After they were inside, and you were sure they wouldn't try anything funny, they introduced themselves as John, Alan, Natasha, Mia, and Ella. They never really told you who they were before, but you heard mentions of an 'NCR' and 'Purges'. When you asked, all you got was that, to the west, in California, a new post-apocalyptic nation rose up calling itself the New California Republic. Outside of that, they said nothing else.
Even if someone was fleeing the NCR, there's a whole continent between California and Boston. It's a trip that for ordinary people could take months on foot, depending on exactly what's going in between. And the NCR absolutely lacks the power projection capacity to chase them that far anyway, so they should have stopped anywhere in between.
 
Even if someone was fleeing the NCR, there's a whole continent between California and Boston. It's a trip that for ordinary people could take months on foot, depending on exactly what's going in between. And the NCR absolutely lacks the power projection capacity to chase them that far anyway, so they should have stopped anywhere in between.
While not revealing anything, as that wouldn't be fun, I will say they weren't just running from the NCR. The NCR was a reason they find themselves in the East, but not the reason they're in Boston.
 
I imagine they originally went up to DC to link up with Enclave elements there then escaped to Boston to flee from the BOS.

Seems like the most likely series of events.
 
I like to believe that in this universe there was a civilian sector to the Raven Rock complex that the Lone Wanderer didn't know about. And that at least some of the civilians made it out alive.

The Raven Rock bunker naturally being considerably larger than what we saw in-game.
 
Hmm, I wonder if we should keep track of stuff like PA or heavy weapons, since those are special resources that would open up projects like weapon emplacements or SpecOp teams.
 
Hmm, I wonder if we should keep track of stuff like PA or heavy weapons, since those are special resources that would open up projects like weapon emplacements or SpecOp teams.
How dare you! Those power armor aren't for your hapless citizens to equip, they're for storing in an elaborate display case that is orders of magnitude more complex and opulent than the hovels their stained mattresses are stored in for them to sleep.
 
Another thing about this universe:
I will be taking inspiration for what the old US military looked like before the war from this. I can imagine Power Armor suits being decorated by the people who commonly wear them, so any power armor formerly worn by a soldier that is found out in the wasteland may have such decals.

The Minutemen will also have their own paint scheme, though unlike in Fallout 4 it has more of a modern camo feel rather than being blue with the Minuteman symbol on the chest.

And, retroactively, you now have something of an idea as to what Nate wears while going on adventures thanks to one of the earlier week votes.

I hope that at very least the Minutemen unarmored soldiers would the neo-colonial aesthetic. To provide some continuity with the old Minutemen.

Though it could be supplemented with Combat Armor.

And while I mourn the loss of the Minutemen blue power armor paint, I can understand not wanting to make it a sitting duck for enemies with missile launchers or fat mans.
 
Some decent combat armour, helmet and some equipment would go a long way to improving their survivability. Also maintaining large quantities of power armour is beyond us for quite a while yet
 
Some decent combat armour, helmet and some equipment would go a long way to improving their survivability. Also maintaining large quantities of power armour is beyond us for quite a while yet
Yeah I figured at best we would switch to the best power armor and use new ones as scrap or spare parts for our main design.
 
Some decent combat armour, helmet and some equipment would go a long way to improving their survivability. Also maintaining large quantities of power armour is beyond us for quite a while yet
Honestly, their equipment should probably depend on what their exact roles and duties will be. There's the obvious divide between combatants and support-personnel (technicians, quartermasters, etc), but also between combat roles (riflemen, combat medics, engineers, weapons crews, etc).
We might also want to distinguish between those Minutemen who'll spend most of their time protecting either solely their own settlement, or a small region, and those Minutemen who'll spend act more as a rapid reaction force, either coming to the aid of settlements attacked by forces the local Minutemen can't handle, or seeking out and eliminating hostiles such as Raiders and Supermutants before they can become a problem in the first place.
 
Honestly, their equipment should probably depend on what their exact roles and duties will be.
There should still be a base standard for stuff like uniforms and basic armor. After all, we would be dealing with economies of scale when we reach enough people to have specialised roles.

Even real armies look to be as standard as possible aminly to save costs.
 
There should still be a base standard for stuff like uniforms and basic armor. After all, we would be dealing with economies of scale when we reach enough people to have specialised roles.

