point OR Raider Troubles. If you have 0-3 settlers Preston gives you Troubled Waters OR Ghoul Problem OR Kidnapping. If you have 4+ settlers Preston gives you Out of the Fire OR Troubled Waters OR Taking Point OR Raider Troubles OR Ghoul Problem OR Kidnapping OR Greenskins OR Clearing the Way. For The First Step you are sent to the nearest raider dungeon so for most players that will be Corvega but if you cleared Corvega first, you will be sent to Walden Pond (or if the game just doesn't feel like giving you Corvega like it did on one of my playthroughs). For many Minutemen quests you are sent to the nearest settlement and then always to the nearest dungeon to that settlement. "Nearest" can be halfway across the map for some quests because you may have already cleared the actual nearest and there aren't many raider, ghoul, or super mutant dungeons on the map. Players complain that Minutemen are no better than farmers with pipe pistols but the thing is that's exactly what Minutemen are - farmers, the settlers you help then they join the Minutemen. They were never anything else, so when you turn on a recruitment beacon at a settlement, you are recruiting settlers therefore Minutemen. Bethesda did make a recruit for the Minutemen named Ben Gibson and you were supposed to meet him at a random encounter when you were with Preston but the encounter is broken (not cut) so he's never in game. Maxson is 20, not 22. The Minutemen (your settlers) will upgrade their weapons but you have to be the one to do it, which is actually a good thing as you have no input into improving the other factions but you do the Minutemen. Minutemen you see at checkpoints or on patrol do have weapons that level up but because weapons are randomised they get low level weapons most of the time. I don't bother going to my settlements when they're attacked because they have 3 turrets so they fine, seriously they win most of the time and everything self-heals when they do lose! My thoughts are it makes no sense that the Minutemen have this huge radio at the Castle when settlers don't have a way of calling that radio. It would have been better if Preston asked you to help settlers set up the little orange radios at their settlements. Once 4 settlements had radios then Preston would declare "We've gotten big enough that we're having trouble communicating with all our settlements" because the furthest away settlements would be out of range so then you and him would go to the Castle. Preston should go with you to do The First Step because the companion of every other faction goes with you on a quest and always before becoming available as a companion. Something no one realises is there are 2 types of Minutemen radiant quests: recruitment and owned. Unfortunately Bethesda made it so owned settlements can continue to give the recruitment quests so the recruitment quests repeat again and again. There are some rare Minutemen radiant owned quests that almost never appear. For myself, I’ve modded the Minutemen radiant quests to be in a logical order in relation to the Minutemen main quests and to not repeat which makes my playthroughs annoyance-free.
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))
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.
@@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.
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)
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.
I wish there was a “give missions to settlers” system like in AC brotherhood, they would bring you screws and aluminum and stuff if they succeed their missions …
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.
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
I use a small PC mod to make Nora a veteran too. The lawyer bit always seemed off for me, especially since there's like only one line in one quest that seems to use it and the fact that, as a lawyer, she probably knows WAY more Latin than that snobby BoS guy that mansplains a term that could probably be translated by context alone. Nate's military service would explain his skills and ability to build/repair weapons, etc., but they forgot to explain the same skills for Lawyer Nora. Just doesn't make any damn sense.
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
5:21 - 6:40 THIS so goddamn much. This was both what drew me in the hardest into this game and the world of Fallout 4...and by far my biggest disappointment that Bethesda didn't take it further and why the game felt incomplete. I was hoping as I built the minutemen I'd finally be able to "feel" like a general and lead squads of Minutemen soldiers around and tackle increasingly difficult quests that would be impossible to solo without extra fire support. But Fallout always suffers from wonky power scaling and stupid-invincible-MC-syndrome. Just imagine how much more fun it'd have been if power scaling was more grounded in reality and players are required to build up a force somehow in order to tackle more deadly quests.
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.
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.
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.
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.
