Possible Xpac Ideas

Post » Sat Feb 13, 2016 6:34 pm

Love the game thus far, it really helps pass the day while I'm in boring meetings. My boss hates the game, I'm not paying attention in boring meetings. :)



Just some suggestions if your going to expand the game:



I'd like to see a way to better use the endurance skill, maybe having more people with high endurance in the warehouse allows you to hold more stuff or something. Seems like there is no point to training endurance as I can't find any reference to it in the help files.



A way to upgrade the front vault with a turret or something. Not really that much different than having two dudes in combat/power armor with plasma rifles just chilling in that room full time. Make them work off of perception/endurance or something.



The ability to make some robots and let them stand in rooms to help fight fires or roaches. They could take up one of the spots in the room without providing any kind of bonus, and would consume power instead of food/water. They could even be found while exploring the wasteland and have to be brought back and repaired.



Maybe a garage that can hold a motorcycle or a car, someway to keep your progress when exploring. This would let an explorer travel 2 days out and then return to the vault, and when they ventured out again they could zoom past the 2 days they have already traveled and pick up exploring something new. Having to redo the same 2 days out feels too much like a time-gate for getting to more interesting areas.



Since we have a radio, what about setting up some kind of a trading outpost. A way to sell off excess water, food and power by turning them into caps to better upgrade your vault.



Just some thoughts, keep up the great work.

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Beulah Bell
 
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Post » Sat Feb 13, 2016 11:07 am

I'll just repost this here from my other thread, stripping out the patch ideas...






  1. Change the way the Radio Station Works: Instead of summoning new Dwellers constantly, it has a random effect when harvested.
    A: It summons a dweller like normal.
    B: It summons a Legendary Dweller.
    C: It summons a Trade Caravan. You can then interact with this trade caravan to sell your excess resources for caps. I mean, Food, Clean Water (especially water), Stimpacks, and Radaway are all high demand commodities out in the wastes, and since you're most likely producing excess of all 4 of these anyway, it makes sense to sell these.

    adding onto that idea, perhaps you could also buy things from the traders as well: random weapons and clothing items at very high prices (like say 10-20x the cost). Perhaps even lunchboxes? That would be extremely expensive though, like say anywhere from 500-4000 caps per pop just to keep the buy boxes feature useful.
    D: A Goofy but useless scene will unfold outside the vault. These Include:

    - a bunch of feral ghouls will wander up to your vault, do the thriller dance, then leave.

    - Two Yao Guai will wander up to the vault door, High Five, then leave.

    - An alien ship will appear, beam down some aliens, who will knock on the door, then leave.

    - Two Super Raider factions will fight each other outside. The winner will then leave.

    - A nuke will blow up in the distance.

    - A bunch of Imperial Legionaries and Stormcloaks will show up, begin to fight, then stop and say "hey wait a minute... this isn't skyrim!!" Then get eatten by Alduin who leaves.

    - Fake Enclave invasion. A vertibird comes in, like it was about to drop off enclave soldiers, but then has a large bomb thrown at it and blows up. Liberty prime steps out, finishes off the rest, then leaves.

    - A several way battle between securitrons, NCR, and Legion.

    - You'll get a Fishystick. It does nothing.

    - (Insert more here)
    E: It summons raiders. Not everyone who picks up the signal will have the best of intentions. As an Addon idea: add the ability to salvage equipment and/or caps from raiders.
    F: It summons Super Raiders. See below for more info.
    G: It gives the option to summon a Legendary Raider. When this happens, a message will pop up saying "A malevolent voice answers your radio. Do you go quiet, or do you respond?" If you go quiet, nothing will happen, but it will delay the next encounter for 3x the normal amount of time. If you accept, it spawns a Legendary Raider boss fight.

  2. Robots: These would be acquired either from lunchboxes or bought from traders or fought and salvaged in raids. Like legendary dwellers they come with higher than normal SPECIAL. Specifically, endurance and one other stat. Everything else is non-existent (All of them have one luck, for example. Protectrons have 1 charisma, 1 agility, 1 strength, 1 intelligence. Exception is Gutsy.) However, they cannot be trained, cannot wear uniforms, and cannot be given weapons (They come with them however.) Also they cannot breed with dwellers (obviously). Also, robots consume power instead of food and water, and have no happiness. If your power bar is in the red, they shut down. They can be "packed up" and sold if not wanted. They come in several flavors:


    Eyebot (Common): High Charisma (even though this doesn't mean anything), Very low endurance. Can explore, but doesn't gather materials. Instead it acts like an explore-and-forget version of the Radio station, though much slower than even a 3x1 staffed by a single char1 dweller. If assigned to a room other than the radio station it won't contribute anything but will make the dwellers in it happier.


    Protectron(common): High Perception, low endurance. Cannot explore (too slow). Cannot put out fires. Comes with a laser pistol equivalent.


    Cyberdog (uncommon): Basically just acts like a robot version of a pet dog, but stronger.


