Fallout 2 strategies and secrets states that Mr Handies are capable of refueling, self-diagnostic, self-repair and cleansing themselves of radiation. That solves the self-repairing problem.
While pulling spare parts out from thin air! Did you miss the point where you don't need a welder to fix a synth?
Adapting to tasks on the fly: Well Fallout 2 shows us that Mr Handies can be programmed remotely, and given new orders. Simply have a tiny team of people adapting orders and issuing them remotely to a network of Mr Handies. Mining and Cleaning(The only really useful jobs we see Synths doing around the Institute
Right, so pull people from other jobs just to manage a team of robots. The entire point of the synth program is that you don't need to do that. You don't need to fix bugs. You don't need to worry about commands or debugging.
Synths require an entire department to track them down and recover them. If them escaping isn't a big deal, how come an entire department, with a member in there little council is dedicated to preventing it?
If you played the game, you'd know that SRB handles far more than recovering rogue synths. Like surveillance across the Commonwealth. Infiltrators. Extermination teams.
It's the military arm of the Institute.
Put a Mr Handy squad in the mines, or on cleaning routine, and dedicate one person, all the same work gets done and for far, far cheaper, but instead they have robots that question why they are being put in the mines, and rebel, for no apparent reason.
Why would they work with an inferior pre-War technology that requires major upkeep and creating an entire separate pipeline for manufacturing spare parts, hardware and software maintenance, and so on, when they can simply have self-fixing robots that require none of these and can use the exact same facilities as them, further reducing the strain on resources?
I assume you're also wiping yourself with leaves, because it's an already proven technology that needs no iteration?
And they need to recover a pre-war device, instead of bothering to work on a new power-source?
The Shi were supposedly less advanced, but have perfected biofuel in a limited amount of time. If the Institute actually put resources in to inventing something useful, rather than slaves to do jobs a Mr Handy with regular maintenance could do, they wouldn't need to go scavenging around pre-war ruins.
I know the seaweed fuel source may not work as well in Boston, but they could make hydroelectric, solar, geothermal, whatever. Any power source that doesn't have them scouring pre-war ruins, but instead they make synthetic gorrillas and super-advanced mining slaves. They make alphas to do epsilon work.
Constant arguing from a position of ignorance.
The Institute can make it run without the agitator, but the agitator is a shortcut that allows them to activate it before the Brotherhood can bring down the hammer. It gives them an advantage in the fight.
And biofuel? Really? One of the least efficient power sources in the world? Are you for fucking real?
I don't need to extend any courtesy's to obsidian. They actually put the effort in to making a good debate over factions, which allows lots of speculation, but doesn't leave you entirely in the blank.
Bethesda games require you filling in the blanks yourself and assuming its good.
Nope. Your bias is showing.
Let me put it this way, why not say to Desdemona "The director of the Institute is dying and wants me to take over after his death, if I take over I can save every single Synth ever."?, Tada, the whole choosing a faction thing becomes pointless.
The Institute can release every Synth like the Railroad want but more efficiently. They can exterminate every Synth like the Brotherhood want but more efficiently. If you take full control over the Institute, the entire faction conflict becomes meaningless, because there is no reason to side with anyone but the institute.
You do realize that the prerequisite for taking over the Institute is wiping out the Brotherhood and the Railroad, right? You won't become a Director if you don't do that, because it's your proof of loyalty.
Anyway, on the "Your complaints are pointless" thread I'll try and give every example of bad writing in the game.
It'd require playing it, which you obviously haven't done.
The only real advantage the human mutants (If I recall, they're human clones with FEV injected within them during the process, right?) is the immunity to Diseases and Radiation as well as greater strength and tougher skin (which is thanks to the FEV) and a chip within their brain that allows the Institute to monitor and control them (somewhat, poor design, really). This is a big advantage if you're using scouts to travel across vast, dangerous landscapes, as well as possible foot soldiers.
And the Institute doesn't need to produce an entirely separate line of equipment just to equip them. They can re-use Gen2 gear and tools without any adaptation.
What I don't understand is..how exactly do they repair themselves? How come they don't need food or resources when the process of a gen 3. synth is basically making a human and have the FEV woven into them flawlessly? Because if I recall, I'm pretty sure Super Mutants need food as well, and I didn't remember any detail of how a gen 3 is 'repaired'. Is it just the FEV's quick healing factor and the Institute is just using 'repair' to distance themselves from their creation? I honestly don't know. Did they ever go into detail about this? I don't recall this, so I apologize if I'm incorrect.
