Fallout Shelter Suggestions

Post » Mon Feb 15, 2016 5:26 am

I have been playing Fallout Shelter since it was released and I have to say I have enjoyed it quite a bit. However recently I have become bored of the ease of maintaining a large vault with a high population. I tried to challenge myself with survival mode which has proven more difficult however at this point deathclaws once again have become childs play. In any case ill present my suggestions to maybe aide in future updates if they are found satisfactory.



New Units:


*Enclave Search Party*- A small band of enclave with intentions to loot resources and supplies to bring back to their base. (Of course armed with power armor and heavy weapons- to pack a stronger punch than deathclaws possibly a multi-wave attack consisting of for example 3 waves of 5 soldiers.) This would be a set back for bigger vaults, requiring either a certain population before they appear. (You may only loot caps from their corpses)


*Enraged Super Mutants*- These units would be similar to Deathclaws however a more frequent attack rate and more powerful than raiders (You may also loot these units once killed). Their power may vary depending on their equipment.


*Roving Feral Ghouls*- A band of Feral Ghouls that follow traveling dwellers back from their journey in the Wasteland. Simply being hit by them may cause radation poisoning requiring Radaway. Less powerful than raiders in basic attack, however the presence of radiation make them a dangerous mix. ( You may only recieve either rusty weapons or caps from their corpses)


*Defective Mr Handys*- An attack of defective Mr Handys brought upon by your radio transmissions to the Wasteland, Energy weapons are your only chance at defeating these troublesome hunks of metal! (You may collect the caps these bots have collected in the waste)


*Special Events* :


*Nuclear Reactor Meltdown*- Either a certain amount of failed rush attempts or another special event such as a fire or mole rat attack may also trigger a Meltdown. The Meltdown may result in vault wide Radation poisoning requiring the use of radaways. Including the possible death of workers in that room.


New Rooms:


*Overseers Office*- A control room in a sense, where you may control which rooms recieve power in the event of power failure and you may seal an entire floor of a vault in case of a devestating fire buying your dwellers time to organize. ( I have seen this sort of suggestion somewhere on here so the idea isnt entirely mine however I put my own spin on it)



I will look to add more suggestions in time however thats it for now, hope to hear some feedback!
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Brian LeHury
 
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Post » Sun Feb 14, 2016 9:26 pm

Isn't this more useful if posted with all the other posts about suggestions? I mean, the suggestions are good, but this way the devs don't see clearly where the problem is... A thread with, say, 20 pages does...
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Lizbeth Ruiz
 
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Post » Mon Feb 15, 2016 10:35 am

I didn't see the other post if you could leave a link I would, thanks :)
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Phillip Brunyee
 
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