Misc Settlement Mod Ideas

Post » Sun Jan 10, 2016 4:15 am

Settlements

Fallout shelter inspired improvements for settlers

So basically there would be ways to level up and increase that stats of your settlers. Perhaps to access these options, an additional rank of Local Leader would be added. In the game's current state, It kinda svcks that every settler is worth like 6 exp, they all have the same name and there's no way to change that. This mod would add a lot more immersion to the game, especially for those who enjoyed Fallout Shelter, and give players more ways to spend their resources.

So I was thinking for the basics, each settler will be Level 1 and will have random stats to begin with. Settlers will gain very little exp when they are assigned to an object. Instead of settlers being immortal, they are given 4 lives initially. When they run out of lives, they are dead for good. If possible, a sub-menu would be added that would show settler stats (Level / exp to next level, SPECIALS and lives) and their current task. Though that menu, you could buy more lives for your settlers. The cost will depend on their current level and how many lives you want to buy for them (up to 10).

In addition to assigned settlers passively gain very small amounts of exp, when the settlers kill something, they get exp dependent on what they killed. One thing that I could think of that could give extra exp is the scavenging station, but it would put the settler at more a risk; plus the settlers will pick up better items as they have more luck and a higher levels (which will make the scavenging station not totally useless). The scavenging stations, guard posts and assigning Provisioners will give settlers a better chance to gain more exp as they will kill more things as opposed to other settlers.

To really boost the settlers' exp gains, they will have to be assigned to a training station. There will be 8 training stations in total, one specially for raising exp and one for each of the SPECIAL stats. The training stations will be in the form of a unique building placed in settlement mod and will have a basic and advanced station for each one. Each station will cost considerable caps and resources to build; the advanced station will cost even more in caps and resources, but will train settlers faster. Each time a settlers is set to be assigned to a station, the player will be prompted to pay a certain amount of caps depending on the settler's stats and which option is selected (slow, normal, fast). After the caps have been paid, the settler will go in the training station and when a certain amount of time passes, they will come out with increased stats.

For a settler at Level 1 or with 1 point in a respective SPECIAL stat, it will cost 25 caps for slow, 50 for normal and 100 for fast. Advanced station will cost 3x as much, but will train settlers 2x faster. Selecting the 'fast' option in an advanced station will train settlers will low stats almost instantly, but will be a lot less economical as opposed to selecting 'slow' in a basic station.

I was also thinking there could be skill stations. Gun ranges will increase settler's small gun damage, boxing rings will increase their unarmed damage and etc.

Other shops / stations / terminals

-Something like an eyebot terminal will give players the ability to float around as an eyebot and build their settlements. No more being confined to the ground and trying to place settlement objects at weird angles. To be able to build the terminal, a player will need Robotics Expert rank 1, Hacker rank 3 and considerable electronic resources.

-Facial reconstruction shop. Will passively give the player caps like the other shops and allow you to reconstruct the player's face in addition to settlers' faces. Will cost 5000 caps and you will need a settler with an INT of at least 6 to run it.

-Town hall station will allow the player to rename settlers at a fee.

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Lexy Dick
 
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Post » Sun Jan 10, 2016 4:03 pm

Good ideas. I'd also like to see a set of 10-20 different settler specific perks that each settler could get 1 or 2 of. Also i don't think exp/per kill is the right way to go because most settlers won't gain an exp this way. Rather xp should be given based on how much damage they do.

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Rhysa Hughes
 
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Post » Sun Jan 10, 2016 8:24 am

I wouldn't mind appointing tasks to settlers.

Settlement Social Structure

Police, Repairman, Medic, Scrappers, Sheppard, etc, etc... These new tasks could expand on the current tasks given to settlers; instead of manning defenses, growing crops, manning trader stalls, or running supply route. Not only would it make settlers much more useful, it would also make the settlement much more alive. Make it feel like you are making an difference in fallout 4.

Policemen: Police would be tasked with keeping order within the settlement, disputes and even crime could be added to bring a new dynamic to the game. Without police settlers could be murdered, thieves could steal caps from local traders, and gangs could appear which would lower the happiness of the settlement meaning you need to invest in a social structure.

Taxmen: Taxmen job is to taxed the settlement trader's, this allows you to collect cap gained from your settlements, giving initiative to upkeep your settlements.

Scrappers: Scrappers job is to venture outside of the settlement and find items to scrap. They will help you find resources needed to keep expanding on your settlement. After they have found ton of scrap, they will automatically break it down and deposit it in the workbench for you to use.

Coroner: Coroner's tasked with removing the dead bodies near the settlement, this will take away much of the strain put on the system hardware when the bodies keep piling up near settlement. Once the Coroner comes near body, they would de-spawn the body. If it is an named character within the settlement, a grave marker will appear in the local cemetery (If it has been built), which interacted with will give person's name and how they died.

Example: Here lies *name*, died defending *Settlement's Name* from bandits/mutants/Faction.

Repairman: Repairman's job is to repair settlement structures if damaged if resources are available in workbench, keeping the settlement tip-top shape. Even though their jobs is rather simple, repairmen is one of the most vital jobs for the settlement.

Medic: Medic's job is to keep the settlers alive and help keep them health from wide variety of diseases that accompany the wastelands. By adding diseases, plaques, and other new features to the settlement gameplay, this will allow players to feel more immersed in the game. Without an medic, settlements could be wiped out by a plaque rather quickly or militia and police could easily be handicapped when it comes to defending or preventing crime.

Sheppard: Sheppard's job is protecting the livestock of the town from bandits, mutants, or other dangerous of the wastelands. They also keep all livestock within player's set boundary, which would add another resources such as milk or meat which would count as food for the settlement. Adding new livestock in fallout 4 could expand on the lore of fallout series, bringing new mechanic to the game and new creatures.

Trapper: Trapper's job is to hunt down and capture new livestock for the settlement, rather it be a mutated chicken, pig, sheep, or a Brahmin. Not only would it added new food to the settlement and player's choices, it would also allow for new type of tasks.

P.S. Also I liked to see trade between settlements and main towns in fallout 4. This could add more items sold at vendors within the settlement.

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Queen of Spades
 
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