New Suggestions for exploration only:
I am playing Fallout Shelter with great joy. Thanks developers for this great game. Here are few suggestions(for exploration only) which comes in mind after playing game.
-Exploration: When you put a dweller out of vault, text based exploration is so simple and full of repeating texts which kills the joy of exploring in a short time so please remove text based exploration and change it to Fallout 2 style free map with following properties:
Unexplored map: Start with an unexplored dark map which reveals as you explore. If game developers plan to make this game PvP these global maps are shared between players. This way, players can find other players, fight or team up each other while exploring the global map. If game remains offline then maps needed to be randomly created once at game start (vault creation). Random creation is necessary because players get bored playing same thing each time they start a new game. Voyage from one point to another takes long time depending on distance. So similar amount of time is consumed as in current style text based exploration. Dispatched exploration teams voyage log shows team mumble and thoughts similar to current style text base. Map size should be extremely huge to keep players exploring for long time.
Day and Night based events: While exploring map, events, disasters, encounters differ according to time of day. For example: Mutants prefer to attack at night while raiders prefer morning times or Death claws are 24 hours ready to chop etc.... Also night time reduces vision range of your dispatched teams or increase vision range of mutants/insects. These events can be never ending, randomly occurring or once in a time period (day/week/month) occurring.
Some Map Events:
-Areas continuously producing hostiles. This can be a forest, a deep cave or a giant ground structure. Source of hostiles cannot be attacked thus source cannot be destroyed. Only produces hostiles can be destroyed. Camping/passing near these areas continuously creates attacks to your team.
-Areas/Units continuously producing hostiles unless destroyed. This can be a raider/mutant/some other factions stronghold, a camp or an insect/mutated animal laying eggs/giving birth. Destroying inhabitants and the leader erases this even from map and gives a reward. Later on, event reoccurs in a random place.
-A pack or a singular hostile directly comes for your vaults. It ignores your nearby dispatched teams and never divert from your vault entrance. Early notice of such hostiles is important, you can soften the incoming by hit and runs with your dispatched teams.This event is similar to current version raider/death claw attacks.
-If radio room is built in your vault, then you can receive emergency signals coming from map locations and can dispatch teams to discover what they are. You can retrieve survivors, loot or fall in a tricky trap set by raiders, mutants or even other players. You can broadcast your own signal to world from radio room. Signal can be received by other vaults within your radio coverage. Signal may consist of your text message, this can be whatever you write in text box. You can trick other players, give false/true locations or as usually draw new dwellers from wasteland. Radio room level increases radio coverage thus more missions will be available.
Secret areas: Some randomly revealing secret areas with many encounters and many gifts as well. Secret area revealing depends on your exploration teams SPECIAL stats. Some reveals with luck, some reveals with perception, some reveals with agility etc.
Difficulty based areas: Some areas tougher than other areas to survive. These areas even may have strongholds and fortified camps which are really difficult to beat. These strongholds also dispatch raiding teams to nearby areas, so passing/camping near becomes risky. So map becomes a puzzle which you must choose the safest route to survive or go in direct danger to reach your destination.
SPECIAL stat based areas: Areas where you can send your team according to their SPECIAL stats if total stats (or individual stats) are equal or higher than area demands. Otherwise your team cannot enter or pass this area, in this case you have to search for a new route to bypass this area. Examples: you encountered a swamp which needs all your men in your team to have minimum 5 agility to pass, you encountered a dessert which needs 20 team total endurance to pass etc...
Purchased areas: Some areas can be entered if purchased or an entrance ticket can be found in lunchboxes. These areas can be found directly or appears as a secret area, rarely it reveals itself even by radio messages if radio room is built. These areas have better loot and have interesting stories, very fun to explore. Such as: A mutants Lair, a Fallout 2-3 even 4 city, Bethesda`s corporation building etc.
-Exploration teams: Add a new room in vault where you can assign dwellers to form exploration teams. Exploration team properties:
Exploration teams may have 1 to x members. x member count can be upgraded via exploration team room upgrade. Members can be assigned as:
Fighter: Generally more efficient in combat. Combat effectiveness increased by level. Fighters may be melee, firearms, energy weapons, heavy weapons etc (same as usual fallout style)
Medic: Slowly heals wounded, more efficiently uses chems. Upgraded to doctor who can treat broken limbs, and surgeon for lethal wound treatments.
