A few ways to improve upon FOS

Post » Sun Feb 14, 2016 11:28 am

1. Enemies should not run room to room until they have killed the dwellers in the first room.


2. Turrets where are turrets?


3. Repair stations for Mr handy


4. Traders??


5. A humane way to remove dwellers


6. 200 plus vault needs to remove pregnancy and quests that can no longer be be done.


7. Sending vaulties out in groups not one by one.


8. The constant attacks barely finishing one attack before another one at least gimmie 15 mins while im doing stuff lol.


9. Rooms for dwellers to relax in or focusing highly on the happy stat.


10. A way to just have the station play music (also some tracks would be nice) ans no longer bring in dwellers.


11. Women when pregnant should not run off crying it looks really bad lol.


12. A way that you can set a dweller to auto use stimpacks when needed.


13. Again with traders more ways to buy legendary items for caps 20k plus.


14. Ways to improve weapons have them start at level 1 (the way they are now) and can be improved upon using caps to level 5 ( a modding way).


15. Nothing should get past the guards until they are dead.


Just some quick ideas while having a smoke but lol seriously needed asap.
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Je suis
 
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Post » Sun Feb 14, 2016 6:39 am

16. No more death shuffle


17. Legendary dwellers should have a passive : james gives 2 extra stim packs per rotation when working in a med lab.


Anyone wish to add to the list because i think these 18 so far cover alot.
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Cheville Thompson
 
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Post » Sun Feb 14, 2016 5:11 am

Radio room should level up occupants


Can launch attacks at key locations to try and gain loot
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Daniel Lozano
 
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Post » Sun Feb 14, 2016 2:43 am



Gonna add more as well


A way to auto sell all green loot.


A notification if someone died and a way to quick revive them.


And yeah definitely a change to the radio stations.
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Dalia
 
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Post » Sun Feb 14, 2016 12:03 pm

Rewards for defending against attackers (ie: outfits, weapons, etc.)

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Sudah mati ini Keparat
 
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Post » Sun Feb 14, 2016 10:50 am

I wish the "objective incremented" pop-up did not cover the "rush room" button.


Also, it would be great if you could select a dweller, click a "move" button, then click a room and have him run there.
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Donald Richards
 
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Post » Sat Feb 13, 2016 11:01 pm

I agree with you Hoodat, but I would go a step further. Don't make me click on the follower himself, as they overlap a lot, especially with children running around. Let me click a room, and then select them from a list. Overall it will be far faster than the current method as I won't be floundering around with a poorly designed interface.

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Grace Francis
 
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Post » Sat Feb 13, 2016 8:15 pm

Technically, you can do that already, but you still have to then click and drag them, thus rendering the feature a bit moot.

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Georgine Lee
 
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Post » Sun Feb 14, 2016 12:24 pm

I wish I could, but I can't click on a full room reliably with out somehow clicking on one of the people inside of it. I'm fighting the interface at every turn here.

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Daniel Holgate
 
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Post » Sun Feb 14, 2016 8:47 am



Agreed
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JaNnatul Naimah
 
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Post » Sun Feb 14, 2016 10:45 am

I don't know if this is only on Android (..but that would be silly..), but I can click a room, then click a clipboard icon in the bottom left corner and it brings up the number of Dwellers in the room, how full it is as a fraction [eg: 4/6] and lets you either click an empty spot or click a dweller, then brings up the Vault Population list and lets you pick. You can see their level, SPECIAL stats and everything.


Quick Edit: This lets me optimize rooms to preference as if a room is full and you drag another Dweller in, I don't know if it takes the lowest SPECIAL rank of the required stat out or just picks randomly. If you have a full room, the one you clicked to bring up the populace menu is replaced. If they were working in another room before, they swap places, even if stat-wise it wouldn't make sense.


It's a tiny icon and the tutorial never mentions it that I can recall, though.


Quick Edit (part 2): I love the ideas, OP. I haven't gotten that far as I'm on Android and.. well, I must admit I royally borked my first Vault attempt and restarted today. I'd love to get at least something from vault invasions. Chance for low-level weapons or Raider Armor to drop, maybe Food from Radroach/Mole Rat incursions.. dunno what for Deathclaws. Deathclaw Gauntlet drop chance?