So in my playthrough I just put heavy combat armor and army fatigues for standard uniform and combat shotguns for standard weaponry. Some even get T45 power armor (if their members of my settlements), rony and Preston get T60 power armor though.
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
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 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
Ibhavd been wanting to have the ability to "exploit" raider locations after clearing them out. Being able to to assign a team to the borers location for a week - and providing stone/concrete to trade routed settlements, until the raiders respawn and need to be cleared out again. Similar to any of the major factories that you can clear out - getting scrap or even product out of them if supplies exist - pumping out minutemen brand beer to supply lined settlements or even settlements with bars. Corvega - a settlement could be upgraded with some kind of automated assembly device or system - then the site needs to be recaptured to upgrade another settlement. Posiden or the water treatment plant - unlock better power generation or water treatment options for settlements with access to bodies of water. Perhaps a cumulative benefit depending on the held locations - corvega + water treatment plant = a large industrial water purifier for a settlement on a lake, river or ocean. Iron works + one or more mining location increases metal supplies along connected supply lines - more mines increasing the amount of metal supplied. This also gives a motivation to raider groups to take these locations back - obviously there is money and resources to be had. And either the squads need to be rescued, or have captured members freed and the location reclaimed before work can continue. Further upgrades could see minutemen detatchments patroling around captured locations to provide additional security - gihing the location additional time before raiders respawn. Fixed garrisons could become unlocked as recruiting /minutemen morale targets are met, letting the site be held indefinitely or triggering an organized raider war for the site ala Quincy that you can take part in.
I know you need to have a certain mindset to be a leader, but I'd rather not have the kid tyrant Maxson with the sights on anyone against their beliefs. I think someone like the Sole Survivor, someone with pre-war knowledge and skills was the perfect choice for a leader to share knowledge with whichever faction. I think someone said they cut a option for Sole Survivor to take the leadership of the BOS. Same thing with the Minutemen, with a leader who shares experience - but also cares for the safety and interest of the commonwealth in mind there can possibly be a brighter future. Without such a person, I don't think any of these factions without a change in leadership can do so on their own. 🤔😁 Thanks for discussing stuff in this video! Keep up the great content!
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.
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…
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.
If this game was obsidian, youd have a choice to save preston and crew or Join the raiders and go back to the Concord Vehicle plant and take over the minutemen with them.
Your first point is somewhat undercut by a couple of simple facts. First, there are only two Minutemen at the start of the game: Preston and Ronnie Shaw. Ronnie doesn't do anything until you retake the Castle, which leaves Preston Garvey, who is an idealist. And Preston Idealism leads into the second issue, which is that the Minutemen aren't conquerors. They aren't expanding their territory. They are going to the aid of settlements that need it. And there is no guarantee of a rhyme or reason to when each settlement will need help.
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.
The way I see a good Minutemen is that, starting out, you still have to pull all the weight with Preston (only he's much less bossy and gives suggestions), but as you get more settlements and firepower, through both Radiants and the questline, the Minutemen also grow in strength and defensive capabilities. You have to pull less monotonous "Another settlement needs your help" radiants, like protecting the settlements from raids, instead taking on bigger missions that would actually warrant bringing in the big boss. You could even negotiate with other factions, since the Minutemen can already ally with the Railroad or the Institute depending on your route. Make the player feel like they and the Minutemen are getting stronger and more independent. That you're helping them grow up until they're ready to survive on their own, and the Minutemen themselves grow from a handful of survivors and a useless laser-musketeer to a respectable military on par with the Brotherhood.
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.
I think what could be another alternative would be that once the dence quest is finished he is able to challenge maxim for control of the BOS. Once done he them arrange for an alliance between the minutemen and BOS whereby the BOS offer training and leadership in the ranks of the minutemen in perp for taking nukaworld. The minutemen and the BOS take nukaworld with the BOS focused on project colbolt and the repercalor project to add in food production with help from the BOS scientists.
