Before I start, let me state something:
I'm writing this with no expectations at all. I'm just letting the little dev inside me express his ideas.
So, let's get to the point!
Concept
Basicly, the idea is about giving players the chanche to send a party of dwellers out to raid vaults owned by raiders (or other factions) spotted during wastelands explorations. This new thing comes out with a new mechanics, a new resource, a few new buildings and... veichles. Yeah, veichles, such as the helicopters we saw on Fallout 4 trailer.
Spotting the vaults
So yeah, the idea is to give explorers the chanche to locate raidable vaults during their trips. When they happen to find one, they send the coordinates back to your vault, so that you can plan an attack to that location. This whole thing is meant to be a late midgame / endgame content, so it could be done in different ways:
- Explorers would have a chanche to find easily raidable vaults starting from the 12th hour of exploration. Every 12 hours, higher difficulty level vaults are added to the "loot table".
- Explorers have a chanche to find vaults at fixed times during the exploration (such as the fixed time events). Now, since during endgame you have an army of dwellers exploring, I'd say that during these events, chanches to actually spot a vault would have to be pretty low.
- The hardest vaults should be able to be found after the 60th hour of exploration (an incentive to keep your dwellers exploring after the National Depot event)
These are just mere suggestions, but this is the way this should be handled:
- During midgame, players start locating the first easy vaults
- As the player progresses, they'll start finding higher tier vaults to raid, up to a point they'll start ignoring the easier ones
The activity of actually raiding a vault is actually limited, since you'll be able to own only a bunch of veichles, and you'll have to wait for them to arrive at the target location and, then, come back to your vault.
Yeah. Veichles.
Starting from floor B1, at the left of the currently available building space, players will be able to build a veichle bay. That spot is perfect, since from there veichles could be brought to the surface with an elevator right in front of the vault's main door, ready to be taken by your raiding team.
This is a link to an image i posted that points to the spot i'm talking about:
http://s1.postimg.org/yhsixhfan/here.jpg
Level 1 building comes with just one bay, and should cost something around 10k to build. Mind, this is just the cost for the bay, not the veichles themselves.
Upgrading the bay would expand it underground by one level, allowing space for another veichle. The building's layout is very simple: to the rightmost of it, there's the elevator, that communicates with all available bays. To the left of each bay, there's room for a veichle.
Obviously, improving this building has to have inhumane costs. It would be nice for the game to have some long term goals, since right now caps are too easy to acquire.
Now, after building the veichle bay, you'll have the options to buy your veichles.
Each veichle has its own purpose:
- Trucks move slowly, but allows players to bring more dwellers, more stimpacks, and more loot.
- Helicopters reach their destination quickly, but have room for less dwellers, etc.
- Other veichles could be faster and larger, but require a lot more fuel in order to reach their destination.
After a veichle is bought, Players can choose to improve their stats (dweller capacity, stimpack capacity etc etc) individually, by paying a lot of caps and maybe waiting for the veichle to actually be enhanched.
Veichles use fuel!
Fuel would be a new resource to be added to the game.
It's required for veichles to move, and represent the cost to be paid in order to raid a vault.
The harder the target vault, the further it is from your vault, and so fuel costs grow with that.
So yeah, 2 more buldings:
Oil extractor
- Building used to produce fuel. Since fuel isn't a resource that your vault needs to stay alive, storage space is way less than the regular resource production buildings.
- The deeper it's built, the more efficient it is. It makes enough sense, I guess. Players could consider making long elevator shafts to access to the deepest level of their base in order to maximize the efficiency of this building at the cost of making it harder to defend (dragging a dweller all the way down there requires a long time, plus, mole rats infestions could be more dangerous when they happen in deeper rooms)
- At the moment there isn't any overused stat... so well, governing stat could be Strenght... BUT: When considering a dweller's output, that stat is reduced by 8. This means that only dwellers with a strenght of 9 (obviously considering outfits as well) can actually help in this building. Again, this is not a resource that your dwellers drink in order survive... so producing it has to be harder.
Warehouse
- This is where you keep all the non primary resources. It could be used to store any other kind of to be added resource as well.
- It basicly has a high storage space for fuel.
- At the moment it doesn't make much sense, but it would be nice if, when improving it, player could choose which resource storage to increase.
Raiding!
At this point, everything is ready to send your team of ninja assassins to make a mess at the vaults you located!
The list would be accessible from the Pip Boy, or why not, even from another building like some kind of office.
From there, players get to choose which base to raid, and if they have the fuel for it, they can choose which dwellers to send there, and bring a handful of stimpacks as well (at this point, the other boosters idea posted by other users really make a good sense). Once your party actually arrives at its destination, the Pip Boy gives you the option to start the raid. When you do so, Loading screen occurs, and there it goes, the raid happens!
- It basicly works like a raiders attack... Except YOU are raiding this time.
- You can move your party as a whole, but you can tap an option to control all of the dwellers in a room, or move them individually like you do in your own vault.
- You don't know what a room has until you enter it! Be very careful while raiding, because once a room is discovered, its inhabitants will fight with your dwellers! Make sure you have enough stimpacks before opening new rooms!
- The longer your party stays in the vault, the more dangerous it gets. Reinforcements will eventually start arriving from outside, becoming more dangerous in terms of number of enemies and the speed at which they actually arrive to outroot your attack as time passes.
- Once your raiding team clears a room's inhabitants, you gather its rewards. The deeper your party manages to get to, the better the rooms, and so the rewards. But always be careful! Your team might have to fight against the incoming reinforcements in order to get out of the vault! Always make sure to have some spare stimpack!
I really hope it's not just me, but it looks quite funny to me, and hopefully it shouldn't be too hard to program in the game!
Rewards
Rewards depend on the difficulty of the vault you raided. The harder a vault is, the more rooms it has, with more enemies to fight and more and better rewards. At the end of a raid, players decide what to bring home, basing on the veichle's loot room capacity. Other than weapons and outfits, they might also find:
- Primary resources crates that can be used at your own vault to refill that resource. Useful after the Deathclaws ate all of your food, for example.
- Prisoners that can be freed and brought to inhabit your own vault only the chosen veichle has some spare dweller room on it.
- Other resources for other future uses
And this is it!
It's been a very long post, hopefully I managed to make it visual enough.
I'm also taking the chanche to apologize for my bad english, but it's not my native language.
Thanks for reading!