Ideas and Suggestions to take this game further

Post » Mon Feb 15, 2016 3:56 am

Yes, a sorting option for dweller health would be good. There are a lot of times when I literally have to click everyone to find someone who needs to be healed.

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Andrew Lang
 
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Post » Mon Feb 15, 2016 10:23 am

I would like to see some UI changes, particularly the ability to reverse sort the columns in the dweller list. Followed by some way to banish a dweller with a button on the "wasteland" screen where you give stimpacks/radaway before they leave. I'm finding it tedious to locate the least leveled dweller to give the boot to, when a lunchbox has another dweller inside.


Also, with so many dwellers at level 50, an easy way to sell an entire stack of weapons or outfits would be nice. Say swipe up or down to sell the whole stack of 15 rusty BB guns... Instead of needing 45 taps.
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Quick draw II
 
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Post » Mon Feb 15, 2016 9:38 am



Wouldn't it be better to equip dwellers in your vault with heals? So they can heal them selves I mean you can do that for dwellers leaving the vault why not for the ones staying in? I realy dont get it.
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Cheville Thompson
 
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Post » Mon Feb 15, 2016 10:34 am



Hi everybody

I posted this thread already but I think it's better to put all the ideas in one topic and this one is better.


I dowloaded this game as soon as Bethesda announced his release and I loved it, I still play my Vault even if I build everything in the game long time ago and there are some things I really would like to see in it.


I read some topics here below and many ideas are already posted by somebody else so sorry if I write something that you already know :)


I think the area outside the vault door can be used for something, not just queue the Dwellers and see Raiders and Deathclaws approaching.




1. One building spot outside the vault door where you can build Turrets that can help dealing damage to Raiders, Deathclaws and whatever comes from the wasteland before they reach your door, once the enemy passed the turrets they will not deal anymore damage to the invaders. You also have the possibility to upgrade them up to level 3 like the other rooms.


For example [If you have better ideas for cost and damage I would like to know your version in the answers :)]


60 DWELLERS NEEDED


Level 1 - Rifle turrets (cost: 25000 caps, low damage, or 1/4 of the invaders health)


Level 2 - Laser turrets (cost: 50000 caps, medium damage, or 1/3 of the invaders health)


Level 3 - Plasma turrets (cost: 75000 caps, high damage, or 1/2 of the invaders health)




2. One building spot above you vault door where you can build a room to place a Sniper (chosen from you dwellers and my first choice would be Tenpenny XD) who can deal damage to incoming enemies in a similar way as the turrets. The access to this room will be a stair or elevator included in the vault door (or unlocked when the vault door is at Level 3, depends, let me know which one you prefere). His damage depends of course on the equipped weapon and on his STATS.


Perception: How precise is the sniper skill


Agility: How fast he can shoot


Luck: Well...you can imagine :)


Endurance: How many radiations he can handle. This room at the beginning is an open spot on the wasteland so the dweller will be exposed to radiations damage, I think the same system of the wasteland would be ok...you can give him Radway and Stimpacks to cure him.


You can upgrade the room up to level 3.


For example


25 DWELLERS NEEDED


Level 1 - Basic room, just a spot with a "window" where your dweller can shoot. (cost: 2500 caps)


Level 2 - Some furnitures added, like some mimetic to better hide the spot, basic equipment to protect from radiations (cost: 7500 caps)


Level 3 - Good equipment for radiations, better furnitures like scopes to let him spy the wasteland from his spot, even one more Sniper available, the second position can be elevated so the 2 dwellers will not be shooting in the same place. (cost: 22500 caps)




3. Map of the wasteland. So many dwellers explores but nobody knows where they goes, they find some places like supermarkets, old stations and whatever so it would be nice to have a map that our Dwellers can discover when they go out.


This map could be divided in 4 or 5 areas and everytime you send somebody in the wasteland you can choose what area you want to explore and the locations that they will find will be reported on the map once they are back to the vault. From now on you can choose to let them explore the general area (and in appropriate percentage they can find new places and only 1 place at time) or send them in that precise location and claim special Equipment available only in that kind of places (normal loot is available anyway like in the normal game), higher is the Perception, higher will be the chance to find a location.


Different locations could be:


Museum, Library: chance to find different BOOKS or MAGAZINES that one Dweller can use to upgrade immediately one SPECIAL, dresses that give more Intelligence.


Hospital: chance to find Stimpacks and Radaway, rare dresses that give more intelligence.


Supermarket: chance to find Food, Water, Magazines, rare dresses that give more agility


Raiders camp: chance to find Weapons, rare dresses that give more strenght, endurance


Gas station: chance to find Energy, rare dresses that give more perception


Destroyed towns, Deathclaw cave, Abandoned vault, Motel, are all places that can be found in the wasteland...just take as example any location that you can find in any Fallout video game and think what kind of related equipment you can find in it :)




4. This point was part of the previous idea. Books and magazines that one Dweller can use to raise one SPECIAL. The same that you can find in any Fallout video game are perfect already.