I Do agree with this and New Vegas and Fallout 3 had some of thoes aspects in them already. So i dont know why they did not add on to them. Also they could have gone to Fort Benning GA and saw how the infantry train there and used some of it in game. Like when i went through basic training in 2014 there was a virtual firing range we did a week or so before the live fire range for the first time and it was cool but can be remade in game way better. Also Arms and Armor are a must for the MM. I like to think that the General gets to say what is standard or not but we should have gotten some type of choice to decide that. And to add in the MM to Far Harbor and Nuka world. Reclaiming old military bases or depots would be a cool thing and they give benefits and let you build extra stuff in SS
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.
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
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.
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.
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.
It be cool if you could recruit an armorer and weapon smith based on the upgrade tree you go down determines what the minuteman is equipped with. Then you can get unique weapons and armor for the minuteman which also includes power armor.
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
So i wanted to point something out. In a way you actually can up grade your troops , but from what i remember rts the ones that live at settlements. You can trade their old gear for new ones you looted or bought , and with the CC content you can paint the armor and guns with minutemen paint. I mean in a way if we are talking about. Spending caps then there you are. Plus you can put them in power armor so just invest in them 4000 caps a piece and have at least one in each settlement . With the atom cats selling PA pieces we could keep supplying more pieces aside from the t60 that we can steal from the brotherhood but what about 45s and 51s ? Again theres the atom cats. Also i believe it would have been awesome to have the chance to take over the forts and vaults and eventually made a provisional government and eventually go onto far harbor and nuka world
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.
I feel like they should've added a gunners playthrough. Instead of raiders attacking the minutemen it shouldve been the gunners, either you can join the gunners and help finish off the minutemen or you can join the minutemen and help them escape the gunners attack, or negotiate a temporary cease fire so you dont have to make that major choice right off the bat if you really dont want to.
I agree 100% about Danse, he by all rights is a prime candidate to join the minutemen and be given a role in the chain of command. -He by default approves of you helping the minutemen -Is one of the few that actually seems to care about the people of the commonwealth -Will actually support your decision and praise you if you destroy the institute with the MM, even if you have not met him before doing so. The next logical step for the game should have been for him to formally join the minutemen if he is spared and gets formally exiled from the BoS. Would’ve been cool to see him repaint his armor with a minutemen design and really embrace the role. I will say tho that comment he will make about the MM reminding him of Lyon’s Brotherhood isn’t quite meant as a compliment. He also calls them overly charitable and unfocused in that same sentence. He is after all fully on board with the Maxon Brotherhood, so he may share similar thoughts to Maxon in regards to that chapter.
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
I kinda hope the minutemen win with the sole survivor as their general. Since he's a pre-war american soldier and likely patriot he could have ambitions to bring back atleast the new england and/or eastern commonwealth. He could have had an officer job in the army and have leadership skills already or develop them during his time as the general. I feel like they could become the NCR of the east and who knows maybe even reclaim the capital wasteland. Though I'm not sure if he was on leave or if left the army entirely. He could have been a major or even a colonel of he proved his skills in alaska and rise up thw ranks but im sure irl it isn't that easy but if he is a high ranking officer in the US army then he might have some sort of legitimacy with the enclave
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
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.
@@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.
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.
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.
"But you know what? That's what creates replayability--THOOOODD." I died. lol Great video. The MInutemen have always been my preferred faction in FO4, but I always disliked their disorganization and lack of strategic planning and vision.
In general, the Minutemen just needed more activity. As is, you’re just getting new settlements and build them up crappily (at best), but theres so much more you could do. What if you recruit military experts and make them leaders of their assigned group? These experts would be really hard to get and would require quests (like, Danse after being saved, this one old friend of Preston as a random encounter etc). And then you can assign these groups to a certain region, and they will patrol it and protect settlements without your help. Then, what if you could actually create a course for the Minutemen? For example, in relation to synths. Minutemen are the only faction without ideology regarding synths, what if you could set that ideology according to your personal views. That could affect the Minutemen’s reactions to Brotherhood, Railroad and the Institute. And, it kind of goes without saying, they desperate needed to allow us to build better houses. You have to either build ugly boxes or stick with the pre-war destroyed crap.
