Game mechanic flaws & ideas for new rooms

Post » Sun Feb 14, 2016 9:01 am

So I've been playing this game for some time and have notices various flaws that I feel need to be looked at and hopefully changed. These are flaws that feel ruin the overall fun factor of the game.



1) Rush doesn't really calculate luck properly and thus ends with 99% fail rate even tho the incident rate shows 25%. No matter how many times I have tried to Rush it almost always fails. It really needs to be reworked and actual calculate properly. Until the time that it is reworked using it becomes a pointless mechanic that gives nothing more then pain and suffering for the player.



2)Dweller AI is another thing that really needs to be reworked for the better. When getting invaded by Raiders. The dwellers I armed to defend the vault will not chase them and will instead stand around like nothing happended. Instead they need to chase them and keep the Raiders from getting deeper into the vault.



3) Healing, when trying to heal dwellers that are still in combat it is impossible to keep them all alive because they keep moving infront of each other. So the ones that need to be healed won't survive long enough for me to actually click on them. To fix this problem dwellers should instead auto heal as long as stempacks are in stock. Dwellers that explore the wasteland can self heal just fine and do a very efficent job at it. Why can't the dwellers still in the vault do this?



4)Dead bodies stacking. When dwellers do die they can end up falling on top of each other making it impossible to click on the ones that I actually want to revive. It's also an annoyance they they will stay laying on the floor till I get the caps to revive them. Adding a new room could fix this problem. We need to be able to build a Morgue. Placing living dwellers in the Morgue will allow them to go auto collect the dead once combat in the vault is over. This way people that are working won't losse happieness and it keeps the rooms clean. Clicking on the Morgue could give a new icon to click on and list all of the dead dwellers allowing players to select the ones they want to revive. However if this was to be added then the dwellers that work at the Morgue should not collect dead explorers. It would take too long to collect the body and bring it back so instead the dead can stay left out in the wasteland.



Now with that out of the way I have some ideas for new rooms and features that could be added to the game giving the players more to build and dwellers more jobs to do.



1) Security room, dwellers with high endurace can become guards that will watch over the vault. When any thing tries to break into the vault or invade the vault the guards will go off to fight and protect the dwellers. Guards get equipped with a baton and can't be sold or given to non guard dwellers.



2) As said above in flaws a Morgue to store the dead dwellers will be very helpful



3) Trading Post, a trading stand that can't be built by the player but will show up outside the vault after the right number of dwellers has been reached. This will allow the player to buy and sell goods from traveling merchants. They will only show up once a day with a limited stock of 3 items that can be weapons or outfits. However to keep balance of the game the items should only be low quality that way sending out someone to explore for better gear or opening lunchboxes are still needed.

User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Sun Feb 14, 2016 3:31 am

Honestly, I actually like the ideas of the security room and morgue, especially since I think the makers need to rethink the happiness penalty from having a dead body in the room a bit.



The Security Room people should automatically move into whatever room a threat is in, displacing anyone who is not on security detail, with high Endurance being the decider between 2 security people, and weapon damage breaking ties.



The Morgue should accept bodies after a time. People working in the morgue will determine how quickly bodies are moved, and the size and upgrade level determines how many bodies can be stored. Not sure what stat to put on this, maybe Luck since there is no collection bonus to double dip into?

User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Sun Feb 14, 2016 7:51 am

Wow, your idea for the security room is almost exactly like mine. Guess a good idea tends to pop up more often from multiple sources.



On number 2, I can see the reasoning on this. Each room has a limit on the number of people in it. Without somewhere for the current people to go, they can't just follow the raiders without displacing people to 'somewhere.'



as for number 3, I would just suggest that having the dwellers remain stationary while defending a room rather than "fake fighting" in random places around the room, would be helpful. They don't even line up with their target when punching half the time. And if they have guns, why run around at all???

User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Sun Feb 14, 2016 2:00 am

Or give us Mr Gutsy to guard... Or do what I do and make Deathclaw traps...

User avatar
MarilĂș
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Sun Feb 14, 2016 6:44 am

One thing that annoys me is that it's so hard to actually increase how much power you get. Anything that gives you a ton of power takes forever to generate. This makes it more beneficial to put down your game, wait five minutes, and come back to it and collect your power. Then log off before any molerats/raiders/deathclaws can attack you. I personally don't like having to do that in order to stockpile a single resource.
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Sun Feb 14, 2016 3:46 am

Necrovamp: I wholeheartedly agree. This was how I fell into the trap of upgrading in my first vault. I needed power, but didn't have the manpower to build more power stations.



The only possible solution to move up successfully from one 3 room power station to two however without upgrading seems to be sending lots of extra dwellers into the waste. Otherwise you need more food and water than you can produce with that much power.

User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am


Return to Fallout 4