5. New invaders, like Super Mutants, Yao guai, Mirelurks, it would be nice to see some different enemies coming to your vault…




6. One building spot outside your vault door where you can build the Merchants outpost, yes, the merchant with the double headed cow that i love so much XD. The merchant will appear every few hours and you have the chance to buy equipment from him using your caps. Once you buy something from him and you close the transaction he will go away. You can upgrade the merchant outpost up to Level 3. The stuff you may find is totally random like the lunch boxes.


For example


45 DWELLERS NEEDED


Level 1 - Chance to find basic dresses and weapons, food, energy and water, stimpacks and radaways, small chance to find blue equipment, very small chance to find gold equipment. good for beginners. Appears every 48 hours, 10 items available (cost: 5000 caps)


Level 2 - Better looking outpost, more comfortable for the merchant, simple wood structure to protect him and the bramine from the sun and water pump for the animal :). Better equipment, water, energy and food, stimpacks and radaways, small chance to find books and magazines, better chance to find blue equipment, small chance to find gold equipment. Appears every 24 hours, 15 items available (cost: 50000 caps)


Level 3 - Well equipped outpost, comfortable for the brave man who sell you good stuff :). Good equipment and weapons, food, energy and water, higher chance to find blue equipment and magazines, higher chance to find gold equipment (pay attention....find it does not mean that you have enough caps to buy it ;) ) . Appears every 12 hours, 20 items available (cost: 500000 caps due to the higher chance to find gold equipment)


Here is an idea of how much items will cost:


Common: 100 caps


Rare: 5000 caps


Legendary 50000 caps


Food, water, energy x 50: 50 caps


Magazines and books: 5000 caps




7. Crafting room for weapons and dresses (2 separate rooms), key stat is LUCK (because so far there is not a room which requires it :)) You can upgrade the rooms up to Level 3


While exploring the wasteland your dwellers may find Blueprints. If you own that weapon or dress you will automatically have the blueprint for it. Also in the Merchant outpost you may find Blueprints, the rarity is the same as the weapon or dress itself. Blue prints does not occupy any space in your inventory, it's just a paper, even if you find more blueprints of the same weapon.


To craft this items you need 2 kind of objects that your dwellers may find exploring the wasteland or in the merchant outpost: scrap metal and tissue (common item).


Another way to obtain these materials could be a new function that you can choose instead of selling: Recycle. By doing that you can get these materials according to the rarity of the object: Common - 1 unit, Rare - 2 units, Legendary - 3 units


Weapons will give you Scrap metal, dresses will give you tissue.


Now for example to craft a common item you may need 50 units, rare item 100 units and legendary 150 units. Once you have the required materials you can create the required object by selecting it from the list of available blueprints and the dwellers will start to create it..the crafting time depends on the level of the room and how many dwellers are working on it.


For example


110 DWELLERS NEEDED


Level 1 - Can craft common items (cost: 15000 caps)


Level 2 - Can craft rare items, faster crafting time (cost: 75000 caps)


Level 3 - Can craft legendary items, faster crafting time (cost: 150000 caps)


The scrap metal and tissue will occupy space in your deposit exactly like all the other objects. One scrap metal= one space, one tissue = one space. If you don't want them of course you can sell them for 10 caps each.




8. There is a huge space on top of the vault that is still free...would be nice to put a Hangar in it with a nice flying vehicle where you can put up to 4 Dwellers to explore the wasteland. This would be nice if the Map system will be implemented so with that you have a greater chance to find new locations around the map if you choose to simply explore the chosen area. More Dwellers in the vehicle and higher is their perception, higher chances to find something...but they may even don't find anything ;). Would be nice even the chance to find new dwellers and bring them back to the vault.


This vehicle can stay outside only a certain amount of time and after that he will come back by itself (out of gas :P) in half time if you don't recall it by yourself. The hangar can be upgraded up to Level 3


For example


150 DWELLERS NEEDED


Level 1 - Basic hangar with old pre-bellic vehicle,(biplane) max 2 Dwellers, can fly 12 hours maximum (cost: 250000 caps)


Level 2 - Better vehicle (helicopter), max 3 Dwellers, can fly 18 hours maximum (cost: 500000 caps)


Level 3 - High-tech vehicle (Vertibird), max 4 Dwellers, can fly 24 hours maximum and discover even 2 different locations (cost 750000 caps)


Would be very nice to see that vehicle coming out from the side of the mountain with a moving platform and fly away XD




Here are my (and yours) ideas for adding something new to this wonderful game...let me know what do you think in your answers and sorry if i'm not clear in some sentences...my mother language is not english and maybe I did some mistakes...


Greetimgs to all and enjoy your Vaults!!
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Eve(G)
 
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Post » Mon Feb 15, 2016 2:59 am

Just wanted to add my votes to the above (as y'all seem to have noted most of what I wanted anyway). The only things I think that are completely essential:


- Addition of a toggle for the removal of the force zoom, much as we can now skip tutorials and tips.