It's not clones exposed to FEV, each Gen3 synth is 3D printed on a prefabricated skeleton. They have an excellent healing factor and while they don't explicitly need food and sleep to survive, they can ingest nutrients as normal. I wager it's a hyper-efficient SCIENCE! modification that makes them operate with minimal energetic input.
Of course, there's a difference between "not needing" and "being unable to."
The point we are trying to make is that this specific introduction does not fit with the over all established theme and style of what a Fallout game is, in this case the scientific leap is so grand from what is supposed to be; a broken world trying to survive on the ashes of old. While I have no power over what Bethesda does with this IP, I can objectively state it deviates greatly for the overall original design.
That's the entire point of the Institute.
The Institute is deliberately designed as a highly advanced, technological society to clash with what's on the surface. It's a conscious design choice! The leap is supposed to be grand, to hammer home that right there, underneath the ravaged Commonwealth torn apart by wildlife and raiders, lies a grand subterranean metropolis that offers an unparalleled quality of life compared to the rest of the world.
You go from shacks, ruins, and at best the gritty, industrial splendor of the Prydwen, into what's basically the interior of a space ship. Sleek, elegant, and housing the greatest minds in the wasteland who are pushing the envelope. Manufacturing armies of synthetic creatures, mass-producing energy weapons, having food, water, and medical care for every human in equal amounts.
It's the same thing as with the Vault City or the Enclave in Fallout 2: It's intended to contrast with the wasteland, by design.
This is actually a wise design choice as not only did it fit with the setting the game was pointing towards, but also allowed a bridge to the fan base from the movie to the game.
Or it's a reference to another medium, one of dozens. Fallout was always quite self-conscious and had a myriad of references, in itself being a melting pot of various influences:
"However, the game's aesthetics have been inspired by a great variety of sources spanning most of the 20th century. These include movies Forbidden Planet (1956), La Jetée (1962), Star Wars (1977), Mad Max 2: The Road Warrior (1981), Blade Runner (1982), Brazil (1985), Batman (1989), Ghost in the Shell (1995), and The City of Lost Children (1995), which played on an almost continuous loop in the artists' office. Frank Miller's and Geoff Darrow's work on Hard Boiled and Big Guy and Rusty, the Boy Robot[6][7][8] Urban and suburban U.S. of the 1940s and 1950s also inspired some of the artists, including vehicle design, signage, architecture, and art.[9]"
https://fallout.gamepedia.com/Fallout_setting#Aesthetics
Are you even reading your own statements? This is such a large divergence from the overall scope of Fallout it's literally magic in this case. All machines within the Fallout universe were intended to be the last flailing remains of the old world, infinitely stuck in their programming and design.
You are wrong. Have you talked to ZAX, SkyNet, ACE? All AIs recognize the fact that the War occurred and they are not "flailing remains of the old world, infinitely stuck in their programming and design."
That and I'd like a source for that claim, please. Preferably from a developer of the originals.
The introduction of a Mary Sue such a the synths completely destroy the post apocalyptic design of the game. The whole point of Fallout was to introduce players to an environment where moral obligations are skewed and freedom is paramount. The last remains of a species trying to come to turns the the world that was destroyed by greed and power abuse. It's dark, punishing, and morally grey.
Grimdark!
Or not. I'm not sure what Fallout you've played, but it was never about the last remains of a species trying to come to terms that the world that was destroyed by greed and power abuse. Humanity survived the war and was rebuilding. The original Fallout was set in SoCal, around what's basically the Venice of the Sands. The next Fallout featured a vast post-nuclear democratic state vying for control over NorCal, fighting against two other wasteland powers, with the core theme being politics, not people being the last remnants of the species and agonizing over it.
It was never focused on the nuclear war. The scorching of the earth created a backdrop, but it was filled with people having present problems, with present issues occupying their minds. Most importantly, it was a setting of hope, not despair, from the very first village you find. Shady Sands had a stable agriculture, society where people looked after each other, a respected leader, and its only real problems came from radscorpions and raiders.
I mean, look at the arc words. Not "death is eternal" or "delaying the inevitable", but "war, war never changes." Human conflict is the driving force.
