I really do hope that this dlc is better than how they described it since it costs the same as,say, the Pitt.
If it really it is just a small robo-hunt,crafting and a mini-quest /location it'll really be an overpriced piece of disappointment.
I really do hope that this dlc is better than how they described it since it costs the same as,say, the Pitt.
If it really it is just a small robo-hunt,crafting and a mini-quest /location it'll really be an overpriced piece of disappointment.
Really depends on how they implement it. If they really did create a way of adding in limbs to an existing robot.. its well worth the price regardless of the rest of the content. If its just them creating separate robots to cover all possible limb combinations, I'd be far less happy.
If they allowed for the limbs being attached to a robot, without creating a new critter in the construction kit, it opens up a world of new modding ideas. From create your own monster mods, to flat out removing the players limbs and replacing it. And of course the obligatory new robot arms people could create. Tentacle robot monsters ahoy!
I'd say it's probably going to work more like Power Armour currently does. You'll have a robot frame, and you attached different pieces / mods etc. I assume they'll have different frames for several different robot 'starters', but hoping for anything more than that rather simple method is, in my opinion, a bit of a stretch
Yeah, I'm expecting a crafting station where we can mod robots the same way we do power armor or weapons - a Mr. Handy would have mod slots for each arm, paint jobs and voice options to go between Nanny, Handy, and Gutsy models, so on. Judging by the sentry bot in the screenshot, the amount of modifications we can make is fairly robust.
And in terms of quests: Broken Steel added three main quests, three side-quests, and three small unmarked quests. 3-6 quests, at least one new armor type (seen in the screenshot), one new weapon (lightning chain-gun in the description), and a huge amount of robo-customization options should be worth the money.
Fun fact: the same system they use to handle modded weapons and armors, object modifications, is already used for robots and other NPCs in the base game - it's how their breakable parts and different configurations work. Now we're just getting a way to tap into that, and a ton of options to customize with.
who will make a robot for every settlement?
Not me. Maby a few warden bots to whichever prison camp I send preston to.
After that, I will recreate all the robots from futurama and have them gather around a bar.
If I can, I'm totally building faction robots to station at every settlement. And populating Graygarden with nothing but robots!
Well if you really want to get into semantics, their exact words were plural: "Hunt them down and harvest their parts to build and mod your own custom robot companions." There's not enough info in the description to say we only get one robot companion, we definitively won't be able to build custom bots for our settlements, etc.
I hope they won't compromise settlement limits,
else I'm going to have to have some 'harsh conversations' with some settlers.
Depends on how you view dlc. I tend to look at them asset wise. It honestly doesn't matter to me how often they drop in vanilla, because I can adjust it up or down to taste. It'd literally be altering one or two variables depending on how they add the parts.
As for building normal robots, if they add it, it better be at best a side item of the mod, because pc users already have several mods that allow for building bots, placing them in settlements or using them as companions. Sure if your on a console, it might still sound nice, right up until you could have downloaded that pc mod for free and installed it on your xbox or ps4.
hey, maybe we'll get an option to race our robots against the ones at easy city downs -
that location sure looks like it was meant to do stg anyway
That would be great. With all the disappointment in East City Downs, this DLC would offer a great opportunity to make racing bots (assuming in the future racing at East City Downs would be allowed, which I highly doubt).
As far as the lightning chain gun goes, from my understanding of the text it's only a new weapon for robot companions. I would love to be wrong though. I'm definitely looking forward to what Automatron has to offer.
I will also create settlements full of robots, and further in the future I plan to create a team of robotic gladiators with the second DLC, each one with a different mod, color, type and voice.
I'll be mad if I can't give moving legs to turrets
Like Starcraft Spidermines?
You did notice that turret would need a big movement aparatus (motor, gear, ...) which would deviate the cost factor a turret is built for?
That'd be pretty cool having a speedy multi limbed mobile turret as a companion. Stealth would go out the window but then it usually does with most of the other companions anyway.
I wonder if we can put our hybrid Assaultrons in the new Arena we build
I'd rather have those spider mines from Operation Anchorage. Just drop those things like regular mines, and they crawl to the bad guys!
Damn. Now I remember Roland and Axton from Borderlands with their companion turret. I hope I can make something similar!
Regular mines? Why not just make it into Cryo Mines? lol