Bethesda: A few things to consider for the next patch

Post » Sat Feb 13, 2016 9:53 am

I've been playing the game for about a week or two now, and I've read some of the comments here, and so here I post



  1. Reballance the upper tier rooms: Upper tier production rooms (Nuclear plant, Garden, Water Purification, bottler) are to be blunt, not worth the investment. They offer an outrageous price for no storage improvement and marginal production value. That needs to change. I mean, why should I buy a 1-wide, no upgrade garden when I can get a 3 wide fully upgraded diner for far less caps?! The upper tier rooms need to be vastly superior to their lower end counterparts or much much cheaper.

    (edit: Nuke plant offers more storage than regular power plant. That makes it at least somewhat worth the investment. The garden, bottler, and purifier do not offer storage bonuses however, so they're still extremely useless.)

  2. Hibernation Mode: A feature that really needs to be added. Basically, causes your vault to freeze in time. No resources consumed, no training done, no resources made, no exploration, nothing. Especially for those who cannot afford to baby our vaults every 2 days or need to be away from it for long periods of time.

  3. Tone Down the Radroaches: Pretty much everyone here has complained about them by now and for good reason: They're ridiculous. I know the idea is that they somehow level up with you, but that's utter nonsense. This isn't an RPG, this is a Simulation game. Seriously, why is it that whenever a fire breaks out just one dweller in a 3-width room can deal with it very very easily while barely losing a 1/4th, yet when the radroaches show up I need to scramble everyone and break out the stimpacks? If anything it should be the other way around. Even when raiders come it's "meh, just get the guy with the gatling gun on the front door and everything will be fine," yet every 1-3 times Radroaches pop up I need to whip out the stimpacks/caps to revive the dead? Not to mention the dreaded invincible radroach glitch. Seriously, they're radroaches, not fire geckos or deathclaws. Radroaches should not be more dangerous than fires, let alone raiders. Speaking of which...

  4. Option to turn off random disasters ALA Simcity: As I said, this is a sim, not an RPG. There are those of us who really don't want to be bothered with this whole random radroach invasion/fire/raider invasion thing (outside of rushes gone wrong of course), and would rather concentrate on the construction side of it. However, for those of us that do, there are possible rewards for having this on. Especially the latter:

  5. Get items and/or caps from Dead Raiders: I always thought it kinda strange that your vault dwellers never think to themselves "Hmmm maybe I should strip these dead raiders of their weapons, armors, and caps" when that's been the mindset of every single person in Fallout ever. It would give us a good reason to actually look forward to raider raids rather than just going "not this crap again." Maybe while we're at it you could also get free food from radroaches? Then again it would quickly mean the diner would become useless. Speaking of useless buildings:

  6. Change the way the Radio Station Works: Right now, it's kinda useless outside of the happiness bonus. Dwellers randomly show up at your vault door (admittedly far fewer once you get going though) anyway. It's far more reliable and probably quicker to get new dwellers via breeding than it is to use the Radio station. You can't get Legendaries through it, so what's the point? Not to mention Breeding just gives you far better control over it and allows you to plan things out better. I don't want to plan out to add 12 more people, get the necessary females pregnant, and then have someone come along that I don't know what to do with. Right now the Radio station is just plain redundant.

    Instead, I propose a new idea: it has a random effect when harvested.
    A: It summons a dweller like normal.
    B: It summons a Legendary Dweller.
    C: It summons a Trade Caravan. You can then interact with this trade caravan to sell your excess resources for caps. I mean, Food, Clean Water (especially water), Stimpacks, and Radaway are all high demand commodities out in the wastes, and since you're most likely producing excess of all 4 of these anyway, it makes sense to sell these.

    adding onto that idea, perhaps you could also buy things from the traders as well: random weapons and clothing items at very high prices (like say 10-20x the cost). Perhaps even lunchboxes? That would be extremely expensive though, like say anywhere from 500-4000 caps per pop just to keep the buy boxes feature useful.
    D: A Goofy but useless scene will unfold outside the vault. These Include:

    - a bunch of feral ghouls will wander up to your vault, do the thriller dance, then leave.

    - Two Yao Guai will wander up to the vault door, High Five, then leave.

