Overseer Intervention

Post » Mon Feb 15, 2016 1:24 am

So I was sitting there deciding what to do with Kenneth Hawkins. I had tried everything: I had assigned him to every room in the vault. But he stayed at 75%, being my only dweller bellow 85%. At the same time, I was running out of room. In that moment, I had a thought. A very fallout thought.



I stripped Kenneth of all armour and gave him a throwaway handgun. I gave him some surplus stempacks and radaways and sent him out into the wasteland.


He survived for 8 hours. I opened his inventory and he had a pretty decent number of weapons on him. I decided he earned his keep, so I revived him and brought him back.



An hour later I became extremely self conscious, even ashamed, of what I just did. I went too far down the rabbit hole.


But that got me thinking: certain dwellers just won't get happy. Sure you can pair them up and that might fix the problem (it usually does), but if your vault is near full that's not really an option. They just aren't happy anywhere. But what if we could sink caps, or even take a risk, to gain valuable information about what makes a dweller happy, or even force them to be happy.



I call this Overseer Intervention.



So you tap Kenneth and have an option labeled, obviously, Overseer Intervention. The next dialog box would feature two options: interview and coerce.



Interview would be a basic purchase for information about how to make Kenneth happy. Depending on the dweller's current happiness, there would be some cap and time cost in exchange for useful hints on how to improve that dweller's happiness. This is meant to simulate an actual interview to help place an employee in the correct position. It takes time and money, but comes with no risk besides possibly not getting enough hints, although that chance drops off with subsequent interviews.


You pay 500 caps and wait 3 hours and the interview reports that Kenneth enjoys jobs which require physical finesse. This is a hint that he would like an agility based position.



But lets say you don't want to pay the caps or wait the 3 hours. That is the second risk based option: coercion.


Coercion would be free and instant, however it would come with a risk of negatively impacting other dwellers' happiness. The first risk is coercion could not work and only make the dweller more unhappy. The second risk is if coercion succeeds, the dweller's happiness will instantly rise to 100% and stay there, however other extremely happy dwellers will be negatively effected, and if more than one coerced dweller is in the same room the negative effects will compound exponentially. This is meant to simulate threatening a dweller's life for not giving positive happiness reports, with the risks simulated the associated possible negative consequences, such as close innocent employees becoming suspicious.



Oh crap, gotta go to work. Love ya, I'll finish this later. Let me know what you think ;*

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Vincent Joe
 
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Post » Sun Feb 14, 2016 11:25 pm

I can see it now, desirous dwells, trained and well armed where uncles, cousins and nieces can mate, as can aunts and nephews. It may only take not wiping down the x9i Incline Trainer Treadmill that triggers a postal from Kenny. I'd try getting the boy a pet Poodle or Persian.

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abi
 
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Joined: Sat Nov 11, 2006 7:17 am

Post » Mon Feb 15, 2016 2:29 am

That's awesome! If they don't add it (they most likely won't, game devs hardly listen to players imo) then the only advice I can give is train 1 special stat so its just a bit higher than the rest and chuck em in a newly built spare room. Or, make them bang another dweller, then throw out the kid later on lol

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Marlo Stanfield
 
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