Things I would like to see in the game

Post » Sat Feb 13, 2016 6:45 am

Things to add:



*Ability to sort dwellers by remaining health. This would be a GODSEND to healing everyone. If you could click on the DWELLERS tab and scroll through sorting dwellers by name, maximum health and remaining health, that would be awesome. Shouldn't be too hard to implement since you can already scroll through special stats by clicking on SPECIAL.



*Make the "auto-zoom to any event" a feature that can be DE-selected. I don't normally want this, especially in my larger vaults



*Add a "close window" button on all windows. I'm sick of having to click outside a room to close some windows, especially when the game then auto-zooms and centers on where I just clicked



*STOP AUTO ZOOM AND CENTERING WHEREVER I CLICK! I CAN CONTROL THE CAMERA JUST FINE MYSELF



*Stationing people in the storage room should increase capacity (someone organizing the room equals maximizing space. makes sense). Something needs to be done with them, because they are otherwise functionally useless. I have never actually needed the iincrease in weapon/outfit storage they provide.



*Pregnant women fleeing events is sixist as hell. I see no reason why a fully healed pregnant woman should run from anything. Maybe run at half health to protect the baby, fine.




*Increasing storage area doesn't increase the amount of stimpacks and rad away. This makes no sense. It also makes no sense that the maximum stimpacks and radaway you can store in the respective rooms is only 35, but you can produce 12 at once. maximum should be closer to 100, unless you also add increased storage from the store rooms. This limitation is especially annoying considering that every time I launch the game after being away for a while, my entire population is at half health and half radiated. It takes FOREVER to get them all healed again.



Barracks rooms are currently largely functionally useless. Other than expanding capacity of the vault, all they do is get women pregnant. Maybe you could be able to assign pregnant women and children to the rooms to speed their birth/development into advlts?



Bugs I've seen:



*Game frequently stops responding period



*Game occasionally gets "stuck" on a room. Even though you can click around the game and access other functionality, that particular room name will be written over whatever other room you're currently in, and any upgrade attempts will be for the "stuck" room.


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John N
 
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Joined: Sun Aug 26, 2007 5:11 pm

Post » Sat Feb 13, 2016 7:18 pm

I would like the ability to effect children's traits from selecting parents.


I would like to see weapon and item drops from raiders.


It seems odd that you can upgrade your vault door but not actualy stop raiders from entering, or attack them as they try to break down your vault door. It gives you more time to position your strongest people in the right places, But little more than that.


As above storage's seem little used and the only point to manning them is to stop fire spread and rad roaches from spreading.

Better it they were workshops for making new items or combining items to make better items.

Or storage rooms that stored power water and food like emergency power from battery's, bottled water if the main supply runs out and army ration food if main food runs out all have an effect on happiness just not as bad as if you run out normally. These emergency reserves are only created from overflow of your normal storage. That the meters give you. If would be good if we can select which rooms get protected by these reserves in emergencies.


As above barracks, it would be nice if people you put their do something like train in some way not just fend off random fires and rad roaches. Maybe people put in them are trouble shooters for any events and act as guards and fire fighters during events.


It might be good if you can set a max duration on explorers so you can set them to return after a set time when you are next going to be able to login to the game. So if I set 3hrs that's 2 hrs exploring 1 hr return. If I set 9hrs its 6 hrs exploring 3 hrs returning. They only return if they are still alive... It could be a second option in the menu, explore is open ended time, scavenge is time limited the people do the same things just they return at a predictable time.

Scavenge option could be active for the full duration of there time out in the wilds, so no safe wander back after we hit return. And we cannot cut it short by hitting return in the normal way, but a reduced risk option so the scavenger takes less risk and has reduced chances of finding stuff if we are trying to keep them alive if they are half dead before they get back.
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Scott
 
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