conceptidea: special settlements

Post » Tue Jan 19, 2016 4:58 am

I love building settlements up just what you can do with them is epic, though they seem lacking when you consider them compared to other settlements. this is mostly cause no mater how you build your settlement it is just an over glorified farm. For this reason I suggestion/request the ability to specialize settlements





For this idea there will be 3 specializations. Each settlement can have one specialization and each specialization changes how the settlements work drastically.




main ways to speciallize



FARM


how to get base: make a large field, water 20x, choose FARM specialization (while large field is considered part of this, it can be placed outside just loses its 2x bonus for food)


bonuses: 2x food production, 2x water production -25% security from security buildings.


point of FARMS, farms are your main supply lines for food in water, a single farm will automaticly supply near by settlements with food and water giving a 20% food and water bonus to any settlement in range.



unique buildings



large farm


a large field is a malleable craft that places a farm land block this block allows placement of a large amount of food and produces 2x what it normally would.


size: same as a ground base


productions (these are base production not the doubled, planting in farm its self doubles production farm special adds another 2x)


carrots: requires 8, produces 8 food


razor grain:: requires 4, produces 4 food


tato: requires 8, produces 8 food


mutifruit: requires 4, produces 8 food, requires 4 water (As doesn't have the doubles work part)




barn


a prefab build that holds upto 8 of the cows, when built your citizens will slowely buy cows to fill it, produces calves, milk, fertilizer. (so leather, and meat is produced)


note: pins can be created requires 3 to start geting leather and meat two will be filled the third will hold calf until grown. the barn will hold max 5 advlts and 3 calves.



Minuteman post


note: requires taking of the castle


info: adds 4x defense, is a post that holds two 3 crank laser muskets and several rounds of ammo. this is basicly a small item that can go in any building. If outpost is attacked or has a problem two settlers will equipt minuteman equipment and help with defense or the raider kill objective. (basicly gives 2 followers max 6 assigned per settlement, people assigned to this can be assigned to other tasks.




farm handy station


info: build a small recharge station for a mister handy, note to unlock this must open the general atomics area and have robotics 1. farm handy does the farm work of 3 settlers, allowing you to focus the settlers on defense.



Supply caravan point


info: allows you to assign 3 settlers to supply caravans 2 will act as guards (equiping minuteman gear) and the 3rd as the supplier. these settlers will supply up to 5 settlements with food and water and yes this can stack to allow you to ignore food limitations, unlike supply lines this gives a 20% bonus to food given.





specialization two




MILITARY


to get base: join BoS reach rank of paladin, then just select it. (alternatively take the castle)


bonus: +50 outright to defense, also allows construction of armories which will automatically arm and armor settlers.


special: guards from these settlements will move to defend near by settlements.



unique buildings



ARMORY parts


info: wall and floor placements, allow storage of weapons which settlers will use.



Ammo box


info: a resupply point, is filled with ammo, if a defender runs out of ammo at a military base they will head to an ammo box and gain 3 reloads.


background: connections with the BoS means a healthy supply of bullets and fusion cells use them wisely. (does not supply railroad spikes, cryocells or fusion cores)


to build: costs 10 wood and 1k of any none explosive ammo type, for missiles costs 500.




weapon rack


info: a standing weapon rack like http://www.dlsweaponsystems.com/images/HD-EWR-80_M4.jpgsupplies all settlers with one of 3 weapons each version has its own requirement


1: .45 rack, supplies .45 automatic rifles. (Is more or less minimal requirement of an armory) requires gun nut 2 and 10 short automatic rifles.


2: laser rifle rack supplies standard laser rifles, requires science 2 and 10 long laser rifles


3: plasma rifle rack, supplies plasma rifles, requires science 4 and 10 plasma rifles (meaning you have to mod)


4: heavy weapons rack, supplies a single gattling laser, requires a single gattling laser, science 4 and sentinel rank.


note: 1-3 arm 10 settlers while 4 only arms one.


advantage: the racks allow you to arm settlers wiht out having to give each one the guns, also weapons armed from weapon racks will collect ammo from teh ammo boxes above while manual armed settlers will not.



Armor station


info: a row of lockers (4x) with combat armor in them. settlers tasked to defend will use combat armor from the station and even upgrade their personal armor over time. comes in three types, light (chest, shoulders), medium (full medium) and heavy (full heavy).


note: through this you may eventually see unique armors created by some of the named settlers like the vault teck ghoul making a vault tec themed armor which you can trade for.



power armor station defensive


info: a special power armor station that allows you to assign a guard to it. gaurds assinged to this will equip the power armor if the settlement is attacked.




