Building Ideas- DLC

Post » Thu Jan 14, 2016 5:36 pm

(Apologies if something similar has been posted already...)



I'd love to see more chances to build up central/urban areas in the DLC. The houses around Bunker Hill, for example, are pretty much in-tact. Why just keep people in shacks? Wouldn't the SS try to build an administrative center like Goodneighbor? Supply lines can provide an exchange of goods (ie. crops), much like those in the Roman Empire. Perhaps this option could unlock after a settlement reaches a certain population level?



It would also be good if the DLC clarified what effects many of the items have on settlers' happiness. For example, I've read that TVs increase settlers' happiness online, but there's no mention of it in the Survival Guide. Perhaps quests to obtain useful or helpful items could be added.



I'd also love to have a simplified way to see who has been assigned to what. I currently have to manually search crops and stores, and manually assign people to them. This is OK with a small settlement, but becomes cumbersome as the plots expand. I also don't always remember who I assigned to what... (If there's a better way to do this, please let me know!)



Expanding Home Plate's utility would also be useful. If it can't function as a normal settlement, why not give it some extra items and/or options for customization? It's not super useful at the moment, especially given all the options for fast-travel.



Bodies need to be easily removable, too... :)

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MarilĂș
 
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Post » Thu Jan 14, 2016 3:30 pm

I definitely think some sort of additional content regarding settlements and settlement management would be great.



For right now though, my tip for the "what is this settler assigned to?" dilemma is to give them easily found and easily identifiable outfits. I have the following set-up:



Farmers - Harnesses (Found on about half of all Raiders, and there are tons of raiders to kill.)


Scavengers - Mechanic Outfits and Welding Goggles


Guards - Army/Military Fatigues, Combat Armor, Sunglasses, Bandanas (Farm Gunners to get more than you could need.)


Provisioners - Road Leathers, Leather Armor, and Assault Gas Masks (Again, easily found farming Raiders.)


Merchants - Varies (Lab Coat for Doctors, Minuteman Outfit for the Weapons dealer, etc. Still mostly easy to find stuff but you won't need as much.)



Also for my Provisioners, I give them a custom named weapon that identifies the settlements they connect. I suppose you could do the same for anyone of any job (a Mutfruit farmer has his gun named "Mutfruit" or something) but I have an easy enough time keeping track after doing the above.



On Supply Lines, you can already set those up regardless of population if you take the Local Leader perk. (It's under Charisma.) Workshop stored junk as well as surplus food and water will be shared between settlements. This is how people set up places that are purely "water farms" or trading/supply line hubs instead of having to assign farmers at every single settlement.

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jesse villaneda
 
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Post » Fri Jan 15, 2016 1:03 am

The main thing I want is to be able to delete, scrap, or remove random piles of trash and dead bodies. I get it. It's post apocalyptic nightmare land. That doesn't mean that the stragglers living in the ruins can't haul grandma's 200 year old body out of the tub and throw it in a ditch somewhere.
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LuBiE LoU
 
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Post » Thu Jan 14, 2016 1:34 pm


This is a popular request, and is so true. It should be a workbench functionality...just like the Castle armory rubble clearance during Old Guns.

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Liv Staff
 
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Post » Thu Jan 14, 2016 2:03 pm


I agree with everything in your main post! I was just thinking yesterday, while building my new Starlight Drive In compound, that it would be nice to have some real roofs and not these Shack walls and tin roofs with all those freakin' holes in it. Why can't there be more building blocks? I would like to see triangle wood pieces or single planks, or larger planks to make a bridge with, like some of the Raiders do. Thinks should just fit into each other and not turn red. If I want to "morph" or combine items to create a new one, I should be able to.



I also would like to have some blankets to throw over the beds and the yellow checkered curtains you see everywhere! :)



And yes, why can't we click on piles of leaves or rubble and make them disappear like during the Castle quest?

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Isabell Hoffmann
 
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Post » Fri Jan 15, 2016 12:16 am

Here are some more settler ideas...



1) Have settler weaponry and clothing "level up" when you reach certain milestones. It's just not practical to outfit every settler yourself. If this seems to gimmicky, maybe have the option to create a "supplies depot." You deposit weapons, armor, etc. and they get randomly assigned to a settler. That way, you still have to find the resources, but you don't have to micromanage each settler's wardrobe. Or you could also have the ability to purchase "tiers" of clothing and armor for settlers. Again, you still have to get the resources (caps).



2) Have the ability to appoint "leaders" in each settlement. You can query this person about the different aspects of the settlement (money, happiness, defense, etc.) I have some settlers who randomly complain to me already. So they've already taken on this role, in part, but have no special names.



3) When settlers appear, they automatically take on jobs. You can modify them, though, at any time.



4) Additional instances to recruit specific people (ie. Sheffield). It bothers me that the MM don't really have a doctor. There's one you can get if you side with Covenant, but you have finish Human Error in a way that you might not be comfortable with.

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Love iz not
 
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