I am absolutely loving this little Fallout game. I have an end game vault, with 200 +4, average level of 35, average weapon level of 9 for all dwellers, and have capped my caps. I have a feeling that there was a real underestimation of the popularity of this little mobile game, as there doesn’t seem to be much of an end game. Was it surmised that people would lose interest after two weeks and not really get to a fully established vault?
I am still having fun: organising all my dwellers with room appropriate outfits/weapons (eg Water Purification rooms wear Wasteland Medic outfits and Plasma Pistols, Nuclear Reactors rooms wear Radiation Suits [I know, not ideal, but it looks cool], etc) so it makes it nice and easy to know which room they belong to, trying to get all weapons and outfits, etc. The update has added a little challenge, and some nice QoL fixes, but hasn’t really addressed any of the issues that arise for an established vault.
What I would like to see to improve the endgame:
· A way to spend your caps:
o buy outfits/weapons that you have already discovered. Have this cost 500,000 per item.
o buy extra Objective removal per day: first removal is free, second costs 50,000 caps, third 100,000, fourth 300,000, fifth, 600,000.
o buy extra levels for a dweller - 200,000 caps will add a further five levels to the dweller. This way, you could choose your best few dwellers to be real heroes. Extra levels is really only getting you more health so it’s not a gamebreaker.
· A way to swap out dwellers once you are at the 200 limit. Instead of having to send a dweller out into the wasteland to die, only to see they have collected some awesome gear on their way to death, add in a feature to allow a dweller to Wander the wasteland. This would release the dweller from your vault, and they would wander off into the distance with some pithy remark. This would lower the population by 1 and allow you to change your population around to access some of the waiting people.
The first two suggestions will really add to the longevity of the game, allowing you to utilise resources for small benefits and extra customisation. Choice is the greatest thing you can give a player. Even if the choices barely impact the gameplay, being able to make choices is a major benefit to keeping people playing a game. Most of the long-term players of this game are almost creating their own minigames within the structure provided – experimenting with different kinds of vaults (female only, no birthing, 1 male-199 females, etc) playing with cosmetics and aesthetics, but to keep these people playing indefinitely there need to be some additions to use the resources instead of having them constantly capped and instead feel like you are just wasting resources and time.
I feel that these additions would not be gamebreaking in any way, and I don’t think anyone would complain about the cost. At the moment, my explorers are bringing back 15,000 caps a time and this is just all getting wasted. I don’t think that anyone at the endgame would balk at spending half their capped amount to purchase a single Gatling Laser. And the important part of that addition is that you must have discovered the item itself. Think of it this way: your dweller brings back an item and your techs in the armoury reverse engineer it and are then able to produce their own.
These additions are really only for endgame players, as you realistically will not have this many caps while you are still building and establishing your vault, but I have had my caps maxed out for two weeks now and seeing the cap generation just fly off into nowhere is frustrating each and every time I play.
Thoughts?