Even real armies look to be as standard as possible aminly to save costs.
True, but that's due to the fact that they can set up huge factory-complexes that can produce the items in question on an assembly line, along with various feeder-industries that can provide the necessary raw materials, processed resources, parts, etc.
We don't have any of that, though, since we're a post-apocalyptic society. Unless @CubicAppalac makes the Wasteland Workshop DLC and its capabilities canon, production will come either in the form of scavenging (like picking up all those army helmets various military skeletons around the Commonwealth still wear), or local craftsmen producing items using similarly-local materials using basic tools and maybe the occasional bit of machinery.
That severely limits the benefits - and even the possibility - of standardization, at least until the Commonwealth is a lot more pacified and organized.
 
True, but that's due to the fact that they can set up huge factory-complexes that can produce the items in question on an assembly line, along with various feeder-industries that can provide the necessary raw materials, processed resources, parts, etc.
We don't have any of that, though, since we're a post-apocalyptic society. Unless @CubicAppalac makes the Wasteland Workshop DLC and its capabilities canon, production will come either in the form of scavenging (like picking up all those army helmets various military skeletons around the Commonwealth still wear), or local craftsmen producing items using similarly-local materials using basic tools and maybe the occasional bit of machinery.
That severely limits the benefits - and even the possibility - of standardization, at least until the Commonwealth is a lot more pacified and organized.
there are factories in the commonwealth, when we have more men to hold it we could set up an assembly line there.
 
Vote closed
Scheduled vote count started by CubicAppalac on Jan 22, 2024 at 1:38 PM, finished with 60 posts and 25 votes.

  • [X] Plan Lawful Good Enclave
    -[X] Private Alan Dixon, Commonwealth Minutemen (0/50): Alan has taken an interest in joining the Minutemen. However, you've noticed the few times that he's joined you, Jun, and Preston in exercises that he was able to keep up with all three of you, and even surpass the other two a bit. So the training he'll undergo to join the Minutemen is to mostly induct him into the current group structure. (Alan Dixon joins Minutemen, ???) 1 Martial Dice
    -[X] Deconstruct collapsed housing (7/100): Several buildings in Sanctuary have long since collapsed after the war, and they need to be cleared. Their materials could be put to better use, and it would clear up spots for new buildings to be built. (Tears down collapsed buildings. Gives 212 resources once complete.) 1 Infra Dice
    -[X] Construct better defenses (87/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.) 1 Infra Dice
    -[X] Basic windmill generator designs (0/100): Sturges has also taken interest in using wind to generate basic power for the settlement. While we currently don't have a need for power generation, investing into the area may help us later. 1 Research Dice
    -[X] Bury Vault residents (20/40): The former residents and employees of Vault 111 are dead. While you could let them stay in the vault, frozen or just sitting as skeletons forevermore, you think you should bury them anyways. (Buries Vault residents, Vault 111 unlocked for looting and expansion.) 1 Operations Dice
    -[X] Help the settlers of Tenpines Bluff (0/100): Preston has told you that he's heard that a settlement to the northeast, just north of the old abandoned Hanscom Air Force Base, has requested some help with an issue. He's suggested that both you and him, being the only surviving Minutemen, check it out. (Start quest 'The First Step')
    -[X] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone. (Speak with one settler of your choice.)
    --[X] Marcy Long
    [X] Plan: Finishing, energy, loot and robot.
    -[x] Private Alan Dixon, Commonwealth Minutemen (0/50): Alan has taken an interest in joining the Minutemen. However, you've noticed the few times that he's joined you, Jun, and Preston in exercises that he was able to keep up with all three of you, and even surpass the other two a bit. So the training he'll undergo to join the Minutemen is to mostly induct him into the current group structure. (Alan Dixon joins Minutemen, ???)
    -[x] Construct more hand-cranked water pumps (80/100): The current number of pumps is great for your needs, though it won't hurt to expand these pumps to every property in Sanctuary Hills. (Settlement produces more water. Cost 25 resources per dice.)
    -[x] Construct better defenses (87/100): The current defenses are great for protecting against a small raiding force, though not the best. Adding more materials to the walls, along with upgrading the guard posts, will help better protect the settlement from hostile attempts on it. (Defenses upgraded, Sanctuary Hills more resistant to larger invasions. Cost 35 resources per dice.)
    -[x] Basic windmill generator designs (0/100): Sturges has also taken interest in using wind to generate basic power for the settlement. While we currently don't have a need for power generation, investing into the area may help us later.
    -[x] Loot Concord (0/50): While the battle against the Raiders was brief, you noticed that Concord had some resources left to loot. If you and Preston walked in and went through some of the buildings you're bound to find something interesting to loot. (Gives 50 resources once complete, repeatable)
    -[x] Bury Vault residents (20/40): The former residents and employees of Vault 111 are dead. While you could let them stay in the vault, frozen or just sitting as skeletons forevermore, you think you should bury them anyways. (Buries Vault residents, Vault 111 unlocked for looting and expansion.)
    -[x] Talk with Settlers DC 20: While it is important to help build up defenses and train the settlers in how to fight off random bandits, it's also important to understand each other. As such, you'll talk to some of the Settlers of Sanctuary hills to get a feel for everyone.
    --[x] Codsworth
    [X] Plan: rolling out
    -[x] Private Alan Dixon, Commonwealth Minutemen (0/50): 1 Die
    -[x] Construct more hand-cranked water pumps (80/100): 1 Die
    -[x] Construct better defenses (87/100): 1 Die
    -[x] Basic windmill generator designs (0/100): 1 Die
    -[x] Bury Vault residents (20/40): 1 Die
    -[x] Help the settlers of Tenpines Bluff (0/100): 1 Die
    -[x] Talk with Settlers DC 20:
    --[x] Codsworth
 
