Revuu Posted December 16, 2015 Posted December 16, 2015 I'm throwing together some ideas, suggestions and comments I've seen around the place and putting them into one thread. Then building on them, and putting in my thoughts. More heads are better than one, and ideas tend to sprout other ideas once they're put close enough to each other. So, let's grow this idea-tree! This thread is for BRAINSTORMING potential mod ideas and functionality, but not outright mod development or requests. All feedback, further suggestions, ideas, possible flaws, limitations and criticisms welcomed and actively encouraged. So, that in mind, it seems the ideas, suggestions and comments can be split into three distinct groups: quality of life, buildings, immersion and functionality. I'll stick down a post after this for each of those sections (because I'm a tad obsessive over thread organisation) and try to keep them up to date with any further ideas that I come across on this thread, website or elsewhere. As I've added peoples suggestions to this, it has also become clear that many of these requests and ideas involve features already involved elsewhere in the game that are absent from our settlements (protectrons, ceiling turrets). POTENTIAL SPOILERS GALORE not major plot spoilers, but still spoilers about game lore at least this way I warned you
Revuu Posted December 16, 2015 Author Posted December 16, 2015 Quality of Lifethe little things matter Settler ManagementApart from manually dressing up Settlers and using some rather clunky existing mods, there isn't a streamlined way of assigning your settlers roles at all. And god FORBID should you try to find who hasn't got a job unless they're all lined up by the farm to show the glows. So, some ideas... Assign Names These could be based on their currently assigned role within the settlement, or genuine randomly generated human names for NPCs. Useful Terminals Apart from making pixel-pictures with glowboxes there isn't any real use for computer terminals. However, terminals could contain records of your Settlers and what they are assigned to. This would suddenly make terminals actually USEFUL, especially in larger settlements. Potentially gave it with the same perk needed for shops. Clothe Yourselves Have some sort of box of gear that settlers will clothe themselves from, rather than having to assign it to them manually. For bonus points, have different boxes for different roles within your Settlement: guards pull from a different box to farmers and so on. Arm Yourself The same as above, but with weapons. Arm Yourselves for Battle Suggested by Nutluck. Settlers only arm themselves when it's time to defend the base. Maybe trigger this with the Siren? Wall Snapping and Collision There isn't much to say on this. It's so bloody awkward. It doesn't happen when you need it and refuses to stop happening when you don't want it. The best option I can imagine is some sort of keybind / modifier to toggle it on and off. However, as mods go, this is less of a "mod" issue and more of a game-fix. Wall and Ceiling Turrets Be able to stick turrets on walls and under ceilings. Through-Wall Power Connectors A power connector that allows power to go through a wall, basically appearing as a nozzle on either side.
Revuu Posted December 16, 2015 Author Posted December 16, 2015 Buildings and Settlements we forgot how to build Faction FlavourThis section ties strongly into the section in Immersion under the same name, but I'm keeping them separate. This section is about props, the other section is about AI. Basically, if you get far enough down a faction's plotline, you should be able to start building objects and whatnot from that faction. Build Faction Bases Becoming a member of a faction could allow you to build with props 'flavoured' to them, potentially building your entire settlements to be a base for one of the major factions. Sadly, while some mods DO allow you to use faction style props, they tend to be absolutely enormous placeables ripped from elsewhere in the game: stuff like the Brotherhood wall around the Cambridge Police Station. There aren't any walls to build with or doors, or generic Brotherhood 'clutter'. Better Building PartsI know the world's gone to shit, but I struggle to believe that we've managed to completely forget how to nail wood together WITHOUT giant gaps. Wall Tiers Different tiers of walls, ranging from basic "Let's just make a box that keeps most of the wind off" to "let's make a house". Higher 'tiers' of walls, roofs etc cost more materials but look better. Low Tier: Most of the existing building materials. The 'patched up' looking wooden walls. Mid Tier: Rough around the edges, but actually homely looking. The 'solid wood' looking walls and floors. High Tier: Brick / breezeblock walls, roofs without holes in them, painted / plastered walls. Interior Doors DEAR GOD, why isn't this a thing already? The only existing doors seem to be exterior only. Some mods (Greenhouse) CAN provide interior doors, but they seem to grow weird collision glitches in the area around them. Central Doors: Doors in the centre of their 'wall' piece. Side Doors: Doors to the side