Ideas and Suggestions to take this game further

Post » Sun Feb 14, 2016 10:04 pm

So to build off ideas posted here http://www.gamesas.com/topic/1540164-endgame-suggestion-faction-warning-long-text/ I would like to add in my own suggestions to this.



200 Dweller content


There are no rooms for anything after 100 Dwellers. For those who seek to maximize their vaults. Here's what could be added.



120 - Trading Post: The ability to turn in excess resources for other resources your lacking. (ex. Trading 100 Water for 100 Power)


140 - Clothier: (using dwellers with stats of Intelligence and Perception) The ability to create a piece of randomized clothing once every real time hour.


160 - Workbench: (using dwellers with stats of Strength and Endurance) The ability to create a piece of randomized weaponry once every real time hour.


180 - Newspaper: (using dwellers with stats of Charisma and Luck) The ability to attract a higher stat dwellers once every real time hour.


200 - Bio-Dome: (using dwellers with Agility and Perception) The ability to create all three resources in one room.



Instances


Lets say once every 5 hours a dweller is in the wasteland (or a randomized time) You get the ability to send him into an Instance. In these Instances (similar to the missions in the linked post) dwellers can enter into random areas (caves, other vaults, buildings, etc.) and enter into a turn based firefight. They can use abilities (or perks) granted to them by whatever level stat they are. Example. A dweller with a strength of 5 can melee, a dweller with a agility of 6 can use V.A.T.S. for a critical. In these Instances, when its your turn you can use these abilities to win and get a increased chance at higher tier loot.



Or institute this as a daily challenge. once every 24 hours, you get into an Instance using a dweller of your choosing. Send them into a turn based combat situation. Use abilities at a chance to either get a random high level gun. At the end of the week, you get a big firefight where you can send 3 dwellers into battle with a chance to get a free premium lunchbox (a chance to get a Mr. Handy or guaranteed high tier weapon).



If these were implemented it would turn this either into Pokémon or early final fantasy type of battle.



New Enemy Invasions


So far there are only raiders and deathclaws that hammer down the door and attack your vault. On a regular vault (no survival mode) most of the time, they barely make it past the first couple of levels (if your good at the game they barely make it out of the vault door room). So lets add new enemies.



Super Mutants: Lets give them as much health as the Deathclaws, but they use randomized guns (example: hunting rifle does what 5 damage). Lets do 2 of them attack until 100 dwellers and 4 attack at 200 dwellers.


Mirelurks: Lets give them medium health (somewhere between raiders and deathclaws). Lets do 3 of them at 100 dwellers and 6 at 200 dwellers.


Raider Leaders: Give them as much health as mirelurks. Do 3 of them at 100 dwellers and 6 at 200. with randomized guns.



*UPDATED 10/26



Geckos: Medium health, attacks in 3-4 of them. starts attacking around 50 dwellers.



New Game Mechanics


New mechanics would be good to implement.



Ability to Sell Stimpacks and Radaways: Allows for selling of stimpack and radaways at maybe 50 caps a pop.


Daily Slot Machine: Allows for a daily chance at either some free resources, or stimpacks, radaways, guns, outfits, or caps.



Incidents


Adding in a few more incidents that are random would make this game feel alittle bit more fallout. Activated when rooms are rushed.



Radiation (or Gas) Leak: The room gets flooded with radiation, all dwellers flee (or die if you don't move them) for a random amount of time up to no more than a minute.


Flood: The room gets flooded with water, all dwellers flee (or die if you don't move them) for a random amount of time.


Bug Attack: Bloatfly,Bloodsvckers, or Mantis's come out of the ground and attack until killed.


Rockslide: Rocks come tumbling down from above hurting dwellers, and then they have to move them to end the incident.



Other


This section is for other ideas that just didn't match a section above.



Experiment Room: In living with the original sense that vaults were experiments. Add in an experiment room that can be accessed at 25 dwellers. In this room you can either activate a random incident without the need to rush. This can use up lets say 25 power.


Vault Door Room Upgrade 3: Vault door gets more health (to withstand bigger enemies) as well as 2 laser turrets are added.


