Gen III synths - why?

Funny you say well designed,
I had that location break on me, despite killing all the hostiles, and the location being marked as [CLEAR] on my map, the quest still told me to eliminate all the hostiles.

Well-designed as in, the way the backstory for the settlement was set out and the level design inside the building with the mirelurks, plus the atmosphere of the place as a whole. It certainly isn't very revolutionary, but it's one of the best locations in Fallout 4. By best, I mean most functional, and least stupid.

The location breaking on you isn't because of the place per se, it's because of the shoddy scripting of the enemies and what to mark off as soon as they're dead. That's not location specific, it can randomly happen with any settlement clearing quest.
 
The entire point of the Institute questline was to prove that they never wanted to mess with the surface all along, as had originally been presumed by the wastelanders. They only teleport outside for these few reasons - to gather resources, recruits, and valuable pre-war components (as in Mass Fusion), and the Coursers exist to counter-attack anyone who interferes with the gathering. As an extension of that, they dot the entire wasteland with undercover agents so they can quickly get wind of upcoming threats and maybe, if lucky, overhear information on pre-war tech locations. The synths program is two-fold: it is to build a viable labour workforce for the Institute's future, and an investment into the field of surface espionage.

Sorry, that little part right there is bullshit. They clearly wanted to fuck up the surface so they could fill it with their own creations and "pure" humans, much like the Enclave. Why else would they release tons and tons of Super Mutants to the surface on purpose? They didn't do it by accident, and they kept making Super Mutants out of Wastelanders for 10 years according to one of the holotapes in the FEV lab. Why make a huge army of giant green men unless you're planning total conquest? There's no actual explanation in the game for it so I'm going with mine, they were planning to use the Mutants for take-over since Synths weren't cutting it.
 
I feel bad because I feel like a lot of you are putting a lot more thought into Fallout 4's story than the developers did.
I think for one it's because we have highly imagin.... ahh it's bullshit. The real reason is that we don't have to worry about making a game and what sells.
 
I didn't know bots could comment in old threads. They usually just make new ones. Curious.

The bots are evolving , their becoming cleaver. This is how its ends .......

Next they will be using profile pics .....

The end is near I sense it
 
I want to say its in this video that Tim Cain says they didn't want Terminator style robots in Fallout. Bethesda probably should have stuck to that.
 
So if the purpose of the synths were to replace humans by being better than them, what's the point of them still having all the basic needs of a human? If they're robots, why do the still need to eat or sleep or drink. Why are they no more powerful than humans? What's the point of synths at all?
Why the fuck not
 
I thought lore/wise Synths have no need to sleep. But yes, the Gameplay and Story Segregation element is Synths are supposed to be no stronger than normal human beings because they're supposed to be janitors, people who scrub toilets, and presumably give the nerds at CIT on the spot sexual service. HOWEVER, Coursers are supposed to be superhuman badasses who are almost impossible to kill.

Which doesn't work because of the stupid leveling scaling thing.

As for Tim Cain and Terminator-style robots, that actually is a misinterpretation as that's referring to the Pre-War and present communities. I think if the story was good, he'd make an exception but they utterly fucked up the handling of Synths.

If they wanted to do Blade Runner, they should have done it like...well, Blade Runner.

http://unitedfederationofcharles.blogspot.com/2017/02/blade-runner-review.html

I talk about why the movie is good here.
 
I thought lore/wise Synths have no need to sleep. But yes, the Gameplay and Story Segregation element is Synths are supposed to be no stronger than normal human beings because they're supposed to be janitors, people who scrub toilets, and presumably give the nerds at CIT on the spot sexual service. HOWEVER, Coursers are supposed to be superhuman badasses who are almost impossible to kill.

Which doesn't work because of the stupid leveling scaling thing.

As for Tim Cain and Terminator-style robots, that actually is a misinterpretation as that's referring to the Pre-War and present communities. I think if the story was good, he'd make an exception but they utterly fucked up the handling of Synths.

If they wanted to do Blade Runner, they should have done it like...well, Blade Runner.

http://unitedfederationofcharles.blogspot.com/2017/02/blade-runner-review.html

I talk about why the movie is good here.

He was referring to what they wanted to see in the game. "we didn't want to see terminator style robots, we wanted to see Robbie the Robot style robots." Blade Runner's take doesn't fit Fallout either. Just because Phillip K Dick is great doesn't mean you can just shoehorn that shit in.
 
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The entire problem with Synth Gen 3's is the fact they're not even robots. Tagz clarified this and even so, I felt like the story got worse than before with the fact. The truth is: Synth Gen 3's are not robots, or humans. They're literally super mutants but without the green-hulking mutation and a controlling component jammed into their skull. The Institute basically cheated in making the next step of 'synths'. This fact basically makes BoS half-right and half-wrong about the synths.
 
He was referring to what they wanted to see in the game. "we didn't want to see terminator style robots, we wanted to see Robbie the Robot style robots." Blade Runner's take doesn't fit Fallout either. Just because Phillip K Dick is great doesn't mean you can just shoehorn that shit in.

That's ridiculous because it fit in just fine in Fallout 3. The Institute as the Vault City-esque community which is the exception rather than the rule was intriguing and mysterious.
 
It didn't fit that game either, but it also wasn't that game's main focus. Fallout 3 also had much bigger issues than the Replicated Man.

So what exactly are your objections to androids in Fallout?

Explain, please.

I think they fit fine given FEV, transhumanism, and prejudice are key themes of Fallout 1.
 
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