of their 'wall' piece. Intended for single-cell rooms etc with the bed to one side. Half-Width Walls Increased building flexibility, when you don't want a gap as wide as one wall segment. More SettlementsMore 'flavourful' settlement locations. Interior settlements, in areas such as metro stations, old shopping malls, abandoned vaults or even cave systems. Interior Food Production - Already ExistsThere are already mods existing which allow you to plant inside with planters, like the robot greenhouse place. These could combine well with interior settlements. Props and Doodads OCDecorator already has this partially. This mod allows you to place down various 'flavour' items (plates, foods, etc) while making them static so they can't be knocked over once placed. Sadly, this mod only allows you to place items you OWN, such as plates etc stored in the junk section. (Which have a tendency to be consumed when building). Buildable Props: The ability to build little bits of props and flavour. Bowls of noodles, plastic spoons, pillows for beds, folding hospital screens, IV drips and even bushes. Build yourself a hospital, a child's play-room, a cafeteria complete with food preparation, or a graveyard. Weapon Racks: This already exists as a mod on Nexus, but it's still something I feel should be in any settlement. Sometimes you don't want to get rid of your old legendary weapons, and display them as trophies. Or maybe use these racks for the settlers to arm themselves from. Armor Racks / Manequins: Same as weapon racks. Usable Shelves: Just like in Skyrim, put your stuff on shelves. But, maybe have the option to make them static once they're up there.
LeFlemard Posted December 16, 2015 Posted December 16, 2015 Would be cool if settlers could actually build somethings, make it takes longer to build something too (muh realism!). For faction flavour, apparently minutemen have a special defense unlocked when you progress that path. For railroad, maybe a sniper tower ? BOS : helipad thingy ?
Revuu Posted December 16, 2015 Author Posted December 16, 2015 Immersion this isn't an RTS Alter Build CapsAs people have mentioned, you seem to have two choices: You can have a wall around your settlement, defenses and some beds... or you can make actual homes for your settlers. Unfortunately, due to the limitations of the build meter, you don't have space to build walls AND have kitten pictures on the walls. Exclude Decorations Exclude non-functional decorations from the build-cap of a settlement. Re-Weight Placements Potentially change the 'weighting' of items towards build cap (depending on how it works). Walls and floors cost more, tables, chairs and pictures cost massively less. Bring the FamilySettlers include children and the elderly, although these occur far more rarely. Maybe also dogs, which increase defence? Kids are Happy Children might produce less resources than adults, potentially not being allowed to take guard roles. However, having kids in your settlement boosts happiness. It's like the world isn't such a crap place if you can give kids a good home! Oldies Know Stuff The Elderly might be better at teaching and passing on knowledge (see Functionality). Otherwise, they're just like every other settler. Village LifeAssign certain areas of your base to be certain areas. Cafeteria / Bar: Settlers congregate in this area at dawn and dusk for breakfast and dinner. Maybe even lunch (although Fallout time runs so fast they'd probably never leave if you did that). It could function off a modified Food/Drink stall, added to look like a bar. Showers: Areas containing baths, toilets or sinks are automatically assigned as bath areas. Settlers occasionally go there in the morning/evening to wash. Being able to wash makes settlers happier. If you have a nude mod installed, you'd get to see them nude. Rest Room: Assign an area as a 'chill out' room (Cafeteria used by default otherwise). Sofas, books... Bunk Room: Settlers automatically sleep here by priority, only sleeping elsewhere if all the beds are taken or they are assigned. I'm fed up of Settlers sleeping in my bed! Others: At some point, strip clubs and sex dungeons are inevitable. Mechanics: Some sort of placed floor object with a 'zone' around it, designating the area as Cafe/Bar/Rest/Bunk/Whatever. Kind of like Dwarf Fortress, but with less insanity. Feng Shui HappinessDecorating with 'higher tier' objects (and having decorations at all) increases settler happiness. Everyone loves pictures of cats and clean beds. Faction PopulationsHave the option to populate your base with members of factions, rather than generic Settlers. Want to make a forward base for the Brotherhood? Sure. A surface lab for the Institute, populated with synths and scientists? Go for it. Traders WelcomeActually have people visit your Settlement if you have traders set up. This also makes people happier. Feed the BrahminBrahmin bath-tubs contain food, or some sort of weird icky green slurry anyway. Brahmin themselves also need to be purchased (or found in the forest and sent to bases). Also, MonsterFish's idea to breed Brahmin for calves and milk... or "slaughter the fucker" for beef.
