Make forts lootable places better

Post » Thu Nov 26, 2015 10:13 am

I do remember in skyrim that you get loot based on your level in chests. I would like an improvement of that in fallout 4.

Most armorys I've seen in the last 2 games were mostly empty with little ammo weapons, armour or medical supplies.

I want forts via armory's to be harder and more dangerous to access and survive in. Offering a satisfying amounts of loot for an equally dangerous endeavour to obtain it. And when raiding merchants idea also like a significant amount of loot and challenge.

The national guard outpost was the first place I went to at the beginning of each playthrough. There was supplies there sufficient enough for a noob.

I don't want stuff like that in fallout anymore.

I want a real armory to loot. Not something equevilent to some NPCs mere inventory or merchant business inventory.
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Brittany Abner
 
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Post » Thu Nov 26, 2015 11:19 am

Make forts AND lootable places better
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emily grieve
 
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Post » Thu Nov 26, 2015 3:57 pm

I'm torn between having them lootable or having them picked clean. Other people have been around scraping a living for a long time why haven't they cleared the armoury yet? :/ Although I do hope thye take note from the "[insert location] interiors" mods, they added a lot of nice places to explore without breaking the immersion.

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ChloƩ
 
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Post » Fri Nov 27, 2015 12:00 am

I hated the fact that the loot you could get was dependant and equivalent to your level. It really discouraged me from attacking forts or doing certain things until I had gained a few levels. Let's say as a wild example that I am level 1 and I somehow manage to get through the most well-defended military base in Boston (if there is one), then the loot at the end should be the same I can pick up as either a level 1, or a level 30.

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Tanika O'Connell
 
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Post » Thu Nov 26, 2015 5:52 pm


So maybe what they should do is make the dungeons defenses very hard so so can believe why no body has "cleared the armoury".
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Nick Swan
 
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Post » Fri Nov 27, 2015 1:12 am


Picked clean seems realistic. But There should be a descent armory for once.

Realism shouldn't be so narrow. Realism would include the realm of possibility. Which means we should have more untouched armory's that are rewarding and pain in the [censored] to final get to.

Get rewarded for fighting your ass of. I want bgs to really push the limit on how difficult enemy's can be to make such experiences feel rewarding.
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casey macmillan
 
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Post » Thu Nov 26, 2015 3:51 pm

I don't mean that severe. I was indifferent about the leveled loot thing. There should actually be places that are fixed to a difficulty to guarantee difficulty.
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Georgine Lee
 
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Post » Thu Nov 26, 2015 5:13 pm

it does have it's advantages. one of the problems with FO3 is that you pretty much have to do certain quests at certain times for them to be fun/challenging. for example, if you do quest like "those", or "superhuman gambit" or "wasteland survival guide" too late then they are boringly easy. and likewise some of the quests/locations are not good to be messing around with until you've leveled up a bit. I certainly wouldn't recommend a trip to old olney at a low level. as for loot, I thought it wouldn't be a given that things would have been picked clean in 200 yrs, but not unrealistic to think places were reused over time. for example, an armory doesn't necessarily have to contain prewar loot. it could very easily have been used by people after the war as a secure place.

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oliver klosoff
 
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Post » Thu Nov 26, 2015 10:13 am

Maybe insted of just a pre-war armoury it's a post war one that an organised group of raiders have set up? Would be easier for it to be balanced while remaining possible. One of the vaults in NV had a large armoury that was worth a lot of caps but could be looted rather early on which can harm the notion of an economy or scaled weapons...

Or have references to pre-war plans and the enclave with a number of bunkers/hidden depos that you can get in to with security turrets, hacking and 'bot defences? Things that would need more high end tech and the training that say someone from a vault with a pipboy might have? :P

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Yama Pi
 
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Post » Thu Nov 26, 2015 4:51 pm

Like the Super Duper Mart!
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Francesca
 
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Post » Thu Nov 26, 2015 7:54 pm

It could be raiding a merchant inventory or a faction surplus/armory.

Or even something long forgoton guarded by robots.

I expect anything such as a pre war military base to have enough loot or rare items to satisfy the player and challenge the player equally.
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Liii BLATES
 
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Post » Thu Nov 26, 2015 8:56 pm

Or there's a Rock Milk equivalent. One of my favorite loots in Oblivion. No matter what level you were the enemies were scaled, and always respawned after a couple days. Now if bgs could expound upon that and give us a reason why enemies respawned would be a game changer. In my eyes I would imagine there being an infinite am out of raiders in the wastes, so if we clear a small fort...why wouldn't new raiders come in and occupy? I would like to see lockers, ammo boxes, med boxes, and crates to re-stock whenever the area has been re-claimed.
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Mandi Norton
 
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Post » Thu Nov 26, 2015 1:58 pm

What do you mean that severe? I didn't see your original post, if you made one sorry. What I meant was that some places should be almost impossible for a level 1 to clear out, as opposed to trying the same area at level 30 and having it significantly easier. However, with that said, if the level 1 does somehow get through the place, the loot should be the same. The general consensus is that the loot should always be the same, regardless of level, but it will be next to impossible for lower levels to get through them, which encourages people to level up.

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Nice one
 
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