Minutemen don't even need a whole ass uniform, a blue scarf in every patrol would be enough to show a cohesion
I'd even argue that would make more senses for a popular militia. Uniforms could make sense after retaking the castle and another quest, but to start that should be it.
@kingofhearts3185 Something akin to the Spanish Republicans in the civil war before and after soviet support
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,
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.
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 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.
"just" a shot to the gut??
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.
Modders Gonna be like Hold my drink.
Already mods for a revamped minute men patrols and gear😂. I love modders 🫡
@@benderisbest2199 to bad ps4 players such as me barelly have any mods 🥲
Hopefully loo
@@benderisbest2199 still no ability to tell preston to have someone else take care of errand work though
Actually
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.
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.
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.
Rebuild Sarge, and start gathering robots from across the Commonwealth. Even recruiting runaway Synths, giving them a place for a new life, outright.
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
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.
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
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
Camp golf?
@@kamilmalazdra233yeah the misfits
@@chrispierce2239escort Sticky to Big Town, rescue Red and Shorty from the Police Station. Red will then ask you to help them.
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.
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.
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.
I agree.
Gunner took ther town. Slaughter their peopel.
And prestont didn't even mention trying to retake it! Like, c'mon
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.
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
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.
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.
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.
I think Bethesda want yo make it like that but due to Budget and Deadline.
@@GloriG_C17 Bethesda didn't. They're pretty basic after Skyrim.
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.
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
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.
Y'know, I could see her being in the army long enough to get the free college funding for her law degree.
i’ve played nora twice and i can confirm she actually was in the army! at the beginning of the game we can hear her telling nate something about dusting off his old law degree. there might be other pieces of dialogue too but that’s the first one that came to mind.
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.
i wish that was an option it seemed so obvious
Probably because if you dont destroy the BOS as minutemen and enlist danse, they'll notice that he's alive, and try to kill him, or wreck havoc inside the brotherhood, and if you destroy them, danse will hate you since you, welp, killed all of his old friends.
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.
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
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.
@@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.
.. 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.
I love the idea of hiring an 'exceptionally experienced' soldier then snooping into their past to find they were/are Enclave.
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!
I actually brought up that very fact in a different video :)
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
That’s pretty interesting, and it really would make picking one or the other feel impactful.
Preston: Another settlement needs your help...
Player: Another settlement needs your help, *_general sir_*
LOL. Damn right (from a retired US Naval Officer).
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.
where?
@@Zack_Wester It is directly south of the settlement right up the hill.
There is also a railway close to greygarden, outpost zimonja and oberland station is a train station
In general pre-war railways are a massive boon to any post-war faction that is able to repair, install trains, and protect them.
The pod idea is so fucking great, can't believe such a concept was so underutilized
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.
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.
@@michaeldayman682the train run nv quarry
Making flatbed cars with a couple of the minutemen cannons on the back able to move around the commonwealth to provide support just begs for some major content.
The advanced period game could even have the various factions developing strong attributes playing to each one's strengths. Like, the Minutemens' could be artillery, and local support that can spring up just about anyplace, but is maybe weaker and less well-equipped than the other factions, since they're just the common people mobilized at a moment's notice. The BoS could be mobility with the vertibirds, able to drop a half-dozen or so power-armored guys anywhere needed very quickly, but suffering from a lack of local support and resources. The Railroad's could be stealth, avoidance of detection. They have spies everywhere, and capable agents that can sabotage or stage small commando actions. And the Institute's could be technology and numbers, able to mass produce soldiers with high-tech weapons and armor. There are so many stories and missions and detailed encounters that could be based off these trends/abilities slowly developing over time.