nutluck Posted December 16, 2015 Posted December 16, 2015 Like the idea's I would add to the clothing/arming part. Have it so settlers walked around dressed how they should but during a raid or attack, they run to a box and grabbed armor and weapons and would use them until the attack was over. Then would go return the items to the box and look the way they normally do just around the settlement. Then I think adding buildings such as bar's, strip club, restaurant/cafeteria, bath house and have the settlers use them. All such buildings would increase happiness for the settlement and you could assign people to work the first three. But have the settlers use the restaurant/cafeteria 2-3 times a day for meals, the bath house once a day either in the morning or at night and then once the sun sets have most of them go hang out at the bar/strip club. to make the place feel more alive.
Revuu Posted December 16, 2015 Author Posted December 16, 2015 Functionality make them work Settler Skills, Dwarf FortressSettlers have different skill levels, resulting in different efficiencies when given different roles within your Settlement. Some may even have special 'perks'. A high level farmer produces more food than a low level farmer. A high level guard provides more defence, becoming more efficient than low level turrets. Level Skills: Over a long period of time assigned to a certain role, settler skills in that area level up. Settler Perks: Some settlers have special effects. Maybe some boost the happiness of others. Some others may be particularly likely to return with rare items from scavenging (instead of the flat multiplier from levels). Examples: Medic: decreases chances of settler death in raids. Ray of Sunshine: makes settlements happier. Lucky: Chance to scavenge additional rare materials. Elder: See Elder Knowledge. Sharing Knowledge: Settlers with a high level skill in one area will share their skills with those assigned to the same duty (providing an experience bonus multiplier, basically). Elder Knowledge: Elder settlers teach far faster when assigned to roles, but are more likely to die in raids. Passive Protection: Settlers with a level above basic for guarding always provide a +1 defence to a base, even if they're farming. Settler Preferences: Some settlers prefer some jobs to others. Placing them in their preferred job makes them happy. Putting them in a job they specifically dislike makes them unhappy. Gather and ScavengeSend Settlers out to gather from the area around your settlement, with the materials gathered depending on where your settlement is. Rural Settlements: Scavenging for materials in rural areas gives herbs and wood. Urban Settlements: Scavenging in urban areas gives metals and potentially concrete. It may also increase the chance of Raids. Mr. Extremely Handy, Mods Without PerksTaking an example from the Garrison mini-game of Warlords of Draenor, devoting real time and resources into your settlements should give you some actual beneficial rewards. Yup, enchants and gems! I mean, erm... mods. Mr. Extremely Handy: After getting your settlement to a certain level, one of your scavengers 'finds' a blueprint while out scavenging. It's a blueprint for a Mr. Extremely Handy! Mr. Extremely Handy can craft high level mods, even if you yourself cannot craft them. Upgrading M.E.H, Ranks: Upgrade disks can be found by your scavengers for M.E.H, allowing you to upgrade his 'perk' scores to increase the mods he can make. M.E.H Limitations: M.E.H mods cost more materials than normal player crafted materials. He probably also needs fusion cores to power him when he makes them. Faction TransportationDepending on which faction you have sided with (okay, I can only think of stuff for Institute and BoS), you can access their special mode of transportation between bases with their specific item built. Brotherhood Vertibirds You can have Vertibird landing pads in some of your bases. Vertibirds will always be available in any bases assigned as BoS bases (see Immersion). As with standard Vertibird flight, you can command them to land mid-flight to drop you