Just had an awesome idea!

Post » Sun Feb 14, 2016 12:54 am

I'm calling them Assaults.


While your explorers are out, they often run across locations.

They often find gear at these locations, but generally serve no purpose.


So, here's how this will work.

1) randomize when, where, and what type of site they run across.


2) the further out they are, the more difficult the sites get.


3) the explorer will continue to do the same they've always done, collect loot and move on. However, now they will not only find the site, but also determine the issue. IE - Gas station, rad roach infestation, difficulty - easy. They will also leave a, so to say, map marker.


4) the player can then choose to run an "assault" on the location. There are two ways.

A) You can choose an auto-assault in which the team you send will assault the location without player control. It will have a completion timer.

B) Controlled Assault - with this, you take control of the assault team in a turn based assault. Your team has a better chance of finding loot in a controlled assault because you can tell them to inspect container, lockers, etc etc..


5) in an auto-assault everyone that dies will be brought back to the bunker to be revived. If running a controlled assault, any dwellers that die cannot be revived until the assault is complete. If everyone dies, the site is failed, you collect no loot, and the site disappears until randomly located by an explorer.


6) the farther out a dweller is, the more difficult the site and the better the chances of finding rare and legendary items.


7) this is end game content, so these sites can't be ran until you have 200 dwellers.


8) when you hit 200 dwellers, your next explorer will return with a humvee. This humvee allows you to do assaults.


9) there are other types of vehicles out in the wasteland that can increase your time to assault and/or increase the amount of dwellers you can send in an assault team. The vehicle requires a dedicated dweller, which will not be a part of the assault team. That dweller is the reason why even a full team of dead dwellers is returned to the vault for revival.


10) there is also a chance for explorers to find motorcycles, which will increase their travel rate, and reduce their chances to be attacked, though also reducing their chances to find loot. The motorcycles are optional to use. Using a motorcycle is more specifically for finding assaults, as opposed to finding loot and leveling.


11) As mentioned, there are vehicles that can be located in the wasteland to upgrade your assault vehicle. These vehicles can only be obtained through completed assaults, and are specific to a certain type of assault. IE, Anclave headquarters. The vehicles are humvee(which you're given when you hit 200 dwellers), APC, personnel transport truck, transport helicopter, and enclave drop ship. Each one increases the amount of dwellers that can be sent out, and reduces the time it takes them to reach location. Humvee takes half the time it takes a motorcycle explorer to find the location, and the time it takes decreases with each vehicle.


12) types of assaults include, but are not limited to, mole rat nest, rad roach infestation, raider overrun, death claw nest, enclave control, rogue brotherhood control.


13) there are also specific sites, which have a better chance of finding certain gear.

IE - doctor's office drops +3 lab coat and is an easy site. Hospital drops +5 lab coat and is a medium site, laboratory drops +7 lab coat and is a hard site. Mechanic suit has gas station, maintenance shop, and assembly plant. Could make up some sites for the other types of gear along this effect, but you get the point.

Enclave and brotherhood locations can drop combat gear and power armor - the more difficult the site, the high drop chance of power armor and the higher level the power armor drop chance and chance to find the next vehicle.


14) With assaults, SPECIAL will become more important. Strength - more damage, Peception - better chance of finding containers and picking locks, Endurance - take less damage, Charisma - increasing chance for nearby NPCs to skip a turn, intellegence - computer hacking success chance and critical hit chance, agility - more action points for further movement and/or more attacks, luck - better chance of finding loot and higher tear loot chance.


15) alerts to tell you when your controlled assault is ready or when your auto-assault has begun/completed, and when the assault team has returned to bunker.


16) Can get more than one assault vehicle, allowing for multiple assaults to be sent out, up to 3.


17) again, if your dwellers die, you not only lose loot, but the site disappears as well, and cannot be ran again until an explorer finds that site again, which is random.


18) this allows for Bethesda to introduce new items and content over time, which will increase playability.

They'll also be able to add the vehicles to lunch boxes, including the motorcycles, which will keep some players wanting to spend the money on them.


19) there is no limit on the number of motorcycles.


20) enjoy.
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Miragel Ginza
 
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Post » Sun Feb 14, 2016 6:32 am

I figured this would have gotten some attention... Ehh, oh well..
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Oscar Vazquez
 
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Post » Sun Feb 14, 2016 6:46 am

Interesting ideas but I would prefer some sort of crafting mechanic although more interactive encounters could be interesting ... by the beginning of next week I will have all 200 dwellers with all 10s in every SPECIAL ... there is little for my dwellers to do but crank out resources (which I have plenty of) or explore the Wasteland (which most of them are good for distances of 60-100+ hours ... depending on the gear I give them) ... with most of my dwellers maxed in SPECIAL and maxing on levels and gear I would like to see something new added to the mix (especially something, like crafting, that would tie the mobile game to the FO4 release) ... craftable things could include fire protection upgrades, guard robots, anti Rad roach upgrades, and guard turrets for the entrance ... they could also allow some craftable weapons and outfits that would make the continued exploration worthwhile (to get gear and the new crafting materials)

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Miragel Ginza
 
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Post » Sat Feb 13, 2016 6:58 pm

There should be endgame challenge, be it assault or crafting. Give us a reason to continue exploring Wasteland, expanding vault, training dwellers, etc. Give us a reason to play this game after hit population limit or playing multiple vaults for few weeks.


Some score competition (leader board) among participating players may be good idea.
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ladyflames
 
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Post » Sat Feb 13, 2016 6:18 pm



The leader board would be interesting for some, but for people like me it means nothing if it doesn't help me in game.

Not to mention you got time hackers.


As far as item crafting, it's an interesting idea, but it likely wouldn't be that interactive.

Though, I'd still like to see it.


What you must note about my list, is that it's all part of my end game suggestion.

This game is somewhat of a sims, but with less interaction.

Considering the fallout franchise is action based games, I would like to see some action in the game.

The option for turn based combat, or even combat similar to when raiders attack your base, would quite interesting and would keep many of us playing for quite some time.

As it sits now, I log in to send out dwellers, to revive them, and to collect them and sell pretty much all the loot. Game was interesting until I got to max dwellers. Now, the only reason to keep going is to pile in good loot to upgrade everyone, but that's pointless as it sits now.
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Esther Fernandez
 
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Post » Sun Feb 14, 2016 4:33 am

Though current raider combat is too simplistic, complex tactical combat on every raider attack may become annoying hassle quickly, that player want to turn off.


Such tactical combat is more appropriate for field exploration.
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Richard
 
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