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.
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.
Assaultrons and Sentry Bots protecting The Castle when BoS and Institute try to attack is a sight to behold.
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.
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.
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.
so... MacCready for sharpshooting, Cait for hand-to-hand combat, Curie for chief medical officer, Danse for power armouf post Blind Betrayal ?
Call the Institute for the gorillas!
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.
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!
Hey man could you drop your mod list please
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
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... 👍
Unfortunately, Kellogg spray painted the inside of the cryo-pod with Nates brain. I guess grab a bottle of Wonderglue and get started.
@@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 Remember they used his implants to access his memories, not his actual brain.
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.
Gunner recruitment could be a fun questline. Fill in the gaps of their backstory. Maybe confirm a few fan theories.
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 ❤
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.
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.
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.
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
Dude excellent vid, the memory den angle is brilliant.
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.
thanks for the support.
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 well it ads more watch time to the video, which is a metric used for the algorythms and also used for adsense afaik, so you might give him a few extra cents and some better reach
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
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 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
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.
I really like the idea of making the quests for new settlements actually make sense lol
I think that a better solution for vr training might be to take training software from the training facility, along with the schematics
I’d like to imagine the minute men could have allied itself with the other 3 factions to fill different roles.
If you do the BoS, the minute men become a group of intel gatherers and dealing with the local fauna of the wasteland while Brotherhood deals with bigger threats.
With the institute the minutemen act as a front for their operations to hide behind, perhaps angering Preston if he learns this.
And with the railroad the minutemen become saviours and helpers of the wasteland with a new ally of a similar weight class to them. Fighting the institute together.
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.
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.
in all fairness, in oblivion, which I played WAY too much, you do become the leader of every group, aside from the empire itself.
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.
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...
One idea I had was taking the national guard training grounds and using them as Minuteman training grounds making its own settlement and everything
I love all these ideas! Thanks for the episode, looking forward for the next one.
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.
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.
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.
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.
Corrections for you. You are not sent to Graygarden (quest Troubled Waters) after The First Step. The next radiant quest is random and all are random. In fact this is what the game code says: If you have 0-1 settlers Preston gives you Taking Point OR Raider Troubles. If you have 0-3 settlers Preston gives you Troubled Waters OR Ghoul Problem OR Kidnapping. If you have 4+ settlers Preston gives you Out of the Fire OR Troubled Waters OR Taking Point OR Raider Troubles OR Ghoul Problem OR Kidnapping OR Greenskins OR Clearing the Way. For The First Step you are sent to the nearest raider dungeon so for most players that will be Corvega but if you cleared Corvega first, you will be sent to Walden Pond (or if the game just doesn't feel like giving you Corvega like it did on one of my playthroughs). For many Minutemen quests you are sent to the nearest settlement and then always to the nearest dungeon to that settlement. "Nearest" can be halfway across the map for some quests because you may have already cleared the actual nearest and there aren't many raider, ghoul, or super mutant dungeons on the map. Players complain that Minutemen are no better than farmers with pipe pistols but the thing is that's exactly what Minutemen are - farmers, the settlers you help then they join the Minutemen. They were never anything else, so when you turn on a recruitment beacon at a settlement, you are recruiting settlers therefore Minutemen. Bethesda did make a recruit for the Minutemen named Ben Gibson and you were supposed to meet him at a random encounter when you were with Preston but the encounter is broken (not cut) so he's never in game. Maxson is 20, not 22. The Minutemen (your settlers) will upgrade their weapons but you have to be the one to do it, which is actually a good thing as you have no input into improving the other factions but you do the Minutemen. Minutemen you see at checkpoints or on patrol do have weapons that level up but because weapons are randomised they get low level weapons most of the time. I don't bother going to my settlements when they're attacked because they have 3 turrets so they fine, seriously they win most of the time and everything self-heals when they do lose!