off wherever you are. Careful choices of settlements and vertibird pads allow you to pretty much criss-cross most of the world and get anywhere without using actual quick-travel. This could potentially supply you with the convenience of rather-quick travel without immersion breaking from actual teleport-quick-travel. For settlements with heli-pads but not assigned as BoS bases, you can press a button to summon a Vertibird (as if you'd used a smoke), and need to wait for it to arrive, if one is free. Otherwise it's a bit immersion breaking for even your shitty outback bases to have Vertibirds all the time. And also prevents vertibird humping if you quick travel there. Institute Teleportation Use the Institute Teleportation between bases with the technology installed. Again, quick travel for a game with quick-travel disabled. Minutemen Artillery I dunno, load yourself in? Railroad Something If the other two factions have quick-travel, I feel like the Railroad should too. I just can't think of anything unique to them - maybe you sit on a Synth's shoulders as they sprint off? Limitations Both of the above would likely require a certain amount of settlers in a base to function, or a lot of electrical power to maintain. This limits you from just slapping a teleporter or pad down in every settlement. Faction Base LimitationsIn assigning a base entirely to one faction (e.g. Brotherhood base - no settlers, just Scribes, Knights and whatnot walking around), you gain some limitations. Brotherhood / Institute 'settlers' refuse to farm. It isn't their job. Food must be supplied via supply routes to your other bases. Alternative ProductionProvide alternate ways to increase base resource output, speficially food. Cooking Mama: NPCs can use stoves / cooking crafters when assigned to provide a bonus in food, perhaps a multiplier on the current food output. So, at higher levels of food, cooking actually produces more than more farmers. Fishy Fishy: Fishing stations. Probably only works on rivers or by the sea. That pond in the Drive Thru won't have fish. Raid-o-MeterRaids can no longer be staved off by having high enough defence. As your settlement's value grows (adding nice stuff, see building tiers earlier), raiders start to look jealously at it. Scavengers attract unwanted attention as they find you materials. As time progresses and good stuff happens, the chance of raiders attacking in the next X hours / days increases. Eventually, someone is going to attack. Lead the ChargeTake a load of your settlers / comrades out to neutralise nearby raider camps. Doing this lowers the chance of incoming raids, as mentioned in the Raid-o-Meter. High Raid-o-Meters can cause nearby Raider camps to respawn faster. Land FertilityDepending on settlement location, crops produce more or less. Fertile Land: All the settlements marked as 'Farms', unless covered by other variables. Average Land: Your general rural settlements. Sanctuary, Covenant Poor Soil: Anything too close to the Glowing Sea, settlements within urban areas (e.g. Hangman's Alley). Upgraded Guard Posts Through perks (Gun Nut, Scientist, Armorer) gain the ability to construct different types of guard posts with different weapons, manned by settlers. As they are manned by settlers, I feel they should either give MORE defence than the turret equivalent (as they are a greater investment), or cost less to create. Mini-gun Guard Post: Unlocked with Gun Nut (rank 2). You can now build guard posts now have a minigun (like Vertibird miniguns) Gatling Laser Post: Gun Nut (Rank 3) + Science (Rank 1). You can build guard posts with Gatling Lasers. These require power. Plasma Gatling: Gun Nut (Rank 3) + Science (Rank 3) Potentially the final tier of Guard Post? Shielded Post: (Armorer, Rank 2, Gun Nut Rank 2) A variant of any of the above posts. This post has higher walls around the sides and around the gun to protect the guard, along with slits to look through. Protectron Placeable protectron pods / protectrons around the base, triggered to spawn / attack if enemies trigger your search lights... making searchlights actually useful.
