Laundry List of Suggestions

Post » Sun Feb 14, 2016 1:06 am

Here are some ideas I came up with while playing. If some of these are already in the game feel free to let me know!



- Fires should increase water usage. The amount water used during the disasters should scale with the number, size, and level of rooms on fire.



- Collected med packs from med labs during disasters should automatically go to healing injured dwellers.



- All rooms should have the clip board / dweller list icon. This will make dweller management easier.



- Being able to list "unemployed" and "wandering" dwellers would be helpful



- Nuclear Reactors should produce A LOT more power then the power station, but store A LOT less



- Upgraded production rooms should have an average required skill level. For example: A level 2 power station should require an average strength of 6. At level 3 an average strength of 8. If the room is under-staffed by in-experienced dwellers then there would be production penalties and/or experience disasters more often.



- When I am zoomed out almost all the way it should be A LOT harder to tap on an individual dweller.



- What is the point of leveling up dwellers? Do dwellers gain SPECIAL points when leveling up?



- Storage rooms should be an Endurance room, and dwellers working there should have an actual job. Storage rooms should increase the storage for med kits and rad away. Storage rooms worked by dwellers with high E should decrease the rate raiders steal resources. Raiders in this case would also be able to steal med kits and rad away.



- Children should not be allowed to randomly wander around in production rooms like power plants and water treatment plants. Preferably they would follow their mother but not count towards the number of dwellers in the room.



- In line with the Fallout Universe, each vault should be a Vault-Tec experiment. There would be certain restrictions, bonuses, quests, etc. for each experiment. This maybe too much for a new player, so starting a new vault could give you the option to play in Easy / Hard mode.



- I have an upgraded Residence that holds 168 dwellers. Yet the entire vault only holds 200 dwellers and I can only put 6 dwellers in that room... This doesn't make any sense. A fully upgraded 3-wide residence should hold maybe 40 dwellers, and I should be able to put 9 dwellers in it.



- Whats the point in upgrading the Vault Door? The raiders are going to get in anyways! Upgraded vault doors should be able to hold more dwellers and/or have defences built-in (auto-cannons, etc.).



- Dwellers stationed in the Vault Door should have the job of Security Officers. Security Officers should automatically respond to disaster wherever they occur in the vault. Security Officers would gain more XP then other dwellers for resolving disasters, and be able to heal other dwellers with med kits.

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Ysabelle
 
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Post » Sun Feb 14, 2016 3:31 am

- Fires should increase water usage.


Absolutely not. Water is far too precious to waste on fighting fires. That's what fire extinguishers are for.



- Being able to list "unemployed" and "wandering" dwellers would be helpful


Tap "job" on your dweller list. Unemployed dwellers are shown as being on a "coffee break".



- If the room is under-staffed by in-experienced dwellers then there would be production penalties and/or experience disasters more often.


No thanks. The current production rates for low-stat dwellers is small enough, it doesn't need to be penalised further.



- What is the point of leveling up dwellers? Do dwellers gain SPECIAL points when leveling up?


No, but they do gain hp.



- Storage rooms should be an Endurance room


They are an Endurance room.



- I have an upgraded Residence that holds 168 dwellers.


That's how many dwellers your Vault can currently accommodate, not the number that particular room accommodates. 200 is the dweller cap, you can build/upgrade living quarters until you hit that number.



- A fully upgraded 3-wide residence [...] should be able to put 9 dwellers in it.


Why do you want to put so many dwellers in a residence?

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Wayne Cole
 
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Post » Sat Feb 13, 2016 6:05 pm


Higher dweller level = higher health = survive longer in the wastelands and when fighting fires/raiders/roaches



Upgrading the Vault Door means it takes longer for the raiders to get in, which gives you more time to move dwellers to the door/first rooms and to improve their equipment. More useful when you are starting out or if you micromanage/min-max and keep your most powerful weapons in the storeroom so you can assign them to where the fire/roaches/raiders are.

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Kortniie Dumont
 
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Post » Sat Feb 13, 2016 5:29 pm

I must find this game way too easy then. Most of these suggestion would make the game harder, on purpose. I find my vault producing way more resources then what is ever required. The only limited factor is having enough caps to buy more rooms too keep dwellers employed. (That's why I would like to put more dwellers in a residence.)



Thanks for the 'Coffee Break' tip.



Storage rooms maybe endurance rooms, but assigning a dweller work the room has no benefit for the vault or the dweller, except the dweller's happiness.



Thanks for the tip on leveling up dwellers.



Ok I have 5 residences that hold up to 168 dwellers each, but I don't have enough room keep my unemployed dwellers from wandering around. Still doesn't make sense.



The vault door only holds 4 dwellers. I used to have dwellers assigned the door with high E and big guns. They would kill 2.5 of 3 raiders each time. The last half-dead raider then would run to the left and which is a power station with 6 dwellers all with guns. The power station dwellers would get the XP and happiness for the kill, and the vault door dwellers just ended up depressed. So now I don't even put dwellers in the vault door because the 6 in the power station are much more effective. In fact it feels like the door is actually useless, just let them come in and run to the power station. A 4x security team assigned to that room that chase raiders makes more sense.



Maybe the Raiders should run around in a more chaotic pattern?

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Rob
 
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Post » Sat Feb 13, 2016 5:36 pm

They don't hold 168 dwellers each; they hold 168 dwellers total.

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Minako
 
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Post » Sat Feb 13, 2016 5:26 pm

Gotcha, thanks.

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cosmo valerga
 
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Post » Sun Feb 14, 2016 5:46 am

And don't forget Mr Gutsy to guard the vault entrance!
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Bones47
 
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