[ ] Establish Chain of Command (4/250): As the Minutemen grow, and the amount of settlements it takes care of do as well, you need a proper Chain of Command, along with the underlying bureaucracy. Quite simply, you need to assign ranks to your current members, set up how to attain higher ranks for everyone, and create a unified system of documentation. Your immense experience in writing reports for the military pre-war will come in handy, along with your own experience with your old chain of command. (Establishes true ranks in the Minutemen, semi-unified documentation created.)
After this turn, we should work on establishing the chain of command early, get it all nice and set up so that we dont have to do every single thing ourselves like in the game and start delegating tasks to individuals. Unlike the Brotherhood, Institute or even the Railroad, every time I look at the Minutemen, I just feel......sad with their rag-tag equipment, staying in the ruined husk of a half century Fort they call a "Castle".
 
we dont have to do every single thing ourselves like in the gam
You do realize that's because as a First person RPG, the game only happens when you the player have stuff to do, right? It's not some actual issue with the Minuteman where only one person does everything.
 
The fact that there are Minutemen patrols that you can come across implies that there are other people doing stuff. It's just that you, as the main point of view, don't see it.

I vaguely remember that in one of the Ezio Assassins Creed games there was a system to send teams of assassins to locations outside of the game area to complete missions for money. It would've been better if the Minutemen operated like that. You send a Minutemen squad to, say, Hangman's Alley, and they'd complete whatever mission that sentiment had.

Plus it'd be a good way to include areas outside of the OTL Commonwealth area. Like having missions to the ruins of Providence or salvaging the Colt factories of Hartford. Endless potential for missions to be done "off-sceeen". It'd just need the construction of a long-distance radio system first.
 
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The fact that there are Minutemen patrols that you can come across implies that there are other people doing stuff. It's just that you, as the main point of view, don't see it.

I vaguely remember that in one of the Ezio Assassins Creed games there was a system to send teams of assassins to locations outside of the game area to complete missions for money. It would've been better if the Minutemen operated like that. You send a Minutemen squad to, say, Hangman's Alley, and they'd complete whatever mission that sentiment had.

Plus it'd be a good way to include areas outside of the OTL Commonwealth area. Like having missions to the ruins of Providence or salvaging the Colt factories of Hartford. Endless potential for missions to be done "off-sceeen". It'd just need the construction of a long-distance radio system first.
It's not something that a game like Fallout 4 was really equipped to have though. yes, something like the DA:Inquisition War Table would have been nice, but it would have required a substantive change to the fundamentals of the game.
 
After this turn, we should work on establishing the chain of command early, get it all nice and set up so that we dont have to do every single thing ourselves like in the game and start delegating tasks to individuals.
The minutemen consist of 3 people and we are about to get our 4th. I think the command structure can wait until we have at least double digit members.
 
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