Vault needs more to do.

Post » Mon Feb 15, 2016 10:18 am

Vault Tech support staff,

As other overseers may have demanded, requested, or suggested, there needs to be more we can do with experimentations or other "lively" act with our vault or vault dwellers. As the overseer of Vault 120, I would like to request the permission to attack other Vaults in the wasteland. This is so that I can support my Vault with supplies, caps and other needs of ours. Another gain would be experience and to test theories or gain results from experiments. "Raiding" or attacking other vaults would give us overseers more to do than scout the wasteland and look at our security monitors to spy on our own dwellers for the boring gain just to sustain our own vault. This proposal would also give us the opportunity to test our vault security on their skill to defend your interests.


If this proposal is to be considered and implemented, the raiding party would have to be ranked on the armor, Special and weapons stats that they are equipped with compared to the armor, special and weapons of the opposing vault's first and/or second floor dwellers. (Other words: the defending vault would have all the dwellers in the first and/or second floor ranked on the armor, special, and weapon stats compared to the attacking vaults dwellers chosen to attack.)


The reason I would say first and second floor is to favor the defending vault due to they won't know what they are facing till the raid is over.


How you determine the raid will end is up to you (Vault Tech) but I would suggest the raid will last until all the attackers are killed (Like raiders). If the attacking vaults dwellers are killed within the first room or floor (if two floors are used in ranking) the attacking vault would gain no reward and will have to pay 2000 to 4000 caps to revive and return their vault dwellers. If they make it past the first room or floor then the attacking vault would steal a reasonable amount of supplies and caps. This would implement a safeguard that a vault can not steal caps from a vault that will leave it at 0 caps. So a vaults caps may be stolen if they exceed 5000 or 10000 caps. Like I stated earlier, the amount and how it's done is up to Vault Tech.


I would like to say thank you for reviewing my submission and would like to hear back from Vault Tech or other Vault overseers that think my proposal is worth a try. In summery this would give us vault overseers more to do than just collect supplies and scout the wasteland for a few minutes. Please point out faults and errors in my logic as I would be happy to know how this idea could be made better.


Overseers of Vault 120
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naome duncan
 
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Post » Mon Feb 15, 2016 1:18 am

I'd also like to be able to interact with other vaults, with options for trading & or raiding to aquire people, gear, coin, etc either through negotiations or hostilities, the ability to slap together a group of explorers/traders/raiders instead of just solo ones would be a great step in that direction ...
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(G-yen)
 
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Post » Mon Feb 15, 2016 4:15 am

I have 999,999 problems and caps is 1.



Yes, caps. What does a vault overseer do with 999,999 caps?


They can't be used to purchase anything that hasn't already been purchased and upgraded.


Merchants, or, even slavers don't visit the vault, to sell rare or legendary merchandise, or dwellares.


Explorers in the wasteland don't carry caps with them, and don't encounter wasteland merchants, or slavers that could sell rare/legendary items, dwellers to an explorer in the wasteland.



Wouldn't it be nice it those 999,999 caps could be used to buy lunchboxes, even if a single lunch box cost 990,000 caps?


Wouldn't it be nice if a wasteland merchant visited the vault door to sell outfits and weapons, regardless of how expensive they might be?


Wouldn't it be nice if, in addition to picking outfit, weapon, and how many stimpacks and rad aways a wasteland explorer carried, you could also give that explorer a number of caps to carry, and, random encounters with caravans, and wasteland merchants, or even slavers, provided the explorer chances to spend those caps on premium loot, or buy a slave for the vault?



:smile:

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Tai Scott
 
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Post » Sun Feb 14, 2016 11:06 pm

+1

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gandalf
 
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Post » Mon Feb 15, 2016 5:06 am

I just buy and destroy nuclear power plants with my caps since power drains the fastest. I agree that there should be something to do with them, such as:



  • buy "plots" of the underground (and the mountain) to expand into

  • repair Mr. Handy before he goes nuclear

  • build a vertibird with pieces bought from random trader events at your vault door

  • buy other things from the trader (even if it's just the generic outfits dwellers show up in)

  • build a vertibird platform to launch a vertibird from to bring dwellers back sooner

  • change the bar into a technonuclear dance club (raises happiness)

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{Richies Mommy}
 
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