Minor change to majorly improve Minutemen radiant quests

Post » Mon Jan 18, 2016 8:09 pm

The quest-giving source:


There should be a small radio receiver (handheld size) that the player can keep in their inventory under Misc or Apparel section. The player will need to activate the radio (on/off, or equip/unequip if it's an Apparel item) to receive Minutemen radiant quests in the form of emergency calls. These calls could be sent directly from the settler(s) needing help or by other Minutemen that are relaying the message across the Commonwealth.




Radio Freedom:


Radio Freedom is no longer used for calling for your help, but it should remain as an alternative channel to Diamond City Radio. It will report on general occurrences in the Commonwealth, but as a nice touch, it should have an extra focus on reporting of Minutemen and settlement related activity and events. For example, a feral ghoul threat that has been eliminated, a kidnapped settler rescued from Abernathy or County Crossing, or a Minutemen patrol that had successfully defended against a group of Gunners, and so on.



By shifting away from relying on Radio Freedom for the quests, players have the choice to listen to other radio stations or the ambient music (or no music at all) as they prefer.




Quest completion:


Not much to say here. The player should never need to report to Preston. The quest completes upon reporting to the settlers. Even better if the handheld radio is two-way, so the player can report from anywhere and at any time. The choice to report back in person should remain.




Preston Garvey:


Last but not least, Preston will no longer be a nuisance by virtue of a soldier commanding his General around. Preston will become purely a companion, not a lore/immersion-breaking quest giver. Players can now 'Talk' to him to follow the player, without enduring the annoyance of receiving three quests first. Fort Independence quest is an exception. Poor Preston gets a lot of hate and maybe this will alleviate that somewhat, if not completely.




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Of course, there is plenty of room for improvement where Minutemen gameplay is concerned, like delegation or even patrol route setups. This post is just to focus on how the radiant quests are given. It should be very simple to implement compared to other potential suggestions.



As much as I feel mods are essential, and playing on PC, this is something that should be how the game works as default i.e. the vanilla game. There's also the console market and I don't know how their modding scene will be in comparison.



Edit: Forgot to mention that I posted this elsewhere and got decent traction and suggestions to post it here where Bethesda apparently, on occasion, take up some of the suggestions to consideration. https://www.reddit.com/r/fo4/comments/3xz3mp/i_hope_bethesda_changes_minutemen_radiant_quests/

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Greg Swan
 
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Post » Mon Jan 18, 2016 10:43 pm

Solid suggestion, and one that probably would not be difficult to do. :thumbsup:



I suggested in another thread that once you had the group leader perk you should be able to delegate a companion to resolve whatever issue had surfaced. They would usually be successful, but if not, you'd get an SOS to send in re-enforcements, or respond in person.

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DeeD
 
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Post » Mon Jan 18, 2016 9:40 pm

I would only remove optional RND quests from farms. Deal with their real problem - let it be an old pump or supplies, not a factory on the other side of the map that is in the worse case the same for all 4 factions...



So I would like to deal only once with their real problem and then to have as a radiant quests - to defend them, if their defence is too low, or help with kidnapping and that is all. Why they have to put all the crap quests in every faction claiming to have 144 of quests?



Only Finch Farm, Gregarden and the soil have meaningful nice starting quests.



And if Preston is talking about Quincy all the time - why he never attmept to go there and reveal what was behind?

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rae.x
 
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Post » Tue Jan 19, 2016 2:37 am

I agree with this, I've nothing else to say though.

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Bethany Short
 
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Post » Tue Jan 19, 2016 1:28 am

Just have a help wanted board for each settlement. If you want randomized kill stuff / save a settler quests you can grab them, if you don't you can ignore the board without worry about failing them. They will be completed by other minutemen over time if you ignore them so you can check for new ones occasionally if you didn't want to deal with one set of them.

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Kellymarie Heppell
 
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