- A cap-sink of any kind (I can only remodel my vault SO many times to stop my caps sitting maxed out) even if it means 50k for a lunchbox it would be worth it to get something from caps in the end-game.

- Second sorting option in Dweller lists (tapping the column title again to invert?)


I imagine Bethesda will think up some coolness to keep us entertained with F.O.S. even after the 10th, but with those three additions, I can see myself happily playing along for quite some time....
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Emzy Baby!
 
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Post » Mon Feb 15, 2016 9:26 am

I just want to sort from high & low on health and happiness.

Also, I have this weird curiosity on what goes on inside my dweller's head... like aside from what they're saying when I'm zoomed in. Dat next attack or accident just takes way too long
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Daniel Holgate
 
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Post » Sun Feb 14, 2016 10:54 pm

Fix the bugs before going further. Especially those like the link below.

http://www.gamesas.com/topic/1541618-objectives-reset-to-zero/
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Hilm Music
 
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Post » Sun Feb 14, 2016 9:18 pm

1. Dweller gains 1 random special point for every 5 levels gained. ( level 5, 10, 15....50 )



2. Dwellers can gain special points by reading books & magazines found in the wasteland or in lunchboxes. Magazines being common items giving 1 point. Books rare items giving 2 points.




3. Fix healing problems inside the vault. For example: Auto-stimpack at 25% Hp "on/off tag". Have a ?stacking“ option on each ?inside dweller“ like on each ?outside dweller“ or similar. At least don′t let dwellers stack up in a column for manual healing.




4. Able to see dweller′s weapon & armor in the dwellers list.



5. Able to build automatic or man stationed turrets inside or in front of the vault entrance.



6. More types of invaders. For example: Golden geckos ( give small amount of radiation ). Slavers ( kidnap all occupants of a room, if dwellers occupy 50% or less of that room ). Feral ghouls ( give high amount of radiation). The Enclave ( kidnap all occupants of a room, if dwellers occupy 75% or less of that room). Perhaps pay a ransom to get them back? B.O.S ( Steal items from the storage room).

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Nicola
 
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Post » Sun Feb 14, 2016 8:41 pm

I would like to see a weekly caravan come to the vault. The caravan would buy and sell. We could get more than 10 caps each for things we'd sell to the caravan, and we could buy better stuff. The caravan would have a random legendary weapon or clothing piece for sale each week, or maybe a "passenger" legendary character, as well as a few rares.

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Jon O
 
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Post » Mon Feb 15, 2016 4:57 am

Not really a suggestion, but they should make radaways useful be it incidents or other.



Currently there is no need to produce radaways (if you send your explorers with +1 E outfits).

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Mrs. Patton
 
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Post » Mon Feb 15, 2016 3:56 am

Introduce "Legendary Enemies" to the Wasteland (much tougher than their normal variant), and the longer your Explorer is out, the higher the chance to encounter a Legendary Enemy. If your Explorer successfully kills the Legendary Enemy, have a guaranteed 100% chance at a Legendary Item drop. Would really give you a reason to give Explorers top end weapons (since currently even Super Mutant Behemoths can be brought down with just an Enhanced Combat Shotgun).

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Jessica Nash
 
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Post » Mon Feb 15, 2016 2:18 am

I think it would be cool if perhaps the role was reversed, you are trying to break in and destroy a random vault using raider attacks, rad roaches, death claws, naked mole rat things, super mutants. You could maybe start off with just attacking with the roaches and you get points for killing off the dwellers, and work your way up attacking the same way that we would be normally as the overseer. You could put a cool down effect in play here much like when receiving supplies IE 10-15 min between death claw attacks 10-15 min between super mutants (btw they should be in the game as it period) 8-10 min for Raiders, 3-5 min for the mole rats and lets just say 2 min for the rad roaches. But also make it so you could "save them up" and use them all at the same time to just wreak havoc. I think this would be a very fun game mode and a change of pace.

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Courtney Foren
 
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Post » Mon Feb 15, 2016 11:36 am

I would like to think I helped with the Pets suggestion. Made this post back in October... Pets came out in December.

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Tai Scott
 
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Post » Mon Feb 15, 2016 10:50 am

Only been playing this game 2 days and theres already 2 things that are bugging me that should be easy to fix (because other games i play which are no bigger, clash of clans, boom beach) and they manage they have both these issues sorted.



1. The game shouldn't take this looooooong to startup, omg ive never known a game to take so long, i feel like i am sitting waiting for an eternity for it to start. i am playing on a samsung s6 so it shouln't be a hardware issue, if it is then i feel sorry for anyone with a phone slower than an s6 lol



2. fix the syncing between multiple devices, this is one of my current majoy issues after just 2 days playing. if i play clash of clans or boom beach i can switch devices instantly and it doesnt have to keep asking me which profile to use it just will be updated to where i left off. but this game svcks sooo much at this, not only does it keep asking me so pick which to use, even if i pick the newest there are things missing from when i was last on the other device, its really bad!



james

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Sherry Speakman
 
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