    Handy (common): High Agility, low endurance. Can Explore, can put out fires. Comes with a halved flamethrower. Can own a pet (but can't acquire any of its own).


    Robobrain(uncommon): High Intelligence, moderate endurance. Can put out fires. Can explore. Uses a mesmetron attack which does no damage but randomly causes raiders and radroaches to attack each other.


    Roboscorpion(uncommon): (Honestly I don't know.) Can explore. Comes with a blue version of the laser rifle that does more damage.


    Gutsy(Uncommon): 5 in all stats. Cannot put out fires. Can Explore. Uses a Plasma Pistol.


    Sentry Bot (rare): High Endurance, 1s in all other stats. Moves VERY fast. Cannot Explore (no hands). Can put out fires (missle launcher replaced with fire extinguisher). Comes with a Minigun. Will not contribute to production if assigned to a room.


    Securitron MK I (rare): High Strength, Moderate-high endurance. Can put out fires. Can Explore. Comes with a 9mm machine gun.


    Hover Robot (Tactics) (Uncommon): Very Low Endurance. Cannot contribute to production. Comes with a Missile Launcher.


    Humanoid Robot (tactics) (Rare): Basically a robotic Dweller that follows all the rules of a normal dweller. Can be equipped with armor, can be given a weapon, can have a pet, etc. However, it does not count towards your vault limit, and it runs off of power like all other robots.

    Securitron MK 2 (Very Rare): Max Strength, Max Endurance. Can Put out Fires. Can Explore. Comes with a 2x Missile Launcher.

    Think Tank (Very Rare): Max Intelligence, Low Endurance. Cannot Put out Fires. Cannot Explore. Comes with the same weapon as the Roboscorpion.


    Legendary Robots: These can only be gotten through lunchboxes.
    ED-E: 3 ST, 10 PE, 5 EN, 1 CH, 1 IN, 10 AG, 5 LK. Can be assigned to tasks, and can be assigned as a pet but otherwise acts like a normal eyebot.

    Sgt RL-3: 5 ST, 7PE, 7 EN, 4 CH, 6 IN, 5AG, 5 LK. Can act like a pet. Comes with an enhanced plasma pistol. Can explore. Can put out fires.

    Yes Man: 7 Charisma, 7 Endurance, 7 Luck. Comes with a Gatling laser.

    Rex: 6 ST, 8 PE, 8 EN, 1 CH, 1 IN, 8 AG, 5 LK. Acts like a pet.


    K9: 6 ST, 9 PE, 8 EN, 3 CH, 6 IN, 8 AG, 7 LK. Acts like a pet.

    Skynet: 8 ST, 7 PE, 6 EN, 1 CH, 10 IN, 7 AG, 5 LK. Can be equipped with weapons. Can put out fires. Can explore.





  3. Super/Legendary Raiders: Basically an inversal of Legendary Dwellers, and a sort of "Boss Fight" if you will. These raiders are of a different faction than normal raiders, and can be either Enclave, Outcasts, Robots, Talon Company, Super Mutants, or Legion. They're a lot stronger than normal raiders (Except legion, who are simply more numerous and come in a squad of 9 rather than the usual 3.) But in conjunction with the idea of raiders dropping loot they offer better rewards for beating them. Better armors, weapons, or in robot's case, the chance to salvage robots.

    Every now and then though you'll instead get "Legendary Raiders". Which really are the oppose of Legendary Dwellers. These are singular enemies that are extremely strong and will take A LOT of power to take down. They carry a legendary weapon and have INSANE health. These only occur through the Radio Station encounter, and even then, only through choice.

    Candidates include

    - Caesar (with Praetorian Guard)

    - Legate Lanius

    - Sgt. Dornan

    - Lou (the supermutant boss from fallout 1)

    - Colonel Autumn

    - Frank Horrigan

    - Father Elijah

    - Dr. Mobius

    - The Think Tank (All of them)

    - Ulysses

    - General Jingwei

    - Eulogy Jones

    - Commander Jabsco

    - Motor Runner

    - Ashur

    - Salt-Upon-Wounds

    - Vulpes Inculta

    - Tabitha

    - Gammorian

    (more to follow)

    Beating a Legendary Raider will net you:

    - Caps equal to his health. (total health if they come with a possie)

    - Lunchboxes (number equal to his/thier health/1000. But you're guaranteed to get at least one.)

    - A legendary Armor and Weapon

  4. Pets: Every now and then an explorer may return home with a pet. This can be a dog (most common), a Mole Rat, a Radroach, a Gecko, a Nightstalker, a Cazador, a radscorpion, a Duraframe Eyebot (which has similar stats to a regular eyebot but does not behave the same way) a roboscorpion (yes I put them down as pets. Not sure how to implement them as robots), a wanamingo, or in VERY rare instances, a yao guai or deathclaw. They'll have their own SPECIAL, which compounds onto the dweller's own stats by half rounded down (like a sort of "second armor". If the dog has 6 Perception, the Dweller gains 3, etc.). The odds of finding one and of what kind are determined by Charisma (making it actually useful for a change). It also increases their happiness a bit, but they do eat food and water (power in the case of roboscorpions, cyberdogs, and duraframe eyebots) like any other dweller even though they don't count towards the dweller limit. You could also give pets to other dwellers. Pets will follow dwellers around and fight off intruders along with them. They'll run away from fires though. Just like dwellers they can die, so watch out.