My thoughts are it makes no sense that the Minutemen have this huge radio at the Castle when settlers don't have a way of calling that radio. It would have been better if Preston asked you to help settlers set up the little orange radios at their settlements. Once 4 settlements had radios then Preston would declare "We've gotten big enough that we're having trouble communicating with all our settlements" because the furthest away settlements would be out of range so then you and him would go to the Castle. Preston should go with you to do The First Step because the companion of every other faction goes with you on a quest and always before becoming available as a companion. Something no one realises is there are 2 types of Minutemen radiant quests: recruitment and owned. Unfortunately Bethesda made it so owned settlements can continue to give the recruitment quests so the recruitment quests repeat again and again. There are some rare Minutemen radiant owned quests that almost never appear. For myself, I’ve modded the Minutemen radiant quests to be in a logical order in relation to the Minutemen main quests and to not repeat which makes my playthroughs annoyance-free.
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))
I think there is a mod that has better equipment for the minutemen that kits them out better like you suggested but not sure.
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.
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.
Militarized minutemen
@@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.
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)
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.
I wish there was a “give missions to settlers” system like in AC brotherhood, they would bring you screws and aluminum and stuff if they succeed their missions …
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.
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
I use a small PC mod to make Nora a veteran too. The lawyer bit always seemed off for me, especially since there's like only one line in one quest that seems to use it and the fact that, as a lawyer, she probably knows WAY more Latin than that snobby BoS guy that mansplains a term that could probably be translated by context alone.
Nate's military service would explain his skills and ability to build/repair weapons, etc., but they forgot to explain the same skills for Lawyer Nora. Just doesn't make any damn sense.
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
5:21 - 6:40 THIS so goddamn much. This was both what drew me in the hardest into this game and the world of Fallout 4...and by far my biggest disappointment that Bethesda didn't take it further and why the game felt incomplete. I was hoping as I built the minutemen I'd finally be able to "feel" like a general and lead squads of Minutemen soldiers around and tackle increasingly difficult quests that would be impossible to solo without extra fire support. But Fallout always suffers from wonky power scaling and stupid-invincible-MC-syndrome. Just imagine how much more fun it'd have been if power scaling was more grounded in reality and players are required to build up a force somehow in order to tackle more deadly quests.
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.
I like this idea of companions being Nate/Nora's cabinet ministers.
Dang u make me wanna collect those companions
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.
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.
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.
So in my playthrough I just put heavy combat armor and army fatigues for standard uniform and combat shotguns for standard weaponry. Some even get T45 power armor (if their members of my settlements), rony and Preston get T60 power armor though.
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
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 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
Ibhavd been wanting to have the ability to "exploit" raider locations after clearing them out.
Being able to to assign a team to the borers location for a week - and providing stone/concrete to trade routed settlements, until the raiders respawn and need to be cleared out again.
Similar to any of the major factories that you can clear out - getting scrap or even product out of them if supplies exist - pumping out minutemen brand beer to supply lined settlements or even settlements with bars.
Corvega - a settlement could be upgraded with some kind of automated assembly device or system - then the site needs to be recaptured to upgrade another settlement.
Posiden or the water treatment plant - unlock better power generation or water treatment options for settlements with access to bodies of water.
Perhaps a cumulative benefit depending on the held locations - corvega + water treatment plant = a large industrial water purifier for a settlement on a lake, river or ocean.
Iron works + one or more mining location increases metal supplies along connected supply lines - more mines increasing the amount of metal supplied.
This also gives a motivation to raider groups to take these locations back - obviously there is money and resources to be had.
And either the squads need to be rescued, or have captured members freed and the location reclaimed before work can continue.
Further upgrades could see minutemen detatchments patroling around captured locations to provide additional security - gihing the location additional time before raiders respawn. Fixed garrisons could become unlocked as recruiting /minutemen morale targets are met, letting the site be held indefinitely or triggering an organized raider war for the site ala Quincy that you can take part in.
