Build perks would be nice.

Post » Sat Feb 27, 2016 12:01 am

Been spending the afternoon building in Hangman's Alley and I'm running low on resources. Then I leveled up and it hit me that there's no building perks so I came up with a couple idea's.



"Master Carpenter"



Have an animation of the little guy measuring and sawing a piece of wood. Maybe have him cut his thumb off with blood squirting everywhere.



1st Rank "You now use 20% less building materials."


2nd Rank "You now use 30% less building materials."


3rd Rank "You now use 40% less building materials."


4th Rank "You now use 50% less building materials."



"Recycle King"



Have an animation of him with a hammer pulling nails out of a board. Have the hammer slip and smash his eye.



1st Rank "You now recycle an additional 20% of your building materials when scrapping build items"


2nd Rank "You now recycle an additional 40% of your building materials when scrapping build items"


3rd Rank "You now recycle an additional 60% of your building materials when scrapping build items"


4th Rank "You now recycle an additional 80% of your building materials when scrapping build items"


5th Rank "You now recycle 100% of your building materials when scrapping build items"



"Landscaper"



1st Rank "You can now plant trees."


2nd Rank "You can now landscape with rocks."


3rd Rank "You can now landscape with shrubs."


4th Rank "You can now landscape with flowers."


5th Rank "You can now put out bird feeders and attract birds."



Each rank would unlock an assortment of trees, rocks, shrubs, etc. etc..



Y/N/M?



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Nany Smith
 
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Post » Sat Feb 27, 2016 3:02 am

Hells Y!

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Maria Garcia
 
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Post » Sat Feb 27, 2016 2:40 am

A problem I can see is the whole build/scrap/build thing becoming an extremely easy way to level up. But then again it is already pretty easy to do.
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Steeeph
 
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Post » Fri Feb 26, 2016 11:14 pm

Decent idea in theory, but not really practical in application simply because most things use small amounts of resources in the first place. What's 30% less of 1 Cloth?

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Tiffany Castillo
 
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Post » Sat Feb 27, 2016 5:05 am


Perhaps code from the other direction: multiply all commodities by X%.


Even just getting more back from junking structural elements would be fantastic.

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Isabella X
 
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Post » Sat Feb 27, 2016 1:47 am

Does Scrapper work with buildings and such or just equipment? (I've never had Scrapper...)

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carrie roche
 
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Post » Fri Feb 26, 2016 4:56 pm

I thought Scrapper was just for junking weapons ::researches:: yep. weapons and armor only

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Gwen
 
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Post » Fri Feb 26, 2016 5:50 pm

That first peak ideas seem difficult.. like someone already said.. whats 30% of 1 in game application.



All they really need to add is the perk proposal that gives you higher yields from scavenging non-usable items. They already have a perk that improves yields when breaking down weapons and armor, but not trees, blocks. crates, cars, metal barrels, etc.. That would help players who like settlement building (which I believe from earlier game development interviews was a last minute idea that took on a life of its own but wasn't in the original blue print.)



The 3rd proposal I think should be added via a Mod and be implemented by finding magazines rather than perk points.

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Céline Rémy
 
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Post » Fri Feb 26, 2016 8:16 pm

You can scrap any item you build, but you don't get back out of it what you put in to it.



For example "Shack Foundation (93). It takes 12 Wood and 3 Steel to make, but if you scrap it you only get back 6 Wood and 1 Steel.



If they had something like "Recycle King" and you reached the highest level you could get all of your materials back for built items that you scrap.



Edit: When I say "build" I'm talking about floors, walls, stairs, generators. All that stuff can be scrapped.

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Arnold Wet
 
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Post » Sat Feb 27, 2016 8:00 am

Rank 1 of Landscaper should allow you to clear corpses and skeletons. Rank 2: allow you to clear unwanted brush/debris.

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Irmacuba
 
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Post » Fri Feb 26, 2016 6:44 pm


The thing about this... is it should be in vanilla Fallout 4. They shouldn't force us to use perk points to get that. Why I think it sorta goes better with magazine perks.. so I don't have to spend 5-15 levels of perk progression for general housekeeping.

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Tammie Flint
 
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Post » Fri Feb 26, 2016 8:16 pm

Not too crazy about the first two set of perks. Not a huge fan of perks that just raise some some stat by some % (no matter how efficacious it is - must admit, +20% damage is usually a very good thing).



3rd set is good, I really like perks that unlock some special ability or new effect.

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mike
 
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Post » Sat Feb 27, 2016 5:51 am

Great Ideas, I personally wouldn't use the landscaper perk (not until much later in the game anyway) but I think they'd be a great addition.