    - An alien ship will appear, beam down some aliens, who will knock on the door, then leave.

    - Two Super Raider factions will fight each other outside. The winner will then leave.

    - A nuke will blow up in the distance.

    - A bunch of Imperial Legionaries and Stormcloaks will show up, begin to fight, then stop and say "hey wait a minute... this isn't skyrim!!" Then get eatten by Alduin who leaves.

    - Fake Enclave invasion. A vertibird comes in, like it was about to drop off enclave soldiers, but then has a large bomb thrown at it and blows up. Liberty prime steps out, finishes off the rest, then leaves.

    - A several way battle between securitrons, NCR, and Legion.

    - You'll get a Fishystick. It does nothing.

    - (Insert more here)
    E: It summons raiders. Not everyone who picks up the signal will have the best of intentions. As an Addon idea: add the ability to salvage equipment and/or caps from raiders.
    F: It summons Super Raiders. See below for more info.
    G: It gives the option to summon a Legendary Raider. When this happens, a message will pop up saying "A malevolent voice answers your radio. Do you go quiet, or do you respond?" If you go quiet, nothing will happen, but it will delay the next encounter for 3x the normal amount of time. If you accept, it spawns a Legendary Raider boss fight.

  7. Option to throw out unwanted dwellers and/or turn away joiners: Seriously, why is there no way to get rid of unwanted/unplanned for dwellers? Or at the very least turn away the people who line up at your vault? Currently the only way that I know of is to send them on a suicide mission then remove them. There needs to be an easier way to go about this. I mean when I'm filled to capacity and have every room minus the storage and barracks filled up I shouldn't feel compelled to build another barracks just because some wanderer suddenly decides he wants in and won't go away until I let him in, and I especially shouldn't have to on purposely trigger an incident with the expressed purpose of killing him off.

  8. Robots: These would be acquired either from lunchboxes or bought from traders or fought and salvaged in raids. Like legendary dwellers they come with higher than normal SPECIAL. Specifically, endurance and one other stat. Everything else is non-existent (All of them have one luck, for example. Protectrons have 1 charisma, 1 agility, 1 strength, 1 intelligence. Exception is Gutsy.) However, they cannot be trained, cannot wear uniforms, and cannot be given weapons (They come with them however.) Also they cannot breed with dwellers (obviously). Also, robots consume power instead of food and water. They can be "packed up" and sold if not wanted. They come in several flavors:



    Eyebot (Common): High Charisma (even though this doesn't mean anything), Very low endurance. Can explore, but doesn't gather materials. Instead it acts like an explore-and-forget version of the Radio station, though much slower than even a 3x1 staffed by a single char1 dweller. If assigned to a room other than the radio station it won't contribute anything but will make the dwellers in it happier.


    Protectron(common): High Perception, low endurance. Cannot explore (too slow). Cannot put out fires. Comes with a laser pistol equivalent.


    Cyberdog (uncommon): Basically just acts like a robot version of a pet dog, but stronger.


    Handy (common): High Agility, low endurance. Can Explore, can put out fires. Comes with a halved flamethrower. Can own a pet (but can't acquire any of its own).


    Robobrain(uncommon): High Intelligence, moderate endurance. Can put out fires. Can explore. Uses a mesmetron attack which does no damage but randomly causes raiders and radroaches to attack each other.


    Roboscorpion(uncommon): (Honestly I don't know.) Can explore. Comes with a blue version of the laser rifle that does more damage.


    Gutsy(Uncommon): 5 in all stats. Cannot put out fires. Can Explore. Uses a Plasma Pistol.


    Sentry Bot (rare): High Endurance, 1s in all other stats. Moves VERY fast. Cannot Explore (no hands). Can put out fires (missle launcher replaced with fire extinguisher). Comes with a Minigun. Will not contribute to production if assigned to a room.


    Securitron MK I (rare): High Strength, Moderate-high endurance. Can put out fires. Can Explore. Comes with a 9mm machine gun.


    Hover Robot (Tactics) (Uncommon): Very Low Endurance. Cannot contribute to production. Comes with a Missile Launcher.