I know you need to have a certain mindset to be a leader, but I'd rather not have the kid tyrant Maxson with the sights on anyone against their beliefs. I think someone like the Sole Survivor, someone with pre-war knowledge and skills was the perfect choice for a leader to share knowledge with whichever faction. I think someone said they cut a option for Sole Survivor to take the leadership of the BOS. Same thing with the Minutemen, with a leader who shares experience - but also cares for the safety and interest of the commonwealth in mind there can possibly be a brighter future. Without such a person, I don't think any of these factions without a change in leadership can do so on their own. 🤔😁 Thanks for discussing stuff in this video! Keep up the great content!
What a joke. The original video was perfectly fine.
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.
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…
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.
If this game was obsidian, youd have a choice to save preston and crew or Join the raiders and go back to the Concord Vehicle plant and take over the minutemen with them.
Your first point is somewhat undercut by a couple of simple facts. First, there are only two Minutemen at the start of the game: Preston and Ronnie Shaw. Ronnie doesn't do anything until you retake the Castle, which leaves Preston Garvey, who is an idealist. And Preston Idealism leads into the second issue, which is that the Minutemen aren't conquerors. They aren't expanding their territory. They are going to the aid of settlements that need it. And there is no guarantee of a rhyme or reason to when each settlement will need help.
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.
The way I see a good Minutemen is that, starting out, you still have to pull all the weight with Preston (only he's much less bossy and gives suggestions), but as you get more settlements and firepower, through both Radiants and the questline, the Minutemen also grow in strength and defensive capabilities. You have to pull less monotonous "Another settlement needs your help" radiants, like protecting the settlements from raids, instead taking on bigger missions that would actually warrant bringing in the big boss. You could even negotiate with other factions, since the Minutemen can already ally with the Railroad or the Institute depending on your route. Make the player feel like they and the Minutemen are getting stronger and more independent. That you're helping them grow up until they're ready to survive on their own, and the Minutemen themselves grow from a handful of survivors and a useless laser-musketeer to a respectable military on par with the Brotherhood.
IMO the coolest addition to the Minutemen is an alliance with the Railroad. They'd play CIA to the Minutemen's Army.
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.
Sorry you had to re upload here to re like and re comment :). Thank you for the fallout love and amazing videos
I think what could be another alternative would be that once the dence quest is finished he is able to challenge maxim for control of the BOS. Once done he them arrange for an alliance between the minutemen and BOS whereby the BOS offer training and leadership in the ranks of the minutemen in perp for taking nukaworld. The minutemen and the BOS take nukaworld with the BOS focused on project colbolt and the repercalor project to add in food production with help from the BOS scientists.
I Do agree with this and New Vegas and Fallout 3 had some of thoes aspects in them already. So i dont know why they did not add on to them. Also they could have gone to Fort Benning GA and saw how the infantry train there and used some of it in game. Like when i went through basic training in 2014 there was a virtual firing range we did a week or so before the live fire range for the first time and it was cool but can be remade in game way better. Also Arms and Armor are a must for the MM. I like to think that the General gets to say what is standard or not but we should have gotten some type of choice to decide that. And to add in the MM to Far Harbor and Nuka world. Reclaiming old military bases or depots would be a cool thing and they give benefits and let you build extra stuff in SS
This is a great video, you just earned a subscriber and the backing of the Minutemen!
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.
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
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.
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.
The militarized minutemen mod is a must have for me for the sole reason of it giving the minutemen better gear and leveling them
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.
It be cool if you could recruit an armorer and weapon smith based on the upgrade tree you go down determines what the minuteman is equipped with. Then you can get unique weapons and armor for the minuteman which also includes power armor.