Guest MonsterFish Posted December 16, 2015 Posted December 16, 2015 I'd like to be able to place down terminals that are exactly the same as a 64 bit computer so I can play Fallout 4 on Fallout 4. And then while playing Fallout 4 on Fallout 4 I want to be able to play Fallout 4 on Fallout 4 on Fallout 4. And then I'll play Skyrim on Fallout 4 on Fallout 4 on Fallout 4
Revuu Posted December 16, 2015 Author Posted December 16, 2015 Would be cool if settlers could actually build somethings, make it takes longer to build something too (muh realism!). For faction flavour, apparently minutemen have a special defense unlocked when you progress that path. For railroad, maybe a sniper tower ? BOS : helipad thingy ? Like the idea's I would add to the clothing/arming part. Have it so settlers walked around dressed how they should but during a raid or attack, they run to a box and grabbed armor and weapons and would use them until the attack was over. Then would go return the items to the box and look the way they normally do just around the settlement. Then I think adding buildings such as bar's, strip club, restaurant/cafeteria, bath house and have the settlers use them. All such buildings would increase happiness for the settlement and you could assign people to work the first three. But have the settlers use the restaurant/cafeteria 2-3 times a day for meals, the bath house once a day either in the morning or at night and then once the sun sets have most of them go hang out at the bar/strip club. to make the place feel more alive. I was getting to those parts. I can't type fast enough to get it all in AND organised! Good point about the happiness, though. Providing my settlers with toilets and showers SHOULD make them happier. I know I prefer not having to crouch in bushes. And assigning areas to certain roles to areas would be cool, too. Probably some sort of sign you place on a wall / floor that designates an area as "cafeteria"? (Build a torture room, assign it as night club.) I'd like to be able to place down terminals that are exactly the same as a 64 bit computer so I can play Fallout 4 on Fallout 4. And then while playing Fallout 4 on Fallout 4 I want to be able to play Fallout 4 on Fallout 4 on Fallout 4. And then I'll play Skyrim on Fallout 4 on Fallout 4 on Fallout 4 How do you know you aren't already, plugged in at the Institute as an experiment?
Guest MonsterFish Posted December 16, 2015 Posted December 16, 2015 Okay here's a serious one. I dno if this falls under any of the ones you've already put, if anything it'd fall under the 'weighting' part. I started a new game and was about 6 hours into it. It was pretty late at night and I was around Red Rocket Truck Stop. Now I don't really like the night since you can't see jack shit so I decided to wait a little. Problem was that I couldn't find a bed or a chair to wait till morning and I couldn't be bothered to walk to Sanctuary or fast travel there. It was a new game remember so I had barely any materials on me nor had I established a trade route. I looked into making a bed, just enough steel but zero cloth, I needed 5. Looking around a little, I find something - It's 2 cigar packets. Yay, I'm saved from having to walk to Sanctuary. And as I lay there in my comfortable bed waiting for the morning to come, it dawned on me. I JUST MADE A FUCKING BED OUT OF 2 CIGAR PACKETS WHAT THE FUCK?
Revuu Posted December 16, 2015 Author Posted December 16, 2015 Okay here's a serious one. I dno if this falls under any of the ones you've already put, if anything it'd fall under the 'weighting' part. I started a new game and was about 6 hours into it. It was pretty late at night and I was around Red Rocket Truck Stop. Now I don't really like the night since you can't see jack shit so I decided to wait a little. Problem was that I couldn't find a bed or a chair to wait till morning and I couldn't be bothered to walk to Sanctuary or fast travel there. It was a new game remember so I had barely any materials on me nor had I established a trade route. I looked into making a bed, just enough steel but zero cloth, I needed 5. Looking around a little, I find something - It's 2 cigar packets. Yay, I'm saved from having to walk to Sanctuary. And as I lay there in my comfortable bed waiting for the morning to come, it dawned on me. I JUST MADE A FUCKING BED OUT OF 2 CIGAR PACKETS WHAT THE FUCK? FEV mutates 'cigar' sizes too.
PrettyInBlack Posted December 16, 2015 Posted December 16, 2015 It would be very nice, if we could assign the inhabitants to their houses so that they enter only those buildings and keep out of the others - especially out of my home. To my mind Bethesda exeggerated the end times theme in to many aspects. Looking around you might think the war happend some weeks ago instead of 200 years. Did the people really forgot how to use 'complex' tools like brooms, needles or saws? The extreme raider style might fit some wastelanders, but 'normal people' like our settlers should be willing to do it better and to live civilised. Perhaps it would be possible to adjust their outfit, their housekeeping and the like in accordance to the size and the moral of their settlement automatically. Starting a settlement in rags and out of scrap might be fine, but there should be a visible improvement.