Pro Tip: Never rush a room when you're at low power and 0 water. If you fail, you might just lose all of them to Radroaches like I did.. and it was the Power Generator, too, so the whole Vault went offline just in time for Raiders to pick off the rest. Also, for godsakes I don't know what I was thinking, but never send your best weapon out of the Vault if you only have a few of them. I sent my Finely Tuned Plasma Pistol out with a scavenger and.. well, that would have stopped the Raiders.


Learn from my mistakes, heh.. :(

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JD bernal
 
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Post » Sun Feb 14, 2016 3:23 am

I know about that "feature" curate, however you must not be targeting a person, and in a full room it's near impossible to click just the room. You almost always catch one of the people as well making it useless.

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Kate Schofield
 
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Post » Sun Feb 14, 2016 12:15 am



Agree
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NIloufar Emporio
 
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Post » Sun Feb 14, 2016 5:26 am

- Raiders running between rooms gives it a kind of urgency, so I like them doing that. What i DON'T like is that my dwellers assigned to attack them (they run to the room with guns drawn) don't follow them, and in the heat of the moment you fumble around trying to select them, trying to drag them to the next room, etc., whch unnecessary waste of time. Dwellers should just chase after them.



- Turrets is a very nice idea, it shouldn't replace dwellers guarding entrance by pbliterating deathclaws of course, but seeing as dwellers don't get anything out of standing at the entrance door, you might as well. That, or dwellers can attack enemies outside of vault as they are trying to get in.



- I like the idea of traders, though I can't say how they can be implemented; exploration and lunchboxes is how you normally get items, whereas money is largely towards building/ upgrading.



- I really wish old weapons can be improved, either by combining X Rusty Revolver to produce one regular Revolver. It wouldn't replace exploring for better weapons, but you then have decisions regarding keeping your Storage Room stocked with junk in the hopes you get enough to convert them, or sell them and use the caps for construction/ reviving. To compensate they can't go up to legendary level, of course.




My own ideas:



- User interface is a bit punishing for incidents, especially when the screen keeps scrolling as you're trying to select a person running around. IMO it should be tap once, and tap any other room the dweller is not in, and it assigns them there. The dragging them around, especially in large vaults, can be really frustrating, sometimes I tap but the game thinks I tapped somewhere else.



- Storage Room is rated as Endurance, but people in those rooms do nothing. They should gain XP for "managing" the stuff in there, alongside happiness.


Part of the weapon-improvement idea could be done here too- you can get bonuses from using upgraded storage rooms to upgrade weapons.


Another simpler idea is that assigning dwellers with high Endurance to the Storage room increases the amount of caps you get from selling items. For a room that is unlocked early on when you can really use some caps and (worthless) items are flooding in from explorers, this is away to utilize Endurance in the early game with some benefits to the player in line with SPECIAL stats and economy.



- Deleting rooms that are connected to other rooms should disable the adjacent rooms if they cannot access the vault. This makes construction mistakes less punishing to the player.



-When assigning dweller to living quarters, relatives in the room (or the entire vault) should be highlighted to indicate who can be procreated with. Can cut down with shuffling around "partners" to see if who would be incistuous.



- Types of lunchboxes: "common" ones can be bought with low caps cost but never have rare/ legendary items (used to convert caps to fast track resources or common items), rare boxes that give common and rare stuff, never gives legendary and costs a lot of caps. "Premium" boxes are what we have now- guaranteed chance of rare/ legendary drop but cost real money.



- Resources are gained per second instead of waiting X time to collect Y amount. What this means is that a room producing 60 power per minute gives you 1 power per second. This can cut down on the micromanagement around tapping your device every few minutes just to stave off starvation. The tapping scheme can remain through the Rush feature.



-More objectives? Like a total of five active at once? Cancelling gives 12 hours instead of 24.