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
So i wanted to point something out. In a way you actually can up grade your troops , but from what i remember rts the ones that live at settlements. You can trade their old gear for new ones you looted or bought , and with the CC content you can paint the armor and guns with minutemen paint. I mean in a way if we are talking about. Spending caps then there you are. Plus you can put them in power armor so just invest in them 4000 caps a piece and have at least one in each settlement . With the atom cats selling PA pieces we could keep supplying more pieces aside from the t60 that we can steal from the brotherhood but what about 45s and 51s ? Again theres the atom cats. Also i believe it would have been awesome to have the chance to take over the forts and vaults and eventually made a provisional government and eventually go onto far harbor and nuka world
what a wonderful mod idea.
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.
I feel like they should've added a gunners playthrough. Instead of raiders attacking the minutemen it shouldve been the gunners, either you can join the gunners and help finish off the minutemen or you can join the minutemen and help them escape the gunners attack, or negotiate a temporary cease fire so you dont have to make that major choice right off the bat if you really dont want to.
The Nexus Mods "We Are The Minutemen" and "Minutemen Take NukaWorld" go a along way to solving those issues.
I agree 100% about Danse, he by all rights is a prime candidate to join the minutemen and be given a role in the chain of command.
-He by default approves of you helping the minutemen
-Is one of the few that actually seems to care about the people of the commonwealth
-Will actually support your decision and praise you if you destroy the institute with the MM, even if you have not met him before doing so.
The next logical step for the game should have been for him to formally join the minutemen if he is spared and gets formally exiled from the BoS. Would’ve been cool to see him repaint his armor with a minutemen design and really embrace the role.
I will say tho that comment he will make about the MM reminding him of Lyon’s Brotherhood isn’t quite meant as a compliment. He also calls them overly charitable and unfocused in that same sentence. He is after all fully on board with the Maxon Brotherhood, so he may share similar thoughts to Maxon in regards to that chapter.
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
I kinda hope the minutemen win with the sole survivor as their general. Since he's a pre-war american soldier and likely patriot he could have ambitions to bring back atleast the new england and/or eastern commonwealth. He could have had an officer job in the army and have leadership skills already or develop them during his time as the general. I feel like they could become the NCR of the east and who knows maybe even reclaim the capital wasteland.
Though I'm not sure if he was on leave or if left the army entirely. He could have been a major or even a colonel of he proved his skills in alaska and rise up thw ranks but im sure irl it isn't that easy but if he is a high ranking officer in the US army then he might have some sort of legitimacy with the enclave
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
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.
doesn't he shoot you in the back if you try to leave him?
@@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 hmmm, I am completely spacing on that encounter... sounds like I better spend some time at hallucigen.
It would have been great to have a big ending effect for each faction, for the Minutemen it being the formation of the second CPG.
*engagement boosting comment to help this vid gain traction.*
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.
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.
Funny how Sim Settlements 2 made the Minutemen route much more fun and immersive
"But you know what? That's what creates replayability--THOOOODD." I died. lol Great video. The MInutemen have always been my preferred faction in FO4, but I always disliked their disorganization and lack of strategic planning and vision.
The Minutemen in Nuka World would have been fun
"Another settlement needs your help, here let me mark-"
"It's the Red Rocket again, isn't it?"
In general, the Minutemen just needed more activity. As is, you’re just getting new settlements and build them up crappily (at best), but theres so much more you could do. What if you recruit military experts and make them leaders of their assigned group? These experts would be really hard to get and would require quests (like, Danse after being saved, this one old friend of Preston as a random encounter etc). And then you can assign these groups to a certain region, and they will patrol it and protect settlements without your help.
Then, what if you could actually create a course for the Minutemen? For example, in relation to synths. Minutemen are the only faction without ideology regarding synths, what if you could set that ideology according to your personal views. That could affect the Minutemen’s reactions to Brotherhood, Railroad and the Institute.
And, it kind of goes without saying, they desperate needed to allow us to build better houses. You have to either build ugly boxes or stick with the pre-war destroyed crap.