Guest MonsterFish Posted December 16, 2015 Posted December 16, 2015 I'd like to play the opposite side of the tables. To play a raider leader, a brotherhood knight or an institute scientist that goes and sends their minions to attack the railroad and the minutemen. I'd like to join in on these raids and decide who to send like how you did in the Fallout 3 Operation Anchorage DLC.
LeFlemard Posted December 16, 2015 Posted December 16, 2015 I'd like to play the opposite side of the tables. To play a raider leader, a brotherhood knight or an institute scientist that goes and sends their minions to attack the railroad and the minutemen. I'd like to join in on these raids and decide who to send like how you did in the Fallout 3 Operation Anchorage DLC. So something like assault mod ? (which remind I still didn't play with the skyrim civil war overhaul addon with siege weapons) For raider special build weapon, why not a mini catapult ? crude, but can still be powerful!
Revuu Posted December 16, 2015 Author Posted December 16, 2015 Working to include all these suggestions in the post. Just having to hurriedly close the window each time someone walks into my room. Grr.
Guest MonsterFish Posted December 16, 2015 Posted December 16, 2015 Damn they might confuse your ideas for settlement improving for porn or something.
Revuu Posted December 16, 2015 Author Posted December 16, 2015 Damn they might confuse your ideas for settlement improving for porn or something. ... that's actually a good point. So long as I'm not sitting in the Adult Mod section, I should be fine! I just feel real shifty. Mostly because I should be job hunting, but really, who the hell recruits 9 days before Christmas? There'll probably be fuck all until after New Year.
Guest MonsterFish Posted December 16, 2015 Posted December 16, 2015 Land Fertility Roger at the Warwick Homestead will say that the land is the best in the Commonwealth and great for growing crops. BULLSHIT! The crops there are worth exactly the same as any other crop and grow at exactly the same rate. I propose to change that and have certain settlements having more food come from those crops than others. Places near the Glowing Sea would yield little to no crops whilst place near scrapyards and sewage plants yield more crops due to more fertile soil. Really improve the need for trade caravans from one place to another. While we're on trade caravans I don't like that trade caravans somehow are instantly able to share food, and that food/water isn't decreased when you set up a caravan for food or water. Or that food and water caravans aren't 2 separate entities. In Fallout 3 water brahmin looks different, they had big sacks of water strapped to their sides rather than having to hulk around boxes filled with what I presume is food. When you send a new caravan out, shouldn't it decrease the settlement your sending it out froms resources? And if the caravan has to travel all the way across the map, why is it instaneous that the receiving settlements supplies go up. What if we could do something like increasing the receiving ends supplies by a certain amount (Choose the amount to send via a terminal?) and then have it tick down every hour or so. And for that matter. Why is it that Brahmins just 'Show up' when you set up a caravan. And why don't Brahmin have their own needs to tend to? You give them a bathtub... with nothing in it and suddenly they're happy. You could be able to buy Brahmin and be unable to set up a caravan (Or not have as much inventory space in that caravan), give them some food and water to make them happy or they'll die of starvation/thirst/run away.
Revuu Posted December 16, 2015 Author Posted December 16, 2015 I don't like that trade caravans somehow are instantly able to share food, and that food/water isn't decreased when you set up a caravan for food or water. Or that food and water caravans aren't 2 separate entities. In Fallout 3 water brahmin looks different, they had big sacks of water strapped to their sides rather than having to hulk around boxes filled with what I presume is food. When you send a new caravan out, shouldn't it decrease the settlement your sending it out froms resources? And if the caravan has to travel all the way across the map, why is it instaneous that the receiving settlements supplies go up. What if we could do something like increasing the receiving ends supplies by a certain amount (Choose the amount to send via a terminal?) and then have it tick down every hour or so. Or, and this is ambitious... rebuild the entire food/water system. Or rejig it a little. Have a record of STORED food and water. Potentially also build stuff TO store this. Powered fridges, anyone? 1] Food from the fields goes to the stores, food from the stores goes to settlers. Food production equalling settler amount means no net gain or loss of food. 2] Food production UNDER settler amount, but with plenty stored, means you can go for a while with your settlers set to scavenge rather than farm. 3] Food production ABOVE settler amount stocks up the stores. Anyway, sending a caravan depletes your stores, and if the caravan is lost then no-one gets any of those resources back. Once it reaches the other end it deposits the resources in the target base. Food depletes over time. The main problem I'm seeing here is how to work out the following... a] How much a caravan takes b] How long the caravan takes to travel c] How frequently it can travel d] What happens if the target can't take the food? Potentially, with the above you could end up with spam-caravans constantly taking food and losing it because the target can't store it. It just slurps through your stores and holds food out of reach. I did wonder if the caravan could take EXACTLY what the other settlement needs to fill its supplies (up to a certain limit), when left automated. Because it needs to be automated, otherwise you'd be constantly poking at it. (Or not? Depends how big food shipments could be.) EDIT: Raider attack change increases with food stocks. Raider attacks also remove food from stocks (either by damaging it or outright stealing it).
