New content suggestion!

Post » Mon Feb 15, 2016 4:10 am

Not sure if any dev bothers reading these forums. I do have a suggestion that I think would improve the game for those of us who play long term vaults.


A weapon research room.

Comes after the Nuka-cola room.

Costs a fortune per room. 25000 caps for the first room, increases rapidly.

Costs even more to upgrade each upgrade should cost 50000 caps to start.

Benefits: takes blue weapons an has a chance to turn them into orange.

Most often the process will result in failure, but with a fully upgraded 3 space room

Full of highly trained dwellers there should be at least a 5% chance if success.

This would give the game a cap sink.

Make the upgrade process cost caps in addition to risking a blue weapon or armor.

The rooms primary attribute should be luck.


Ideas, constructive criticisms, additional thoughts... Any input is appreciated
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Causon-Chambers
 
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Post » Mon Feb 15, 2016 10:35 am

The weapon research roon sounds great. Would love to see it in the game.

I for one love the game way to much, but as many around here, you get to a certain point in which you don't have anything else to do.


Was playing the game just now and was thinking of a few ideas:

1. Would like to see dwellers that are working in a the radio room or storage room level up as any other dweller. It difficult to keep them happy and make them survive any infestation, raider or deathclaw attack.(God forbid the last one!)

2. This one is kinda tricky, but what if all of those nuke cola bottles that are "produce" can be stored and then sold for caps/money. Sold in the wastland through caravans(saw a post about the idea of caravans)/Explorers or just via the sell button.

3. Entertainment rooms for the dwellers. Like a cinema room where they can go, see a movie for a couple of seconds and the go back to their rooms with a boost in happiness and "insert a specific buff" to help with production.

4. Another tricky one. What about an R&D room? It's a long shot, but it would be awesome and will keep people invested longer. E.g. An explorer finds a few items that get sent into R&D for study and then develope. Like zeta alien guns (Zetas are part of the Fallout-verse after all).

5. How about a room that can build weapons or armors/cloths for the dwellers. It would be awesome to have something like the crafting system in Fallout 4. I know it is a far cry from the purpose of shelter and that it won't make sense to have it. Plus it would take out the reason for going out in the wasteland.

6. A more detailed people management system would do wonders.

I named all my dwellers according to their jobs (like power, food, storage, radio etc.) that way I can keep track of them. Would help to have something like a list/filter button to help keep track of who is where, happiness metter, skills level, health to name a few.

7. Maybe add some other functions to the bedrooms and make them a bit more interactive. This way it won't be just happiness boost and reproduction.


I would love it if the developers would look at these things and take them into account for potential next updates. Or even consider them do-able.

Anyone else with more thoughts?
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Alexx Peace
 
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Post » Mon Feb 15, 2016 12:56 pm

Developer should fix the existing problems before considering new content.

Bethesda got new content in new updates, but the game got more bugs and crashes at the same time.

There is no meaning to introduce new things while a lot of the players cannot get back to the vaults.
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roxxii lenaghan
 
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Post » Mon Feb 15, 2016 2:48 pm

and I suggest all is "server-side" so hmm more challenging and less crash I believed

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Ricky Meehan
 
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Post » Mon Feb 15, 2016 1:54 pm

Hey Vault-Tec, If you're listening I got my own suggestions as well! Listen to this:



> FIX THE DAMN BUGS



> A Family Tree Screen. I've already lost track of the couples within my vault, and there will be NO two-timing happenin' in there anytime soon!



> Upgrade Weapon Stats with Caps. It svcks that caps can only be used to build and upgrade rooms, and as a result, I have a fckton of Caps in my office. I had to put these things to good use, c'mon!



> A more detailed help screen. I don't know if one of the selling points of this game is to figure out the exact workings of SPECIAL stats both inside and outside the vault, but this lack of information is kinda hampering with my executive decisions.



> Chem Labs and usage of chems. Now, chems aren't really my thing, but you can't deny it - they're already part of the wastelander life. Have the dwellers sent out recover or buy chems from the merchants and use them during encounters.



> More Wasteland backgrounds. May not affect gameplay as much, but does it have to be stuck in one place in the Wastes? Why not show sceneries from the Capital Wasteland, or the Mojave, or the Midwest, or Boston? Sometimes, change of scenery does wonders to a stressed-out overseer!



> Traders. These guys will occasionally come your way and offer some common or rare items for a sum of caps. They can be shooed away or take up the offer and get your goodies. It's also possible that it could be traders instead of new dwellers that will be summoned at the end of the Radio station countdown. Also, traders only come up once every day for fairness.



> Mister Handy Subtypes. So far, there's only the regular Mister Handies. I would most certainly like to see the other variants, each with their own uses. Mister Gutsies won't do work or produce resources, but has high damage output and can stop raider attacks almost single-handedly (poor fella will still need help with the deathclaws, though). Miss Nannies will raise the happiness of the dwellers on the floor she's on to a certain percent (I think 20% is decent enough). The one-per-floor restrictions apply for all the variants.



> More Legendary Dwellers. The current roster's pretty great already, but it wont hurt to add a few more known personas to the list of would-be dwellers for the vaults. I believe there are quite a lot of those in the Fallout universe




Ahh, that's all I have for now. I'll keep playing and see what else I come up with. In the meantime, what are your thoughts on this? Do these suggestions make or break the game?


That is all for now, folks.



Signed,


X, Overseer of Vault 417

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evelina c
 
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Post » Mon Feb 15, 2016 2:02 am

Why the dwellers are keeping their protective helmets when they are in the vault?

- Wasteland gear, horror fan outfit, ninja outfit, radiation outfit etc.

They should show their face, so that we can recognize who is who.

At least see who is bald to keep for objective completion.
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Silvia Gil
 
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Post » Mon Feb 15, 2016 3:46 pm

add some perks for dwellers on 10..20..30..40..50 lvl


also think that it will be good idea to get requierment some stats for some specific weapon


some post apocalyptic cars for exploring in a group of dwellers ( maybe the worst of ideas )) )
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ZzZz
 
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