How is it I need to personally defend every settlement

Post » Fri Dec 11, 2015 10:09 pm

Greentop with 2 settlers: Two pronged attack by Raiders. 6 Raiders, one Legendary and one in power armor. I show up on my landing pad on the roof and watch as Hancock and my turrets work on the baddies. I lose a settler and all the Raiders are killed. Then the Settler inside the house and Hancock shoot it out resulting in the only surviving settler dead.

I wont rebuild.

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Jason Rice
 
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Post » Fri Dec 11, 2015 10:42 pm

Well Hancock is kinda a d*** so...
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maya papps
 
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Post » Fri Dec 11, 2015 11:06 pm

Settlement building was interesting at first... But when the people started asking me to do the same damn quest over and over again I started to not care about them.

I am the damn leader of the Minute Men. Some things I should be able to do if I am the "General" and those are : Appoint people to protect a given settlement. I should be about to recruit people into the Minute Men. Have a way to hand over control of the whole thing, at least have a second in command.

A quest every now and then could be required to boost moral with the Minute Men as a whole. To show you are still there and care. "Hey General we got a call to help clear out some super mutants, we sure would love it if you came with us sir." If you say no enough times they could just stop asking you or even say something like "We lost three more people today."

I have several suits of PA. Couldn't I give some to the Minute Men so they could make use of it? It could be a way to keep moral without having to go on missions. But yeah being able to take settlers into the MM and give them control of a given settlement would be great. Make it so it would require more beds, food, water and resources and keep up their moral.

I just have grown so tired of clearing out the same building over and over. I got asked to do the same two missions four times in one hour. "Can you clear out the ghouls" and "can you rescue my kidnapped friend" :banghead:

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Stacy Hope
 
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Post » Fri Dec 11, 2015 6:23 pm

Except,even my sancturary hills has been completely damaged(every turret,every crop) and most of food taken from workbench,due to an attack i wasn't there to stop.I WAS there,killed everything,attack didn't end,slept few hours,walked about,no enemy spawned,so i fast travelled away.Came back later at attack fail.

All my settlers are sporting lasers and assault rifles(modded)heavy armour etc.

They do not defend anything while you are not there.If you are not there,you will always fail,and stuff will always get wrecked,no matter how tricked out the settler,no matter if you have a 500 defense rating and turrets covering every area,no matter if you have walls and guard posts up the wazoo.

Sometimes you come back to less damage(i happen to think this is completely random) and sometimes due to the time it takes you to travel to a settlement things may have already auto repaired.

There is zero you can do to help your settlement auto defend once attacked other than travel to it and take over manually(which is bloody hilarious because usually when i fast travel to a settlement under attack the attackers die in in less than 3 seconds due to my defense set ups,must be my magnificient leadership qualities)

Speaking of defense set ups,my own turrets do more damage to my crops and my settlers than the enemy does half the times,lol...

This system needs to go,and be replaced with attacks having a chance to happen when you travel into a settlement area.These attacks if triggered should come in waves with increasing difficulty depending on where the settlement is,difficulty level and how much food and water it is producing.

As an aside,i'd like to see faction quest attacks,whereby you get emergency alerts from the minutemen of knowledge of a,just for example,a BoS attack coming at such and such a time.You'll get a big quest start message on your screen too.These attacks would never happen in less time than it takes to fast travel one end of the map to another twice over.I was thinking it'd be cool if in beating you they take over the settlement until you can re-take it,but that raises issues like,what do they need to do to take the settlement other than killing you?And what is to stop you just staying put and re-taking it from them within seconds of them taking it from you?

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Maeva
 
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Post » Fri Dec 11, 2015 7:46 pm

Likewise. I swing past the settlement when it's on my way to somewhere else. I certainly don't drop everything to defend it, so I spend most of my time in a settlement repairing broken stuff.

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Oyuki Manson Lavey
 
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Post » Fri Dec 11, 2015 11:10 pm

I've never lost a settlement. Not sure I've ever lost a settler. The worst I've had happen for failing to help defend a settlement was having to spend resources to repair everything the attackers destroyed.

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Fanny Rouyé
 
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Post » Fri Dec 11, 2015 11:55 am

Your settlements aren't 'lost' if you choose not to defend them. I haven't defended Sanctuary many times and the worst that EVER happens is that I have to (sometimes) repair some turrets, food and power generators. That's it.

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Phillip Brunyee
 
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Post » Fri Dec 11, 2015 6:06 pm

Until this is fixed, I just use 'http://www.nexusmods.com/fallout4/mods/4180/?'. I still build a defensive system for my settlements, because one of these days, I expect it 'will' be fixed, and then I can turn settlement attacks back on.

What I would suggest for settlement attacks, given that resolving a settlement attack properly, taking into account defenses and settler gear requires significant computing resources, is this; When a settlement attack is triggered, the player gets a warning notice in the form of a button in the corner of their screen. The button contains the name of the settlement and a countdown timer. Before the timer reaches zero, the player must either fast travel to the settlement (whereupon the attack will happen upon arrival, not before) or click on the button. Clicking on the button will trigger an autoresolution, except the autoresolution will NOT be be simplistic nonsense we have now. What that should be (imo)...

Autoresolution would freeze time for the player, it could happen right in the middle of a player brawl if they so chose. While time is frozen for the player, a screen opens showing a top down schematic of the whole of the settlement being attacked and the surrounding territory. Enemies would appear as red dots on this map, settlers would be green, maybe having guards being blue, turrets something else, etc.. The game would play out the battle calculating everything the way it would were the player actually present, and display the result as it happens. Ideally there would be simple line animations showing engagement fire. For a well defended settlement, it likely would be over in seconds. For a poorly defended settlement, the player would witness where the weaknesses were and know to take corrective action.

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Big mike
 
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Post » Fri Dec 11, 2015 3:33 pm


That's sort of the problem why is everything broken when I literally amassed an army of defense forces
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Avril Churchill
 
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Post » Fri Dec 11, 2015 8:45 pm

its a shame how poorly implemented the settlement feature is :(

i love wasting time in settlements building and decorating

hopefully beth fix this as its just stupid the way it is at moment, or ill have to wait for the console mod thing

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tegan fiamengo
 
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Post » Fri Dec 11, 2015 5:26 pm


Or better than hud, why doesn't freedom radio or galaxy radio interrupt the songs with alerts on siege status?

I was in a multi level building when I got an alert about oberland station. By the time I got out of the building, defense failed. Better yet, a settlement with 40 defense and 66 happiness attacked me as soon as I landed from fast travel. All 17 settlers had to die.
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Melis Hristina
 
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Post » Fri Dec 11, 2015 8:21 pm

Great solution - I don't know enough about programming but can others confirm this is possible?

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BRIANNA
 
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