    Humanoid Robot (tactics) (Rare): Basically a robotic Dweller that follows all the rules of a normal dweller. Can be equipped with armor, can be given a weapon, can have a pet, etc. However, it does not count towards your vault limit, and it runs off of power like all other robots.

    Securitron MK 2 (Very Rare): Max Strength, Max Endurance. Can Put out Fires. Can Explore. Comes with a 2x Missile Launcher.

    Think Tank (Very Rare): Max Intelligence, Low Endurance. Cannot Put out Fires. Cannot Explore. Comes with the same weapon as the Roboscorpion.


    Legendary Robots: These can only be gotten through lunchboxes.
    ED-E: 3 ST, 10 PE, 5 EN, 1 CH, 1 IN, 10 AG, 5 LK. Can be assigned to tasks, and can be assigned as a pet but otherwise acts like a normal eyebot.

    Sgt RL-3: 5 ST, 7PE, 7 EN, 4 CH, 6 IN, 5AG, 5 LK. Can act like a pet. Comes with an enhanced plasma pistol. Can explore. Can put out fires.

    Yes Man: 7 Charisma, 7 Endurance, 7 Luck. Comes with a Gatling laser.

    Rex: 6 ST, 8 PE, 8 EN, 1 CH, 1 IN, 8 AG, 5 LK. Acts like a pet.


    K9: 6 ST, 9 PE, 8 EN, 3 CH, 6 IN, 8 AG, 7 LK. Acts like a pet.

    Skynet: 8 ST, 7 PE, 6 EN, 1 CH, 10 IN, 7 AG, 5 LK. Can be equipped with weapons. Can put out fires. Can explore.






  9. Super/Legendary Raiders: Basically an inversal of Legendary Dwellers, and a sort of "Boss Fight" if you will. These raiders are of a different faction than normal raiders, and can be either Enclave, Outcasts, Robots, Talon Company, Super Mutants, or Legion. They're a lot stronger than normal raiders (Except legion, who are simply more numerous and come in a squad of 9 rather than the usual 3.) But in conjunction with the idea of raiders dropping loot they offer better rewards for beating them. Better armors, weapons, or in robot's case, the chance to salvage robots.

    They are rare, however, and won't start occuring untill you have 60+ dwellers.

    Also there are such things as "Legendary Raiders". Which really are the oppose of Legendary Dwellers. These are singular enemies that are extremely strong and will take A LOT of power to take down. They carry a legendary weapon and have INSANE health. These only occur through the Radio Station encounter, and even then, only through choice.

    Candidates include

    - Caesar (with Praetorian Guard)

    - Legate Lanius

    - Sgt. Dornan

    - Lou (the supermutant boss from fallout 1)

    - Colonel Autumn

    - Frank Horrigan

    - Father Elijah

    - Dr. Mobius

    - The Think Tank (All of them)

    - Ulysses

    - General Jingwei

    - Eulogy Jones

    - Commander Jabsco

    - Motor Runner

    - Ashur

    - Salt-Upon-Wounds

    - Vulpes Inculta

    - Tabitha

    - Gammorian

    (more to follow)

    Beating a Legendary Raider will net you:

    - Caps equal to his health.

    - Lunchboxes (number equal to his/thier health/1000. But you're guaranteed to get at least one.)

    - A legendary Armor and Weapon

  10. More weapons, clothing, and Legendary Dwellers from previous games. Exactly what it says on the tin. Specifically stuff from Fallouts 1, 2, and Tactics. But also New Vegas (I know there is some armors from them but that's about all I've seen of them).

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Crystal Clear
 
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Post » Sat Feb 13, 2016 9:20 am

Ok the 2nd gen max upgraded power water food a single size rooms fully upgraded have the same storage that a triple room has that is what your getting a bigger buffer. A triple nuclear plant fully upgraded will give as much storage as 3 normal plants fully max in size and upgrades its up to you if you think its worth it? I do I have 2 double room luck training rooms maxed and every worker gets time in them earning caps is no problem after that.

2. +1 but I just close the app fully never had a problem.

3. Rad roaches my first vault I had big problems with them this new one non up to now. Its about not having lots of big rooms and having people in them I hold 95% max occupation I don't go below that if a room holds 6 you need 6 in them single rooms you can get away with 1

I have only 3 max size rooms each always has full occupancy and my best weapons and people.