Security Stations: (dwellers with strength) mans turrets against enemies. access at 55 dwellers. 3 Upgrades, 1st upgrade is single shot turrets, 2nd upgrade are chainguns, 3rd upgrade are laser gattling guns. (triple room max, 2 dwellers only per room, 2 turrets per room max)


Sacrificial Room: build at 75 dwellers, the ability to kill off specific dwellers so you can either gain a new dweller (if you've maxed out your population before building new living quarters).


Hospital: build at 25 dwellers, the ability to resurrect a dweller without the need for caps. once per 30 minutes. (dwellers with Intelligence, perception, and luck). Cannot build in survival mode.




* Updated 10/22



Cap Sinks


Things to buy towards endgame that cost a lot of caps.



$100,000 caps: Extra Randomized Resources


$200,000 caps: 1 Randomized Stat Dweller


$300,000 caps: Auto-Collect Resource Rooms


$400,000 caps: Auto-Collect Stat Builder Rooms


$500,000 caps: 1 Randomized Blue or higher Outfit


$600,000 caps: 1 Randomized Blue or higher Weapon


$700,000 caps: Happiness Boost (an hour or two long boost that heightens happiness)


$800,000 caps: Time Boost (an hour or two long boost that speeds up resource production)


$900,000 caps: 1 Mr. Handy lunchbox


$999,999 caps: 1 free lunchbox



* Updated 10/26



Pets


These would be able to be added through either a random chance in the wasteland, radio calling, or lunchbox. All can attack any attackers entering the vault.



Dogmeat: raises the happiness of the dwellers in the rooms he enters. can go into the wasteland to collect caps, outfits, and weapons. can go through the entire vault, using elevators. can also gain levels.


R.O.U.S. (Rats of Unusual Size): collects random amounts of "lose caps" that have fallen on the floor by vault dwellers. 10-25 caps generated per 10 minutes.


Stripe (mini Deathclaw from FO:NV): has strong health. can patrol the entire vault and gain levels. can also be revived as well.


RoboBrain: Patrols a single level of the vault. has stronger health than Mr. Handy. Cannot help with incidents, just attackers and cannot auto collect resources.


Securitron: can only patrol the top most level of the vault. can help with incidents and attacks but not collect resources.


Protectron: can do everything a Mr. Handy can, has higher health, and can travel the entire vault. just really slowly.


Sentry Bot: Can only be placed in the Vault Door room. has high health and strong weapons. attacks intruders and can go collect caps, weapons and outfits from the wasteland.



**** Update:



Pets: Would like to mention that I had posted this suggestion on 10/15/2015, long before they added pets to the game. Maybe they liked the suggestion. who knows.



I know some of my ideas are good. However, doing things like Daily and Weekly things would require this game to have a connection.... but it could still be set up that if there is no connection it just doesn't activate the mechanic. I definitely know some would want the hospital because theres a lot of people who get wrecked by deathclaws.

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Big Homie
 
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Post » Mon Feb 15, 2016 5:05 am

All these ideas sound like a lot of fun.


Would love to see anyone one of them added to the game.


Would love it more if the game was fixed first...


Especially like the crafting ideas.
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Cesar Gomez
 
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Post » Mon Feb 15, 2016 4:29 am

I'd expand the wasteland to reflect more of the experience you would have from the game.


So no item limit, but a weight limit based off the dweller's strength. You have the ability to drop items. To expand upon the workbench idea, allow the dweller to pick up raw materials to bring back to the vault in order to create a different subset of weapons, armor, and other relevant items (auto-inject stimpaks, bottlecap mines, melee weapons, etc.). The potential weapons/armor could also be tiered into common/rare/legendary with appropriate odds.


Maybe introduce a map feature where you can send the dweller to areas/places based off travel times. Each place could slightly better odds of obtaining a specific type of rare/legendary weapons/armor, or harder to find materials. For instance, you could send a dweller to visit a Brotherhood of Steel safehouse for a higher chance to loot plasma rifles or power armor, but would take 5 days to arrive there. Or you send them to a RobCo facility to loot high-tech materials (chance to build your own Mr. Handy, or an Auto-Doc?).


As a side note, if they're not going to introduce something to spend caps on once you're well into the game, make the option to buy lunchboxes with caps and set the price ridiculously high, like 300,000 caps.
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Alexander Lee
 
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Post » Mon Feb 15, 2016 3:43 am

I definitely was thinking something of a Wasteland type map as well.