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Jinx Sykes
 
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Post » Sat Feb 27, 2016 5:04 am

Yes Sir, Thanks you Sir!

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Josh Lozier
 
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Post » Fri Feb 26, 2016 6:41 pm

Well that's a good point, but if it had no impact on small crafting projects, and yet made a huge difference in objects such as generators and water purifiers it would be worth it. Always gotta conserve the copper!

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Chris Guerin
 
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Post » Fri Feb 26, 2016 8:49 pm

How about walls without holes? Or roofs?

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Kevin S
 
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Post » Sat Feb 27, 2016 6:18 am

In the last game that I played, I spent over an hour of real time scrapping all the available resources in Sanctuary Hills. Stopping every twenty feet or so to get a tree, an old auto, a beat-up street light, or a crushed mailbox within my scrapping radius and doing that over and over- and over ad nauseam. When I assign someone to some task, I have to "relay" them from point A to point B, and then to C, so that they can eventually get in range of D where I want them to go. This is time-destroying, mind-numbing, arcane minutia that constitutes a colossal anchor around the neck of this game.



I'd like to see the ability to delegate settlement resource scrapping (trees, autos, lampposts, etc.) and building to either a settlement leader or a settler. They get the instruction, the work begins, and is completed over time. I might return later and see a partially constructed wall, for example. I shouldn't have to plant every crop, build every wall, construct every generator, and scrap every lamp pole in the Commonwealth. Pitching in and helping from time to time is great. Doing it all is nothing less than micromanaging the Commonwealth. Having to do it all, and then watching some bonehead settler stand in one spot with his thumb somewhere saying "When you work, you eat" is a real drag.



Bethesda, help. The system has real greatness in it. It just requires some refinement. You know that you can do that.

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Laura-Lee Gerwing
 
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Post » Fri Feb 26, 2016 11:17 pm

I like the recycling idea, but I think it should be 3 ranks that mirror Scrapper, essentially - allowing you to reclaim a wider variety of components



Rank 1: Reclaim more basic resources from Settlement Objects.


Rank 2: Reclaim more uncommon resources, such as copper, screws, aluminium, from Settlement Objects.


Rank 3: Reclaim more rare resources from Settlement Objects, such as nuclear materials, crystals, and fiber optics.



For the lower rank, it'd be a 30% increase in reclaimed resources. And a flat 25% refund for the more exotic materials.

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Enny Labinjo
 
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Post » Sat Feb 27, 2016 1:03 am


They kinda already have a resource gathering function, although its not well defined. If you build a scavenging table (under resource misc.) and assign a worker to it, you will find random junk accumulating in your workbench inventory. Also I think I read somewhere that unassigned settlers will first go to farming if there are unassigned crops, after that they just collect random junk (from thin air) and put it in your workbench. This is sorta better than whats recommended cause you get other stuff than just basic building materials which would eventually stopped accumulating as they don't respawn. I do wish there was a better way to get stuff to snap together more easily and also a way to build "half" roof and walls, as well as a more efficient way to make curved wall lines (curved horizontally and vertically). I spend more time trying to get a decent perimeter wall up than anything else when designing a settlement layout.



They prolly won't implement an "area wide" dismantle stuff feature, cause I would imagine that some people want to keep a car or two and various trees in place for ascetics. I know I do that sometimes. Same thing with random settlement builds.

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josie treuberg
 
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Post » Fri Feb 26, 2016 5:51 pm

Great ideas...



I wish we could scrap cars and items along our wanders that could automatically got to our workshop.



I would like to be able to get more materials without using the workshop/shipment glitch which I understand may be fixed with the next patch. I like to build big stuff, or at least more. Not just one or two little buildings before my materials run out.

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Lloyd Muldowney
 
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Post » Fri Feb 26, 2016 8:59 pm

I've made use of the scavenging table, and I do like it. I haven't yet seen unassigned settlers tend crops and have that count, but you may be right. Nevertheless, tending crops is not the same as planting them and then tending them. Furthermore, the fact remains that any community not properly scavenged clean will remain a wreck, with otherwise available space being occupied by garbage, and available resources strewn over the streets, in the yards, and even at the player's doorstep. Implementation of the concept of delegation of authority via a settlement leader would eliminate the need to micromanage, increase immersion by use of a standard principle of leadership (the player's supposed to be one to an increasing extent), and prevent the player from having to detail every settlement while it's occupants stand around and yammer about how hungry they are. Put 'em to work!

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Jeff Tingler
 
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Post » Fri Feb 26, 2016 5:04 pm

Or at least code them to stop randomly treating me like a stranger, a raider, a potential synth or an assassin after I've set them firmly on the path to security and prosperity! :tops:



But yes, I agree with the OP in spirit.

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John Moore
 
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