I have yet to have a rad roach spread in this vault.

4. I would not say you cannot have one but why would you, what would be the challenge without them?

5. I agree random drops from raiders should be added.

6. Radio station works fine if you train your workers don't forget luck it effects all elements of the game I only have a single room fully upgraded since training my workers up they have had far more results and they are no where near max yet.

7. Ok I can see this but no one is useless with training I have 20 training spaces and they are always full......


Ok a few suggestions

8. The ability to set time limits of exploring. I have suggested this in other threads.

9. New mode for exploring scavenge you set a duration there are no rush returns and the person keeps searching right until they return. This lets players set a return time if the person doesn't get killed..... Option to have safer return this is not a safe return we have now but a cautious mode to reduce the chances to fighting and also finding things......if your trying to limp a person home without getting them killed that is on these new timed missions there return time stays the same. But they take less risks if you put them in this mode. There may be rules on when you can do it.

10. Create patrols that respond to incidents or give the ability to set up fast responders people that stop what they are doing and help with incidents. Like rad roaches and raiders.

11. Some system for applying sim packs during combat in big rooms this can be hard as the people stack and it can be hard to click them to apply sim packs.

12. Give us more options for store rooms let us select what we want to store.

We may want a battery room to store emergency power, or bottled water or food rations the workers in these room tap spare power food water when the main stores in the rooms are filled.

13. A room that we can upgrade weapons and items in, combine 2 rusty rifles to make a better one.... May be fun.
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Amanda Leis
 
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Post » Sat Feb 13, 2016 6:49 pm

1. Agreed. I'm beginning to reorganize my vault with the Nuka-Cola Factory, Advanced Reactor, Garden, and Water Purification rooms. They need to be improved in a way that they are worth getting.



2. I completely disagree. When you aren't playing, the game basically does that. There aren't fires or raider attacks when you're off. There is also very little resource consumption as well. Sure, you may get new vault dwellers but you can always send your least favorite dwellers out to be killed and then just remove their body. I do this a lot with my ugliest dwellers.



3. Radroaches are crazy in this game, that's for sure. Sure, they have an exoskeleton and are giant roaches but they shouldn't be that hard to kill when you have a room full of Sawed-Off Shotguns, Shotguns, and Lazer Pistols. They should be with reduced health (easier to kill) but come in larger swarms, like actual roaches.



4. Again, I completely disagree. That ruins the challenge of the game. Fallout isn't a walk in the park like the Pre-War days but is a desolate wasteland wanting to take your life, that includes your vault. Everything can't be perfect.



5. Caps, yes, but no to their outfits and guns. That would make the game easier to fully equip your dwellers because if you're like me, I'm always getting attacked but all my dwellers are armed and equipped with outfits so I don't need more of the crappy .32 pistols and raider armor.



6. I'm a bit of a Neutral opinion there. I agree it should give a large happiness bonus to all dwellers in the vault depending on the size of the radio studio and the amount of charisma they have in the studio. There should be a chance, maybe a small amount, to get a unique survivor or a rare one.



7. Typically I accept them in and before they can even enter the vault, I send them back out to die then I remove their body. A faster way would be nice though. The game feels like it's selective breeding but hey, in a world like Fallout, that's what matters.

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Robert Jackson
 
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Post » Sat Feb 13, 2016 2:49 pm

No, https://github.com/Sharlikran/fsdoc/blob/master/Rooms/WaterTreatment.md https://github.com/Sharlikran/fsdoc/blob/master/Rooms/WaterPurification.md https://github.com/Sharlikran/fsdoc/blob/master/Rooms/Diner.md https://github.com/Sharlikran/fsdoc/blob/master/Rooms/Garden.md This only one this really applies to is the Nuke plant vs Power Generator. That is at least worth it. The other two though have the same storage, and only slightly more production, and are very useless (especially the bottler which requires a completely different skill first of all and is far less efficient than the water treatment plant second of all and third of all still has the same storage.)