The game Trexels have star system maps outside of their ship building mechanic. Once there, you can send probes to discover new locations. Once discovered, you can either do missions (which may take 1-4 people) which are automatically done on a timer as well as interactive missions where you tap on little cubes on the screen to allow for interactive abilities. I believe that the Devs of Fallout Shelter could actually learn a lot from that game. Especially when you can move rooms and expand out to the ship flying through space and tapping on debris to get extra resources (albeit very little).



A Cap sink would be great towards the end. Pay 100,000 for extra resources, or pay 500,000 for a lunchbox, or pay 300,000 for a room that automatically collects resources it puts out.

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Kelsey Hall
 
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Post » Mon Feb 15, 2016 10:56 am

I think having experiment scenarios would be fun and fit in with the Fallout themes. Here are some of my ideas so far:



Experimentation Mode: As the overseer, you have been asked to record the effects of certain stimulus on the population of the vault. In this mode a low happiness can result in dwellers attacking or killing each other. I was going for vault experiments that stayed or directly came from vault lore.



Possible Experiment Scenarios


  • Roid Gas: the vault is filed with gas that raises SPECIAL values but also has an increased rate of happiness degradation

  • Psychedelic Gas: the vault is filled with a gas that puts the dwellers in a psychedelic state, making their degradation fall much slower but their productivity decreases

  • Stimulant Gas: the vault is filled with a gas that greater increases productivity, but resources are depleted much faster

  • Vault 68 or 69: Only one of one gender (male or female respectively) will spawn at the beginning of the game, the remaining dwellers that spawn will be the opposite gender. Though another the 'limited gender' could be birthed, they will have to remain in the wasteland until the previous one has died.

  • Isolation: Only one dweller can work in each room, you can build single rooms side by side instead of 3 wide rooms

  • Over population: Limits food and water production facilities to a point or near exhaustion of resources (causing competition)

  • Sealed Vault: You are given a set another of dwellers to begin with. Then you are sealed in with a limited amount of supplies. The only way to renew food is to complete the garden,, water is the purification room and caps is the nukacola bottling plant. As time goes on the vault dwellers start going stir crazy and it gets harder and harder to keep happiness levels high.

Other room ideas


  • The salon: change the hair of vault dwellers

  • The fight club: take out aggression on fellow vault dwellers, raising happiness but lowers HP (this could also be used in some sort of experimentation scenario where a vault dweller needs to die to progress)

  • The clone room: Have a vault dweller with great special stats? Why take the risk of birthing a child who's stats could svck? Just clone them! Warning: hostility to non-clones will rise with each successful clone created.

Gameplay Ideas


  • Wasteland Cavarans: Random caravans will show up to trade caps or supplies for clothes, weapons or resources

  • Slaver Raids: Instead of just trying to kill your dwellers, raiders will attempt to abducts dwellers to be sold to slavery. It may be possible through questing to recover them

  • More Strategic Room Placement: when building rooms that compliment each other next to one another (such as water purifier and water treatment rooms or medbay and science lab), they provide more resources.

  • Premium Food: Scouts can find pre-war food ( 'if I find one box of sugar bombs it will be worth it') in the wasteland to bring back for an increase in happiness for vault dwellers.

  • Loss of happiness when vault dwellers die

  • Attachment to certain vault members. The vault dweller will have increased happiness when working or procreating with a specific vault dweller (like they are dating or married). Or, just marriage.

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Adam
 
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Post » Mon Feb 15, 2016 4:29 am

New Rooms / Room Enhancements



  1. Armor/weapon design: This room would allow vault dwellers to establish a base design for new armor and weapons that could then be replicated in the weapon manufacturing rooms (see number 2).

  2. Armor/weapon manufacturing: This room would allow vault dwellers to manufacture the weapons designed in the armor and weapon design rooms.

  3. Armor/weapon maintenance: This room would allow vault dwellers to improve one's weapons and armor. It would have a sliding cost of caps and time that is dependent upon the base value of the weapon, the level of technology of the weapon, and the level of improvement desired. A rusty weapon could be turned into an ordinary version of the weapon, and then into an enhanced version of the weapon using this room, though there would be costs of time and caps involved.