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DAVId MArtInez
 
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Post » Sun Feb 14, 2016 1:23 am

Actually, not everything, but only LVL and SPECIAL. So this tool is useless as it doesn't show current dweller's job or is he training / free. I think, this will make "assign list" better:


https://www.dropbox.com/s/p4gm8r3ni4ok843/2.2%20Assign%20List%20-%20dweller%20selected.png?dl=0


Or even with more options for dweller


https://www.dropbox.com/s/yy9ivh3yml27xzu/2.3%20Assign%20List%20-%20dweller%20selected%20-%20expanded.png?dl=0

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Marlo Stanfield
 
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Post » Sat Feb 13, 2016 8:38 pm



I would like to see a fix to the Endurance bug first but good post.
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RUby DIaz
 
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Post » Sat Feb 13, 2016 10:50 pm


You mean, that it's not retroactive? Agree. Game mechanics should be either clearly explained or mistake-friendly (better - both). But, because mobile audience is considered "casual" (IMHO, percentage of "core" players is rising), being mistake-friendly is more important. retroactive formulas were already http://www.gamesas.com/topic/1535498-suggestions-for-nexts-updates/?p=24306120




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Brιonα Renae
 
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Post » Sun Feb 14, 2016 3:24 am

Definitely need some way to repair Mr. Handy, or at least have a "flee" switch that makes them run out of a room during a disaster or raider/deathclaw attack if it's set to on. I was going to buy a 5 pack then heard that they take damage during disasters/attacks, can't be healed, and will blow up and be gone for good at 0 HP.

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GRAEME
 
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Post » Sat Feb 13, 2016 9:39 pm


+1 on the Job column. I don't make use of the tool because I don't want to inadvertently move people out of another production room, and my memory isn't good enough to remember them by name.

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Strawberry
 
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Post » Sat Feb 13, 2016 10:44 pm



You can repair them for 2000 credits when they die but it is silly that you have to wait that long. Plus their death animation can white the screen forcing you to relog.
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carley moss
 
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Post » Sun Feb 14, 2016 12:27 pm

As it stands i cannot play FOS until they give us a way to remove dwellers from outside the vault. It is a pain i have 50 lunch boxes to open and i cannot touch them. Also i dont want to play until they fix the Endurance bug as it is causing my max dwellers to die instantly to deathclaw attacks. :(
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jaideep singh
 
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Post » Sat Feb 13, 2016 11:58 pm

What do you think about this?


Drag your dweller to banner: https://www.dropbox.com/s/a7ve5ijg2nnn64i/4.2%20Exile%20by%20billboard.png?dl=0


Confirm exilement: https://www.dropbox.com/s/yothmg4aefcmc6b/4.3%20Exile%20by%20billboard%20-%20dialog.png?dl=0



I've thought about another variants (some buttons in dweller's info screen or additional button in "send to explore" screen), but wasn't satisfied with outcomes. Exilement is a rare and mistake-dangerous function. Its trigger should be placed somewhere out from the often-used buttons and screens.

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Sarah Evason
 
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Post » Sun Feb 14, 2016 6:46 am


I've grown really tired of having to direct all the Forced Mating.



Drag a big Bull into a large pen, then drag over all the non-pregnant females that will fit. Wait. Repeat



It would be nice if there were some simpler way to do this. Maybe a "Romance" pop-up that lets you choose one partner, then it displays the eligible mates from which to choose.

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CHARLODDE
 
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Post » Sun Feb 14, 2016 3:15 am

Maybe there's already a way to do this that I'm not aware of, but it would be nice if we could change the sort order in the Dwellers List. Currently when you select a column, Dwellers are ordered by that column in descending order. Sometimes I'd like to have it sorted in ascending order (for instance show all the dead Dwellers first by Happiness = 0%), but I know of no way to do that. If tapping the column header a second time resorted the list in ascending order, that would be great (though I don't know how that could be implemented for the SPECIAL column).

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Amanda Leis
 
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Post » Sat Feb 13, 2016 9:09 pm

1. Raiders are here to loot not to kill. If they add feral ghoul. They could kill everyone.


2. Turrets >>> only if they are at the door and shoot at intruders while smashing doors.


11. Women when pregnant should not run off crying it looks really bad lol. >>> What?!


14. Ways to improve weapons >>> merging two or more guns, in order to get a stronger version?


16. No more death shuffle >>> what is that?



Trade: OK this is a wasteland, you can not just send someone to the supermarket to buy something. How about this?


You can pay Crimson caravan (in water of course), to look for a specific thing. This will increase chance that dwellers find it in wasteland. If they find it, you have to pay for it (this time in cups).


Regardless of is a particular item is found, the water will not be returned to you.




P.S.


For everything else, I completely agree

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Dominic Vaughan
 
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