Which is fine for when you're gone a day or two, but what if you're gone say... a whole week or more? In those times where you know you'll be away from your vault for a long long time. Not everyone has the ability to check on their vault every day or so. Not helped by the fact that the game doesn't auto-harvest anything in this state either, meaning that although the rate of consumption is still slow, they're still consuming resources that aren't being replaced.




Fact remains though that it's still a rather pointless and inefficient way of getting new dwellers. Even if you fill the room with 6 Char 10 dwellers, it's still more efficient and easier to manage if you it to put those to work in the barracks pumping 12 babies rather than waiting several real days for 12 new dwellers to show up. Especially since I really don't want to summon new dwellers since I have my training rooms and rooms all planned already. For example: My power rooms: I have 6 dwellers training in the weight room, 5 dwellers in one 3x3 power room, 3 in another, and 2 in a 2x2 another. The only thing that keeps it from being completely useless is the happiness bonus. Actually, I'd settle for a straight happiness harvest/bonus. I suggested random encounters since it's a more immersive use for it while still staying relatively close to its intended purpose.





Either that and/or health limits...


Seriously, I set my explorers out just before I go to bed. I give them all 10 stimpacks and 10 radaways each, and they STILL manage to get themselves killed when I wake up. Even the legendaries aren't immune to this. I mean really, I can't be babysitting them every few hours. We do have to sleep you know. Thankfully they seem to find more caps (including sellable items) than it costs to revive them, but still...

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Wayne W
 
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Post » Sat Feb 13, 2016 2:08 pm


So, I'll see if I have a little input as well :smile:.



1: The more expensive rooms have a Massive storage increase.


Example:


Fully upgraded Power Plant:


49 Production


300 Storage



Fully upgraded Nuclear Power Plant:


59 Production


1200 Storage



It's well worth having at least one of each expensive building, just for the storage alone.



2: It alread has this. It takes 10-20 minutes before it kicks in though. Make sure you have enough available stored resources before you close, or you'll start in the red.



3: Yeah, I can see that they should be toned down. But only if there's other kinds of threats added, different but deadly.


The worst thing about them isn't that they're hard. It's that they're random. Give us a warning indicator. Give us time to get our strong dwellers in place to fight them off. That'd be a lot better than just nerfing them.



4: No. Just no. Make it more varied, but this isn't a safe world. It's obviously not a regular 'build a vault' sim-city thing. We're already in the Wasteland. It's dangerous, and that should be reflected on life in the vault.



5: Make this chance based. Give a minor amount of caps and a chance to reclaim a weapon/armour. All the other stuff is too damaged to grab.


This could also open up for more varied raiders, of different difficulties, with a chance for different kinds of loot.



6: A chance for legendaries with the Radio would be Awesome.


But the Radio is good otherwise, at least now that I've got it fully upgraded and with a ton of good Charisma Dwellers in it. I've got a Conga Line waiting outside my vault, and I'm not letting them in! Mwahahaha.


But do change the possition on when you get to build it. It's a lot more valueable late game than early game, but even during early game I usually got a dweller when leaving it overnight. Plus it adds new blood to your vault, which is great. Makes it easier to make with the babies as it were.


I like your idea with a trade caravan however!



7: No real comment on this one. I can see how it's needed, just haven't concidered it a problem.

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Avril Louise
 
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Post » Sat Feb 13, 2016 7:23 am

As I noted before: Only the Nuke Plant has the storage bonus. The Garden, Bottler, and Purifier still have the same storage. Maybe they're supposed to have more storage, but they don't, and it needs to be fixed.

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Assumptah George
 
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Post » Sat Feb 13, 2016 7:43 pm

It appears you're right on that.


They could do with an upgrade, but luckily, it's only ever power-storage that had been an issue for me.

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Brooke Turner
 
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Post » Sat Feb 13, 2016 4:03 pm


In regards to the 2nd point the issue I have here and would like a "pause" button is where you find yourself having to deal with something irl with your resources already at breaking point. There have also been a couple of occassions where Ive had max resources, turned off the game, come back an hour later and been almost empty on them. Likewise I wouldnt mind a speed up button, if this was multiplayer I could see a single speed setting only being appropriate but its not. Why do we need to plod along like we are playing farmville or some other social game.


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sophie
 
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