  4. Entertainment venues: Movie theaters and the like to help maintain dweller happiness.

  5. Enhanced entrances: These would allow more than two guardians to monitor the entrance. They could also include laser turrets and the like that would function on an automated basis, but would need to be repaired after they were damaged by attackers.

  6. Enhanced materials manufacture: These would allow vault dwellers to manufacture chemicals, oils, and refined raw materials that could then be traded in the caravans and used for maintenance (see below).

  7. Luxury dwelling areas: These would increase happiness and offer an additional attractant to one's vault when advertising for dwellers.

Other Additions and Enhancements



  1. Maintenance costs: Add maintenance costs in caps and time for one's equipment (see the armor/weapon maintenance rooms, above).

  2. Salaries: Add salaries for vault dwellers who have to go into the Wasteland. The salaries would go up as the dweller's stats and level went up. This would require that one decide if it was worth it to have them leave or not.

  3. Exploration risk settings: Determine how risk averse one wishes one's dwellers to be when they are exploring the wasteland.

  4. Exploration bonuses: The more of the wasteland that is explored, the safer it becomes for the dwellers, since they'd learn what areas to avoid due to radiation exposure.

  5. Exploration penalties: The more of the wasteland that is explored, the greater risk one must take to find better items (see exploration risk settings, above).

  6. Let us create more living quarters when the vault is full. We don't need to be able to add to the vault capacity, but please let us create more living quarters so we can do a vault redesign without killing off a substantial portion of our vault residents.

  7. Give us a more convenient way to reject a new vault dweller when the vault is full. As it is, the only way we can get them to leave is to let someone who is already in the vault die, remove them, and then bring the new person into the vault. The problem is that the new person may not be of interest to us due to their stats or level.

  8. Change the vault dweller sorting so it actually sorts all dwellers by the item selected and not first by their job or the like and then the item selected. As it is, I cannot search by a status of 'max level reached' and all with that status grouped together; rather, they are divided by room type and then by status.

  9. Change the list of vault dwellers to let us filter vault dwellers by each of the criteria given so we can more readily scroll through the list (for times, we could sort by time ranges).

  10. Make the enhanced holiday designs for rooms other than just the diner and the living quarters. I don't have any living quarters that are more than 2 blocks long and can't create more without killing a lot of dwellers, and I only have Nuka Cola bottlers for my food and water.

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TIhIsmc L Griot
 
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Post » Mon Feb 15, 2016 7:18 am

A few others...


  1. Please get Mister Handy out of the way of our vault dwellers. When he stops in front of them, it can be annoying ("I'd love to move that dweller but stupid Mister Handy is in the way") or infuriating ("I'd have healed that dweller, but I couldn't select them to do so, because Mister Handy was in the way").

  2. Rather than automatically zooming in on a new incident when it starts, give us a notification in the corner of the screen we can tap to do so manually. If I just spent three or four minutes trying to find a particular dweller and am about to select them and make some necessary changes, it's incredibly vexing to have the focus changed and view moved so I have to go find them again.

  3. Let us relocate vault dwellers in the middle of an incident.

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Ebou Suso
 
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Post » Mon Feb 15, 2016 8:10 am

  • The clone room: Have a vault dweller with great special stats? Why take the risk of birthing a child who's stats could svck? Just clone them! Warning: hostility to non-clones will rise with each successful clone created.


    That sounds like Gary's Vault lol



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Destinyscharm
 
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Post » Mon Feb 15, 2016 11:40 am

Yeah, I wanted it to reflect what we already knew about some of the other vaults. So if you want, you can re-create Gary's vault. Plus, something powerful like a cloning machine, should have drawbacks to keep from abusing it.

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yessenia hermosillo
 
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Post » Sun Feb 14, 2016 7:50 pm

Love it :)





Same?! No that is stupid.

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SamanthaLove
 
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Post » Mon Feb 15, 2016 6:53 am

Hm, how about an upgrade to the radio room that allows you to call up merchants? Instead of individuals showing up to be interacted with you have a stock market system, but no transactions until a certain time? Its like announcing that you're selling purified water at a discount and you want some other resource, food, equipment maybe? Also increases the incidence of raiders....

