A few general questions

Post » Sun Feb 14, 2016 1:18 am

There's a few things that aren't seemingly explained very well in the game that I was hoping someone could answer, here.


1) What does happiness do, exactly? Does it effect the dwellers at all or only your daily score/reward?



2) Room removal. I've been wanting to reorganize my shelter for a bit but it seems...difficult as most rooms say "unable to destroy with 2 rooms attatched." making it seemingly very difficult to do -any- remodeling. Is there a way around it or an easier way to do it?



3) Do SPECIALs do anything special (No pun intended) besides increased room yield? I know for explorers, Endurance seems to increase "durablity", so to speak. Luck seems to increase chance of loot and/or chance of better loot.


Basically, do any of the others do anything else for anyone else, inside or outside the vault. (For instance, does Charisma help someone in a power plant at all)



4) Radio Stations, Are they very useful? Or is it ok to just stick with breeding? I heard that radio stations incrase the risk of raiders/death claw attacks, so is it even worth the risk and effort? Also, I heard about "rare" dwellers like 3dog. Can you get them randomly with the station? Or is it lunchbox only?



5) Store Rooms. Are they worth having? Seems its only overly useful if you're expecting a large haul back. Otherwise, just equip all of your dwellers with the best stuff and sell the rest?



6) Mr Handy. How useful are they? I broke down and bought one but either i'm using it wrong or its vastly underwhelming. Sending them into the wastes produces very little caps (Which i've heard is useless, end game) and they tend to die quickly in vaults during accidents or raids. (And cost 2k to revive)



7) What are the best/easiest ways to get caps early-mid game?



8) How much is rushing worth it? It seems like the higher the risk, the higher the cap and exp reward. Though I seem to never succeed on anything past 65%



9) Is there any way to back-up a vault and/or transfer it to another device?

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emily grieve
 
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Post » Sat Feb 13, 2016 11:08 pm

1) Doesn't seem to have any impact other than daily bonus and score.



2)Depending on how you have your vault arranged you either start from the left and work your way in or the right and work your way in to delete rooms. If you need a room, like a living quarters, you might have to build a new one first before you delete the other. Once you get to 200 dwellers (or nearly there) then you cannot move living quarters anymore.



3)The don't interact internally except for luck (although their combat interactions is unclear). Luck affects whether you get a cash bonus from resource collection. In the wasteland everything has some purpose. Some stats affect the encounters that give cash. Other affect combat or health.



4)Personal preference ... there is no interaction with breeding high stat dwellers and the stats you get (it is random) so you reliance on breeding vs radio is probably personal preference (depending on if you have breeding objectives). I only got a couple of low level legendary dwellers from radio stations.



5)Depends on your reliance on exploration ... I have 50 explorers so unless I want to sell off stuff after each arrival having a few storerooms lets me bring 2-3 in before having to sell off all the crap



6)Personal preference again ... I bought 1 and haven't felt a need to buy more



7)Exploration and SPECIAL enhancement rooms and rushing ... you get a cash bonus each time you successfully rush a resource room ... when you level a stat you get a small cash bonus ... you get lots of caps from wasteland exploration (especially if you send out high luck dwellers)



8)Rushing % is based on the primary ability for the dwellers in the room ... when you get 10 or higher dwellers your first rush % failure is 0% ... if you have all 6 well above 10 then you can get two rushes at 0% or the second at 1-3% ... rushing counters reset over time so it is the best way to get cash at the start when you are weak



9)Not that I am aware of

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Jeff Tingler
 
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Post » Sat Feb 13, 2016 9:05 pm


1) Happiness doesnt' decrease performance or anything bad at all, besides the daily stuff? So basically, I can ignore happiness all day, provided I boosted it before bed?



2) An elevator is my right most room and it says "Can no delete because its connected to two rooms" My left most top room is the vault door, so it seems i'm kind of screwed?



3) So...All of them are useful while exploring but only the specific ones are useful in the vault? Otherwise, its entirely unclear? Does that also mean, leveling up non-primary stats is worthless?



4) The only real difference is the rare chance of getting some legendary dwellers? Sounds sort of worth it, later game. When you can defend yourself, easier.



5) True enough, I can see them being very useful mid-late to late game.



6) Even though they're cheap, they seem largely worthless. They also don't seem to do much while "offline"



7) Any rooms best for rushing? or Should I just rush the rooms with the best people with the best gear. Actually, now that I mention it. How do you increase the worth of the rush? Just higher stats, bigger room, better upgrades? Does luck effect rushs at all, too?



8) Thanks, I also meant "At what point does rushing become not worth it", in other words, what % of failure should I stop?



9) I haven't tested it or played around but would it be possible to just copy the entire app folder from your phone and paste it to another?





10) Also, as a quick side question. I read somewhere that 3 "2" power stations are more effective than 2 "3" sized power stations. I have no idea how true this is or what info backs it up but I'd love a second opinion.

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lisa nuttall
 
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Post » Sat Feb 13, 2016 10:07 pm

1) Yep ... unless you need those extra 20 caps of bonus or something then happiness can be largely ignored



2)Yep ... if you built that first elevator where they told you to then your first level is kind of set with layout ... if you wanted to badly enough you could eventually create a separate elevator system on either end (just take caps to rearrange the rooms)



3)Personal preference again ... my dwellers have all their stats at 10 (I had time to kill) ... this gives me the flexibility to use them as Wasteland explorers when needed or move them to any room ... since there are Radroach attacks and Molerat attacks in the rooms some of the other stats might help in the encounter (hard to say)



4)You will generally grow slower with the radio room than with pregnancy (since you can knock up lots of dwellers at one time) ... this allows for more stable and sustainable vault growth (I am not having the issues with my vault that others are having with the Deathclaws because I grew slowly, strongly, and completely ... I didn't cut any corners for speed



5)definitely a mid to late game need



6)agree ... that is why I bought the one to try it out and didn't buy others ... some are using them as Wasteland explorers (up to five I think) and they might have more value there



7)depends where you have the best stats ... I had a high intelligence outfit early so I tended to rush the med bay and science lab ... they had a better percentage (especially with a dweller using the high intelligence outfit) ... if you have lots of rooms you can just cycle through the rushing (if you have good stats) ... the value of the rush goes up after each attempt (even if you fail) ... when my dwellers were weak I tended to rush up to about the 20-30% range ... once they were strong I rushed as long as they were healthy and I needed to rush



8)see above ... if you can handle the situations from failure then rush as much as you want (especially if you aren't worrying about happiness) ... each successful rush raises the happiness of the room by 10% ... each failure will lower it by 10%



9)No idea



10)not sure, they tweaked some of the production values in the latest patch ... monitor the room prices and production level and you can make the calculation which is more useful ... also consider the level of the room (0 upgrade, 1 upgrade, or 2 upgrades) ... the more upgraded the room the more powerful the situations ... in a three room you have 6 people to fight off the situation while in a double room you only have 4 ... adjust according to the power of your people

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Adrian Morales
 
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Post » Sun Feb 14, 2016 11:16 am

2) I've had problems with this at first too. It just means that if you delete the room, there will be something that gets isolated. If you connect an elevator to the room, and to the rest of the vault, you can easily get rid of a room.
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Multi Multi
 
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