Cook: Decreases teams food/water consumption. Slowly generate food while exploring by collecting edibles/drinkables from around. Less effective in combat. Higher levels permits poisonous plants to be cooked.
Recon: Increase teams vision range. Increase map exploring speed. Decrease detection by hostile threats and from other players. In higher levels, gives some details about units/areas/hostiles etc. Very usefull against other players dispatched teams.
****(Add here new class ideas)
*Each team has its own inventory for main weapon, armor, water, food, chems and found items.
*Exploration teams can camp to heal/rest anywhere on map if that area permits camping/resting.
*Exploration teams cannot go beyond vault default coverage limits. Otherwise team get lost in wilderness. Building radio room expands this coverage greatly.
*Exploration teams can be assigned to explore area: Starts exploring from current location to target location collecting collectibles. If hostile detected, default action can be set as attack or try to avoid via team menu.
guard area: Team guards given area (or area between 2 way points) and eliminate danger. Especially necessary if game goes PvP.
attack area: Directly attacks given location. This can be even other players camps, strongholds and Vaults!
***(add here new assignment ideas)
*Exploration teams can be assigned a squad leader which can be purchased directly or can be found in lunchboxes. Squad leader is a special dweller with some special properties. When assigned to a dispatch team squad leaders dynamically choose to avoid(if hostile is strong) or attack(if hostile is weak) incoming threats. Squad leaders can be assigned to increase one of fighting, healing, food/water consuming, exploring effectiveness and boost morale. Squad leaders have increased health. cannot be revived.
*Exploration teams have a log page which logs recent events and team mumble/thoughts. You can track what your team did when you are not playing.
*Exploration teams have a morale meter. Keep an eye on team mumble, maybe your team does not want to sentry in middle of forest night time. Team says what increased/decreased their morale.Morale affect their all action effectiveness, SPECIAL stat check rolls etc. Having a dead member in squad decreases morale as usual dwellers do in your vault. Having charismatic females in squad boosts males morale and having charismatic males boosts females morale as well.
*Exploration teams have the usual option to revive dead members with caps. Doctors(upgraded medics) have the option to try to revive dead if defibrillator equipped in their weapon slot. Reviving chance is increased by doctors level. Defibrillator is consumed each time revive button is tapped.
*Exploration teams have the rush option to shorten voyage time, fight with haste to increase DPS or defense etc while in combat... In case of rush failure a time limited or remains until eliminated type penalty rewarded such as slowed voyage time, attracting nearby hostiles, reduced DPS or taking increased damage from attacks for a given time, or cripples which forces team to go back to vault to heal etc....
*Exploration teams, acc to their SPECIAL stats, may have the option to try to bribe raiders , mutants etc to avoid fight or send them to a fight or hire them for a limited time/until they die. Team total Charisma decides bribe amount and availability. Luck is 2nd modifier. This ability has a cool down and cannot be used frequently. This ability only works on who uses currency.
*Exploration teams, acc to their SPECIAL stats, may have the option to try to intimidate raiders, mutants etc to avoid fight or send them to a fight or get them under command for a limited time/until they die. Team total Strength decides commanding time amount and availability.Luck is 2nd modifier. This ability has a cool down and cannot be used frequently. This ability even works on some non human characters.
*Exploration teams, acc to their SPECIAL stats, may have the option to try to trick/fool raiders, mutants etc to avoid fight or send them to a fight or get them under command for a limited time/until they die. Team total Intelligence decides commanding time amount and availability.Luck is 2nd modifier. This ability has a cool down and cannot be used frequently. This ability even works on some non human characters.
*Exploration teams, acc to their SPECIAL stats, may have the option to try to quickly escape from raiders, mutants etc to avoid fight or start a fight with advantage for a limited time/until enemy dies. Team total Agility decides gifted advantage time amount and availability.Luck is 2nd modifier. This ability has a cool down and cannot be used frequently. This ability works on all characters.
***(Add here new SPECIAL stat based ideas)
That's all for now. I will add new ideas in future. Please reply.