  5. Robots cannot acquire pets, and cannot have them.

  6. More weapons, clothing, and Legendary Dwellers from previous games. Specifically stuff from Fallouts 1, 2, and Tactics. But also new vegas (I know there is some armors from them but that's about all I've seen of them).



Also,








Endurance currently has two uses. 1: it stops dwellers from dying as quickly, in or out of the vault. 2: Its used for the Nuka Cola Bottler. But since #2 is kinda useless, that pretty much leaves the first.

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Suzy Santana
 
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Post » Sat Feb 13, 2016 12:08 pm

I like all of those ideas.


Really hope there's more added to this game.

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Tom
 
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Post » Sat Feb 13, 2016 4:01 pm

7. Vault Experiment: Every vault (except for a few) had an experiment going on, except for a few control vaults. In Fallout Shelter this could translate to a certain type of "Trait" system. You pick an "Experiment" that your vault is going under, each affects your vault in different ways. Each experiment has a positive and negative effect.

A few ideas based on previous vaults.

- Control: No benefits, and no drawbacks.

- FEV Experiment: Dwellers start with x2 strength and endurance and gain these traits 2x as quickly in training rooms, but 1/2 luck and intelligence and gain it 1/4th as quickly. Dwellers cannot breed.


- White Noise: First 3 Radio Stations are now free and available from the beginning. Radroach attacks are more frequent as long as it's manned.

- Isolation: No Raider and No Radroach attacks, and no joiners after the first 10. You cannot explore, radio station cannot produce encounters but produces 2x happiness.


- Advanced Agriculture: Gardens are cheaper, available at 20 dwellers, and produce more. Fires occur more often and are deadlier.


- Armory overstock: You start with 20 rare & Legendary weapons. Happiness drains at a constant rate unless outside. Dwellers gain happiness from combat.


- Gambling: Every harvest and training level up is now a coin flip. You either gain 2x harvest and caps, or nothing at all. Rushing is replaced with a slots minigame. Green = Rush Success (normal harvest + bonus), Red = Rush Fail.


  • Cherries: Harvest * Cherries

  • No win line: You get Nothing

  • Food/Water/Power/Stims/Radaways/caps: Harvest shown material instead of normal material. (IE if a 3w3t Garden gets 3 Powers, it you harvest 50 Power instead of 50 food. If a Power generator gets Caps, you get no power but get 40 caps.)

  • Red Food/Water/Power/Stims/Radaways/caps: Shown material is halved

  • 777: Harvest all materials at once (If a 3w3t garden gets it, It will harvest 50 food, 50 water, 50 power, 9 stims, 9 radaways, and 50 caps)

  • Bar: 3x cap gain.

  • Radroaches: Radroach Infestation

  • Raiders: Raiders

  • Fire: Fire

  • 666: Radroach infestation, Fire, and Raider attack all at once.

  • Happy Face: Temporary 100% happiness in room for 1 hour

  • Sad Face: -50 happiness in room for 1 hour

  • Jackpot: Like 7s but also 10x of them. Jackpot ignores storage limits. Whole vault gets 100 happiness for 24 hours. You also get a free lunchbox.

  • Messiah: All dwellers in room are healed.

  • Devil: All dwellers in room are reduced to 1 health.

  • Skull: One of the Dwellers in the room dies.

  • +?: All dwellers in room get +1 to a random SPECIAL for 5 hours

  • -?: All dwellers in room get -1 to a random SPECIAL for 5 hours

- Overcrowding: You can now hold over 2x the normal limit of dwellers and can hold 400. Rooms can also hold 12 instead of 6 people However, thier happiness drains when rooms are overcrowded.


- Drugs: Every day for one hou, your vault will pump drugs into the airducks. These will have completely random effects. Production may be doubled or tripled, or cease entirely. dwellers my migrate to other rooms of their own accord. Vault dwellers may do weird things.


- 68: You get 1 female, and the rest are all males. Not sure of a benefit to this.

- 69: You get 1 male, and the rest are all females. Again, not sure of a benefit to this.

(can't think of anything else ATM)

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Trish
 
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Post » Sat Feb 13, 2016 8:44 am

I'd like a family tree thing-a-mee to see who bred with who etc. and perhaps add aging and "retirement" to the game to keep it fresh and allow for changes in the dwellers.


And most of what rylasasin suggested.



Add Looting of Raiders +1


Add super expensive defensive system to vault door room (maybe make it energy / ammo reliant) - could diversify the armory to have training and making ammo maybe?


Add crafting - make weapons and armor - so you can strip weapons and armor that you find to components and then combine to make new stuff


Add some more easter eggs... I was REALLY hoping to find one when I made vault 1 1 1

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TASTY TRACY
 
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