Vertibird landing pad


info: only one per settlement with this specialty, allows for the player to call a vertibrid to the area with out use of a flare, also allows the BoS to send troops to the area when it is attacked.



vertibird permit


info: bought in the pridwin after completing the story for either the minutmen or BoS, costing 500,000 caps this lands a bird on the landing pad that acts as a personal craft and will defend the settlement in combat, you can task 6 settlers to it. 2 pilots (1 requires, second doubles health) 2 door gunners (one for each side) 2 drop soldiers


notes


1. unlike BoS ones your one will land once its health hits 10% and will be out of the fight for upto 8 days for repairs by its assigned crew (2 days at max crew)


2.the bird can be upgraded the following are its upgrades



powered armor plating: quadruples health, but causes the bird to need cores to drains at half rate of power armor


second door gun: gives space for two door gunners


missile pod: adds missile pods which will be used on heavier enemies such as death claws. (requires ammo supply from armory)


laser door guns: upgrades door guns to gunner sighted, focused gatling lasers.


repel lines: allows placment of two settlers who will repel down from the bird when defending out side settlements.




Command radio


This is the part that allows Military settlements to respond to and defend other settlements, to work this requires two parts the command radio and hand held distress radios. Crafting a command radio creates a crate with it hold 5 distress radios.



distress radios


info: these can be given to settlers in none military base settlements which will allow them to call for help if their settlement is attacked. the military base will send upto 4 "soldiers" to defend it, soldiers are settlers tasked to the armory for the station. If you have a vertibird with repel lines upgrade it will drop in its 2 units before picking up the other 4 units. as well as support the area if the threat is big enough.



player use: when used by the player if in range of a military settlement they can call in upto 2 soldiers to help or if they have a vertibird the can call it in for close air support (or bombing runs if missile pods are acquired)






And lastly but not least



PRODUCTION


how to sellect: unkown


bonuses: creates weapons, armor, ammo, chems, or other goods based on what you build can produce all types.


down side: takes 4x food and water to keep happy and 2x defense. is more likely to be attacked.


point: easier access to weapons and caps, allows for easier arming of other bases and produces special supplies which can be used by other settlement types.




unique buildings



Heavy caravan


info: a set of parts that allows creation of large caravans (upto 3 cows 8 guards and 2 merchants), is used to sell the goods and get the raw materials needed to supply production settlements is a requirement for a good production settlement. (generally go between the settlement and diamond city)



Forge


info: this station produces melee weapons and metal armor at the cost of iron and steal, equipment produced is put in a crate to be sold.



Gun smith station 1-4


info: produces weapons, has a weapon bench as part of it, assigns upto 2 settlers, with one settler produces un modded weapons with two produced modified weapons but at a slower pace. has 4 levels.


level 1: produces pipe weapons (Random)


level 2: produces .45 weapons and hunting rifles


level 3: produces assault rifles, missile launchers and miniguns


level 4: produces laser rifles in all types, as well as a rail gun every now and then.



Ammo loaders


info: produces ammo at a stedy pace, most settlers can only produces .32, 10mm, 5mm, and .45. though some out there can produce fusion sells and even cores but good luck finding them cause people like that do not come cheep and neither do the supplies to make the ammo.


note: ammo procuded at a rate of 50 per day for lower end ammos, 10 per day of medium end and 5 per day high end. for missiles and laser ammo that is produced at 1 per day can not produce mini nukes or gamma rounds. (ammo is random based on settler equipped)




Engineer station


info: the most advanced station in a Production settlement, this does not produce a good but instead produces unique settlement upgrades for farms, and military settlements, as well as robots and their charging stations.


note: unlike other stations this requires 4 settlers to get to working.



production


for farm settlements



irrigation pipes


requires: FARM settlement


info: will produce piping that can be placed at a selected settlement with the FARM specialization, this increases the rate of which farms produce food giving a 1.5x incrase to the large farms food rate can craft one per 2 days.



mister gutsy charging pad


requires: NA


info: produces a 50 weight charging pad for a mister gutsy, can be placed at any settlement doing so allows the construction of one mister gutsy per pad, the mister gutsy can not be repaired but will gives 15 defense to the settlement. takes 10 days to produce and requires mister handy fuel to make the pad.



protectron charging station


requires: NA


creates a 75 weight charging station that can be placed at any settlement, when placed allows construction of two protectrons, these are cheap and easy to replace, giving 10 defense each and being rather cheap to rebuild after destruction.



sentry bot command pad


requires: military base


creates a 100 weigh pad and 2 sensor station(50 LB each) when placed allows building of a sentry bot or siege breaker sentry bot (both are expensive requiring 4 and 8 fusion cores respectively) unlike other robots these are repaired by their station, but limited to one per military settlement. gives 40 and 50 defense respectively




APC working


requires: military base


creates a working APC, with 3 main weapons, requires 2 settlers to use and is driven to the miltiary base upon completion. The working APC will patrol between settlements but is based in a military base and not the production base you built it in. requires 5 months to build.





Well that is all for this idea at the moment sorry for the over detail. I probably could have summed this up in like 3 sentences but eh where is the fun in that. also sorry for spelling and grammar.

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Trista Jim
 
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Post » Tue Jan 19, 2016 7:15 am

I was hoping this was more of a useable concept thread.

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lilmissparty
 
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Joined: Sun Jul 23, 2006 7:51 pm

Post » Tue Jan 19, 2016 4:48 am

sorry yeah I over thought the idea.

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Imy Davies
 
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Joined: Fri Jul 14, 2006 6:42 pm


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