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JLG
 
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Post » Mon Feb 15, 2016 3:08 am

99. Mr.Handy has a setting to turn Collect on or off. I'd like the ability to turn Responder on or off so he doesn't crowd my dwellers that are fighting fires or invaders. It's hard enough to heal overlapping dwellers without Mr.Handy rushing into the fray.


100. Firefighters shall aim extinguishers at the BASE of the fire, not spray the air like they're fogging for mosquitos.
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Imy Davies
 
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Post » Mon Feb 15, 2016 1:27 am

Ok my idea is to have a vehicle bay which can only be placed under the vault door so a ramp could be built to leave the vault. The vehicle bay can be upgraded each upgrade lets you fit better vehicles in the vehicle bay. Each vehicle can hold four or five dwellers this is so we can roam the wasteland faster and be able to get more rare and legendary items the dwellers stats should stack. There can be upgrades to the vehicle like the armor and weapon system you have for the dwellers you can equip one armor mod and one gun mod. To go with the vehicle bay there should be two more production rooms added this would be a fueling station and a mechanics station also like dwellers there can be two consumable items you equip to the vehicle one would be gas and one would be tools or spare parts. The tools or spare parts would fix the vehicle when damaged and the gas would determine how far the car can go before turning around to come back. The first vehicle you have should come with the vehicle bay better ones should only be found while driving in the wasteland. This could add a lot more end game content. Thank you for reading and please add to my idea anyone who reads this and likes the idea. Thank you.
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Pete Schmitzer
 
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Post » Mon Feb 15, 2016 8:08 am

A V.A.T.S. button disguised as an Overseer Office to slow down the time during a fight so the player can better get at the dwellers that need stimpacks immediately.

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Alycia Leann grace
 
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Post » Mon Feb 15, 2016 2:33 am

Hi All,



My first post here. I've been playing the game for quite few months now and below are some of my suggestions.


I'd like to thank all developers who created this game and provided it for free !



Here are my ideas grouped in main topics :



VAULT DWELLER LIMIT:


- remove dweller limit of 200, please...


- instead put penalty for overpopulation (the more over, say 200, the worse it get).


- the penalty itself could be : decrease in happiness, random event like disease / riots (cannibalism? :D), additional resource consumption


- There should be ways to cope with overpopulation, for now only room that affect overall happiness is Radio Station... how about some other rooms which would make overall population happy ?



WASTELAND EXPLORATION


- remove limit of max 25 dwellers exploring wasteland, I beg you.


- until I reached 25 limit and become aware of it, my goal was actually to try to move all my dwellers outside the Vault and make vault itself as productive as possible with minimum count of dwellers - not possible now ;(


- create 'map of wasteland' with visible dwellers moving (can be as simple as 'radar' view showing proximity and direction of exploration)


- multiple wastlanders (ie 20) can be sent to wasteland as a group of settlers to build an outpost and start trading between vault and outpost perhaps?


- i know this is rather overall idea but the point here is (apart of making new dimension of the game) that experienced and pumped-up dwellers should be able to leave the vault and prosper...



REVIVING DWELLERS:


- should be possible only in Vault and only for particular time period like 4 minutes after death during raid or radroach invasion etc and should use up resources like stimpacks apart of caps.


- for dwellers that died in wastelands there should be hope though! Mr Handy or "rescue troop" should be able to reach valuable wastelander bring him to the vault and revive there (special room for that maybe? ... along with some dweller mutation experiment programme? ;))



MR HANDY


- I know it's a way of earning some real cash, but there also should be a way available in game to built Mr. Handy's in Vault (new room for this ?) or get one in lunchboxes at least .



STIMPACKS & RADAWAYS:


- add possibility to equip each dweller with stimpacks and radaways (or at least stimpacks) so he can heal himself durring battle with radroaches or raiders etc.



OTHER STUFF:


- being able to catch / revive raider / deathclaw and domesticate them so they join the vault as 'dwellers' (deathclaw guards or pets at least :))

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BRIANNA
 
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Post » Sun Feb 14, 2016 10:50 pm

Supposedly MTX, you can get a Mr. Handy out of a now paid lunchbox, but its like a 1 in 10 million chance or something. and domesticating some animals would be a cool idea, or atleast having some sort of pets you can add to the vault.