Bethesda took a game that was intended to be an post apocalyptic game and made it sunny, friendly, and then forced it to fight with its own design. If you are looking for a Fallout game your aren't looking for Fallout 4, or Fallout 3. The reasons while not obvious to some can be understood by simply comparing the games designs, mechanics, and how they grapple with player choices.
Sunny? Friendly? In what way?
The institute is a self contradiction, they claim to want to help and ensure humanities survival. But instead they fabricate near perfect human copies out of synthetic materials, replace the local population with them, then use them to assert control over that location. As well use those people within the infiltrated group to run experiments without there knowledge. I'm sorry if I don't understand but this sounds a lot like a vault-tech Enclave scheme than some other group with reasonable logic.
If you also consider the fact that they do not have complete control over these synthetic humans, they are pretty much ensuring the failure of their own experiments. Here is a group of "scientists" the literally don't care about the scientific method, because they allow these synths to taint their results simply because they cannot fully control them.
You miss a key point: After the experiences with the CPG, the Institute abandoned the unreasonable surface and focused on themselves, on ensuring their survival, on
them as humanity.
And they do think they have complete control. That's the point you're also missing: They are human beings and they are fallible. They believe they have total control over their synths, because... For the most part they do. It's never made clear if the third gens are humans or sophisticated robots, because that's what allows you to make a value judgement and choose, based on what you believe.
To the Institute, a rogue synth is a malfunctioning robot. To the Railroad, a sentient being in need of help. To the Commonwealth, an infiltrator. To the Brotherhood, an expression of man's hubris, playing with forces they can't control.
And you choose your own approach.
(also, no, they aren't snatching people up top to take it over; they infiltrate settlements with specific purposes in mind, like McDonough in Diamond City, to provide surveillance over the largest city in the region, or in smaller settlements to field-test new inventions, like modified seeds).
The Brotherhood is surprisingly, in this case acting exactly as one would assume they would base on their design from the original Fallout games. They have identified a massive threat to their existence similar to the super mutant threat (literally a redo in this case with Shaun acting as the master if you are willing to squint a bit.)
that could not only prove capable of eliminating them, but do so using technology so advanced its in line with magic. If you tell me there is no magic in this game, I will also have to refuse citing the fact that the institute use teleportation, which in this sense compared to the average wasteland survivor would be considered magic.
And Fallout 1 has a magical virus turning people into giant super mutants! SCIENCE! was always a part of the setting and teleportation was already used in Old World Blues, so it's not exactly unprecedented.
I don't agree it's a retread of Fallout 1, and that should be obvious. The Brotherhood is countering the Institute not because it's like super mutants, but because it's playing with fire (in their opinion), it's already abusing the Commonwealth, and committed an act of war against it.
From my perspective in text context is basically impossible to convey, primers are often used to ensure that miscommunication is prevented or to inform the reader the intent before hand. However from reading your posts you have been very inflammatory, and abrasive with nearly everyone often resorting to derogatory phrasing and words to reinforce your points. If you weren't a admin/staff member I could easily see how someone would consider you a troll based on your responses. To be honest, my mind isn't made up if you are trolling us or not.
It's not a primer, it's the poster taunting me that he just managed a "sick burn" with his post. Which, in all honesty, is pretty much an insult. How droll, to quote the Lou.
And yes, I am inflammatory and abrasive. I also try my best to provide a detailed explanation for everything I write, along with sources, which requires a non-trivial amount of time. And what do I get for the effort? Mr "Sick Burn", thinking he's clever because he fails at Reading Comprehension 101.
I also don't believe the threat of Vats, is necessary either. To be honest the escalation of force to the post doesn't seem to me like a level headed response.
When people aren't level-headed, they get what they deserve.
I understand your perspective with this, but I also think it would be wise to consider your influence in the matter before dolling out punishments, or using an unfair advantage to ensure your position remains on top. If you cannot handle engaging with someone then simply find a way to deescalate the situation, if that fails then punishment would be a reasonable course of action. From my perspective, you are the first one to become inflammatory, I also think that many of us have joined into this discussion simply because you have been insulting and verbally abusing to the other members here.
(and I'm sure there is a high chance of retaliation due to me trying to defend and mediate.)
It's currently at... Let me check... Oh, right, zero-fucking-percent. You're putting effort into your posts, you are a generally level-headed guy, and you can back up your post with an actual rationale. I respect that.
(I don't respect people arguing from a position of near-total ignorance of the subject matter, like Jorgo or Mr Sick Burnnnn, given that they argue not with the game or its writing, but straw men of their own making)