rtrd Posted December 16, 2015 Posted December 16, 2015 I'm not sure which one goes in which category so I'll just post them as is: - A menu where you get an overview of the settlers and the assignable resources, who's assigned to what, who isn't assigned, and what isn't assigned - and from there you can assign and reassign. (there's actually a tone to be done here, look at any tycoon game for improvements) - Possibility to create a town. Outsiders are actually visiting the shops and whatnot. Maybe not just a happiness meter but also an attractiveness for outsiders to come visit and earn the town money. - Possibility to mark out areas where the settlers build themselves - I'm not a dictator with trust and micro management issues, I'm a part of a collective (but still the boss of course). Not limited to ordinary house building, if you let's say upgrade to a town they can build shops and hotels. Which brings me to the next one: - Be able to build hotels, or rent-out accommodation of some sort. - Change the way shops can be made. Build a tavern, and make that whole building a tavern. - Maybe some kind of fear/respect meter. I've built the whole settlement on my own while the others have done jack shit, they got pipeguns and 5 bullets each, I a military grade arsenal, so if I decide to execute a settler for being a dumbass I'm not expecting every single settler to turn on me in a second and without a doubt - even though I've brought them protection and are extremely more powerful. <- You can put that under Immersion. And the last one is also an immersive one: - Got 5 wood. Think wall. Wall magically appears. Point being building doesn't happen in a nanosecond, you place a wall, or several walls (that will stand there semi-transparent) and then all your none-assigned settlers will start building it, and in x time all the wall will be built. Like in the way things are built in real life.
Guest MonsterFish Posted December 16, 2015 Posted December 16, 2015 And for that matter. Why is it that Brahmins just 'Show up' when you set up a caravan. And why don't Brahmin have their own needs to tend to? You give them a bathtub... with nothing in it and suddenly they're happy. You could be able to buy Brahmin and be unable to set up a caravan (Or not have as much inventory space in that caravan), give them some food and water to make them happy or they'll die of starvation/thirst/run away. Bump cus people might have missed it. Sorry if I'm rambling a little. But the Settlements in Fallout is basically my biggest annoyance in the game.
