Feature Request: Replacing Rooms

Post » Fri Feb 12, 2016 11:34 pm

I created an account to talk about this.



Right now, you can't remove a room that serves as the connection to another room. This makes organizing the optimal usage of space a bit of a pain.




Off of the top of my head, here are two idea for handling this:


  1. Allow a room to be replaced by another when constructing a new room.

  2. Allow a room to be partially deconstructed, leaving a "blank room" that exists only for connection purposes. You could then build over the blank room when constructing a new room.

I like the second one better than the first, as it would make the construction menu much less cluttered.



I know that the trope of a random person on the internet giving design advice on the forums is cliche as all get out, and you've probably thought this out already, but I just wanted to toss in my two cents.


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Add Me
 
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Post » Sat Feb 13, 2016 6:30 am

Do you have the option to change the connecting room into something else?

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Mizz.Jayy
 
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Post » Sat Feb 13, 2016 3:09 am

No. That would be another option, but I it would be easier to extend where you can build than creating another way to build. Design-wise it's more cohesive as well.

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Stacy Hope
 
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Post » Sat Feb 13, 2016 2:07 pm

Keep the feedback coming. We do let you guys create 3 Vaults at a time, so there's definitely room to learn from your mistakes.

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Felix Walde
 
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Post » Sat Feb 13, 2016 3:29 am

Either that, or the ability to move a room somewhere else. But, yes, there needs to be a better option for optimizing space than just destroying a room entirely.

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W E I R D
 
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Post » Sat Feb 13, 2016 3:23 am

I don't mind destroying a room. If you want to include loss of resources, that sounds good to me. My issue is being blocked from changing a room because of adjacent rooms.

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Nick Pryce
 
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Post » Sat Feb 13, 2016 1:30 am

What missed me up was I MUST put my water plant next to my power plant as it's forced in the intro but I wanted to add to the elevator instead so I could put the water plant on it's own level so I could combine several together for the bonus. Really no way around it. I was trying to put each room type on their own level so I could have combined rooms, but the intro doesn't let you do this. Now I'm also in the situation where I want to remove a room to build a new one and can't.



I've considered building a elevator on the other side of the water plant so I could destroy the power plant (I've connected three upgraded power plants on the level below so I don't need it), then build a water plant there to connect to the existing one, then destroy the extra elevator I made just to do this (since I don't need it.)



Would be a whole lot easier if I could just destroy the old power plant room, turn it into a hallway I guess, then build and expand my water plant in it's own level.

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Gracie Dugdale
 
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Post » Sat Feb 13, 2016 12:08 am

And the tidy builders have issues to consider:



I initially liked the structure:



| Door | lift |


| 3 merged rooms | lift | 2 merged rooms | lift | 3 merged rooms |


| 3 merged rooms | lift | 2 merged rooms | lift | 3 merged rooms |



But I don't always want a 3-sized room.



So I'm tempted by a design based on twin-merged rooms



| Door | lift |


| 2 merged rooms | lift | 2 merged rooms | 2 merged rooms | lift | 2 merged rooms |


| 2 merged rooms | lift | 2 merged rooms | 2 merged rooms | lift | 2 merged rooms |



But I haven't worked out how the lifts would line up yet...

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Sophh
 
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Post » Sat Feb 13, 2016 1:21 pm

I'm pretty sure you can't expand that far to the right. This is the last http://i.imgur.com/8T76JEX.jpg of my vault before I added some rooms. I can't place another room to the right of the three wide power plant. I think I can put an Elevator though.

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Tarka
 
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Post » Sat Feb 13, 2016 5:32 am

I like the idea of being able to "redesign" the rooms. After all it's realistic, people do change the uses for rooms as the needs of their group change. Like if you bought a house you might use a spare bedroom for an office or a workroom, but later might actually need it for a bedroom. Maybe use rooms you no longer need as "storage" then you could either place storage rooms as placeholders or create them from an existing room before you change it into something else. Does that make sense?

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Robert Jr
 
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Post » Sat Feb 13, 2016 12:24 pm

Now that's a more realistic idea from an developer standpoint. Rather then move the room convert the room. So if you have a Living quarter next to a Cafeteria, convert the cafeteria into another living quarter. Then once they are the same level they will merge. You are just changing the room type.

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Jonathan Egan
 
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