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Nicola
 
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Post » Mon Feb 15, 2016 9:02 am

also calling up merchants would be awesome.

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RObert loVes MOmmy
 
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Post » Mon Feb 15, 2016 11:22 am

best thing they could do is to remove the limit to where you can build. we should not only build vertically, but also horizontal aswell. also like in fallout 3 and new vegus had caves near the vaults.



I mean think about it. You start to expand and run right into a massive cave that has dangerous plants or something.



I also had a question, I noticed that the background area of the vault looks like dirt and different types of rock or different grades of rock. Does building in a rocky help against molerats? if not then why not just make everything look like dirt.

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Roberta Obrien
 
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Post » Mon Feb 15, 2016 11:02 am

apparently the only way to prevent mole rats is to build around those rooms. if its touching dirt on either side or top or bottom mole rats can still break through.

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Stacy Hope
 
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Post » Mon Feb 15, 2016 12:53 am

Before taking any further, Bethesda must:

1. Fix the bugs, not kick the players out during game or before entering vault.

2. Let us have the legendary in the wasteland.

3. Remove the 500 CAP in the 4th card and not holding up the legendaries. We should get Sth when buying from you.

4. Remove the explorers limit.

5. Remove the unreasonable objectives. e.g. "Rising any SPECIAL for 39 dwellers " while 170 dwellers already maxed stat.


There are more in this and other FO forums, get the game positive before adding other goodies.
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Eoh
 
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Post » Mon Feb 15, 2016 12:02 am


#5, can't you just X out of that objective anyways? why remove it from the game because you have maxed out stats? someone else might like to do that objective.



#4, I believe the currently 25 limit is reasonable enough especially to those on smaller and less powerful devices because the UI messes up something and also causes miss-taps.



#3, I agree with this one. yeah sure 500 caps is fine..... but would rather have a 5th card or some chance at a jackpot item.



#2, agreed with this. Blue items are ok, but Legendarys are better. or atleast have it a very rare chance to get like before.



#1, agreed. Lots of bugs still remaining. especially the eternal loading if a vault loads on a less powerful device.

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naana
 
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Post » Mon Feb 15, 2016 2:04 am

My apologies if this has already been mentioned, but adding more room types, characters, weapons, etc. - more of what is already present in the game right now - only pushes the end game problem back a while without solving it. You don't make a death march more fun by making it longer.



My suggestion for actually solving the end game problem is twofold:



1. Add a new, very easily incorporated, blindingly obvious item on the stat list: "days in operation". There's already a start date and overall time spent in vault metric. Do the third-grade math and have a stat for the number of days the vault's been around.



2. Create long term scenario objectives that tie into the day count. In the original Fallout, the whole plot revolved around needing to find a new water chip in 150 days, or else your vault would die. You could do similar long term objectives here. Give the player a reason to build a strong, lasting vault, with goals more substantial than "kill 20 deathclaws with wishful thinking and rainbows".



With those two in place, it'd be relatively easy to crunch final goal scores that can be compared and ranked on Bethesda forums or ingame. Boom, entire end game issue solved with minimal work required on Bethesda's part.

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hannah sillery
 
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Post » Sun Feb 14, 2016 11:20 pm

Logged-in to say the quoted. If there is an incident going on I want to be able to quickly move dwellers to the room the incident taking place in.


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CSar L
 
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Post » Mon Feb 15, 2016 11:08 am

C'mon people.. Make an open-source Fallout Shelter version already, so everyone can tweak it as desired. Call it like "Fallout Shelter: Necropolis Edition", and publish to GitHub. Apple users won't even notice it so premium lunchbox stream will remain steady, but those of us capable of compiling stuff will get 100% busy making Perfect Vaults.

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Rude_Bitch_420
 
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Post » Mon Feb 15, 2016 1:45 am

I dont know if anyone has suggested this before I appologise if you have, but I had a couple of ideas and wanted to put them here.



1 - Having a toggle on your Radio room/ Residences. I have to many dwellers and Everyones suggestions online to keep your dwellers happy is to have a radio room or make babies.. Which makes the problem worse!


2 - Being able to sort the Dweller list by health. When i have a deathclaw attack or whatever and im searching for people to heal. When I have so many it takes me a while to search through the list, I miss people.

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BEl J
 
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