Revuu Posted December 16, 2015 Author Posted December 16, 2015 - A menu where you get an overview of the settlers and the assignable resources, who's assigned to what, who isn't assigned, and what isn't assigned - and from there you can assign and reassign. (there's actually a tone to be done here, look at any tycoon game for improvements) Got that one under Quality of Life, ideally linking it in to build-able terminals within the base (which are currently pretty useless). However, a full on UI for assigning it quickly rather than using in-game computers would probably be faster, if less immersive. Actually, this just gave me another idea. A buildable desk covered in paperwork. When you sit down at the desk, a UI comes up where you assign peoples roles. However, the UI takes the form of a paper folder, and you navigate it via 'tabs' on the side (like Skyrim books). There'd be a page for resources and vacancies, and a page for settlers. On the Settler page, you have 'tick boxes' beside settlers names. Tick the boxes to assign them to roles from your office desk. - Possibility to create a town. Outsiders are actually visiting the shops and whatnot. Maybe not just a happiness meter but also an attractiveness for outsiders to come visit and earn the town money. Added in Immersion, people actually visiting your shops. But I think towns are outside the scope. I mean, I tend to build towns anyway (Sanctuary), but not ACTUAL towns? Do you just mean it functioning in the world like a town? - Possibility to mark out areas where the settlers build themselves - I'm not a dictator with trust and micro management issues, I'm a part of a collective (but still the boss of course). Not limited to ordinary house building, if you let's say upgrade to a town they can build shops and hotels. I can't imagine the AI being able to handle that. I mean, they can't even walk inside shipping crates to find beds. Also, it's hard enough finding flat spots to fit buildings in a lot of settlements - imagine the bugs! - Change the way shops can be made. Build a tavern, and make that whole building a tavern. Sadly, placing the large prefabs (like that giant metal one) is SUPER awkward unless it's completely flat terrain. You either end up with massive parts floating in the air, or not able to place it at all. - Maybe some kind of fear/respect meter. I've built the whole settlement on my own while the others have done jack shit, they got pipeguns and 5 bullets each, I a military grade arsenal, so if I decide to execute a settler for being a dumbass I'm not expecting every single settler to turn on me in a second and without a doubt - even though I've brought them protection and are extremely more powerful. <- You can put that under Immersion. Full commissar? Maybe it'd give a temporary attack / defence buff, but massively lower happiness? Also purges heresy. And the last one is also an immersive one: - Got 5 wood. Think wall. Wall magically appears. Point being building doesn't happen in a nanosecond, you place a wall, or several walls (that will stand there semi-transparent) and then all your none-assigned settlers will start building it, and in x time all the wall will be built. Like in the way things are built in real life. I can sort of see this... except I spend a LOT of time building my base, and a lot of the time things don't look like I expected when I put them down. Or they bug out at the last minute when I click. I don't think it would be beneficial to have to wait for things to build, only to find out the placement was buggy and tear it down again. And for that matter. Why is it that Brahmins just 'Show up' when you set up a caravan. And why don't Brahmin have their own needs to tend to? You give them a bathtub... with nothing in it and suddenly they're happy. You could be able to buy Brahmin and be unable to set up a caravan (Or not have as much inventory space in that caravan), give them some food and water to make them happy or they'll die of starvation/thirst/run away. Bump cus people might have missed it. Sorry if I'm rambling a little. But the Settlements in Fallout is basically my biggest annoyance in the game. Can't stand to see so much potential squandered, eh? WTB Dwarf Falloutress. Hmm... regarding Brahmen, could we maybe capture them while out exploring? Press E on them, drag them back to the road, send up a flare... a Minuteman runs down the road to collect it and asks where it's going? Or just... Press E, acquire cow. Probably easier, and less script shenanigans. Also, buy them from traders and caravans. Trade caravans now have extra Brahmen following them. [To be honest, this might end up being more inconvenience and trouble to people than it's worth - half way through an epic base and suddenly you need to hunt down a mutant cow in the woods. But, the troughs definitely need SOMETHING in them. Silage, maybe? And agreed with buying them.] EDIT: Sweet Jesus Monster Posts! If the 'food storage' idea works out, Raider raid size and chance could be increased according to your food stock levels. Also, raids could decrease your stock levels - because the bastards threw infinite molotovs at your fridges.
Guest MonsterFish Posted December 16, 2015 Posted December 16, 2015 Got bored of crashing Skyrim every 12 seconds, decided to nuke it and reinstall with Mod Organiser rather than NMM and got bored of waiting. Made this in the process with my MLG MSPaint skills. Also Minutemen Artillery Not just limited to the Castle. TBH, not used it in-game much, so I can't really talk. It isn't limited to the castle... you can place artillery down anywhere that's a settlement.
Revuu Posted December 16, 2015 Author Posted December 16, 2015 It isn't limited to the castle... you can place artillery down anywhere that's a settlement. =O FO SRS? Sweeet! Fixed, now you can load yourself in to the Artillery for fast travel.
Guest MonsterFish Posted December 16, 2015 Posted December 16, 2015 Oh well you know focus on that rather than the thing I spent an hour on. NAW WE HAVE FUN!
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