Sanctuary Spawn Points: Enemies spawn INSIDE perimeter!

Post » Sun Feb 07, 2016 8:28 pm

Like the map, hope there's more of some other settlements in the future.:)

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Kelly Upshall
 
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Post » Sun Feb 07, 2016 5:24 pm



That's exactly the problem though. The settlers MOVE out of position. Turrets are stationary, meaning they let the enemy walk right into the kill zone, which remains a kill zone because everything is still where it needs to be to make it so. I've had settlers chase attacking raiders right into a nearby mob of bloatflies, which they also engage and that fight takes them into another mob hanging around a raider base that respawned. That left my settlers scattered all over the damn place and the settlement open to attack by the stragglers if my turrets hadn't been there to handle them.






I'm up to level 81 and I've never come across the situation that when the settlers chase after fleeing enemies and leave the settlement unguarded, that a SECOND WAVE of attackers come in and attack.



Regarding bloatflies and other hostile animals, I've seen those attack our enemies too and help us out.



And if a nearby raider base happens to respawn right when you are fighting attackers, then it's just bad luck and doesn't happen often. When there is a nearby enemy base, like Saugus Ironworks near The Slog, your settlers will engage them THE MOMENT they respawn. You have to be very unlucky for that to coincide with a settlement attack. Still, if you have a large and well-armed population, the odds are always in your favor.

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Flesh Tunnel
 
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Post » Mon Feb 08, 2016 4:09 am


I said stragglers. Not a second wave of attackers.



The bloatflies engage everybody, so that doesn't help the scattering situation all that much.



Enemy base doesn't have to respawn right exactly at that very moment. Just has to be populated some time before the attack so they join in when the fighting drifts near to them.

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Causon-Chambers
 
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Post » Mon Feb 08, 2016 4:21 am


And what are those "stragglers" exactly? Part of the original group of settlement attackers? Or nearby raider groups? Someone else? If my settlers go chasing fleeing attackers and leave the settlement open, there will NOT be any enemies nearby to attack it. That's because if they were near, my settlers would've detected them and dealt with them already before leaving the settlement open. You're asking me to believe that some enemies out there are so far away that my settlers can't detect them, and when my settlers are away, they come right in and attack the settlement. That's just an impossible scenario that I've never seen happen. If my settlers can't detect the enemies, those enemies can't detect the presence of my settlement either.



To your point about the respawn of nearby enemy camp, I would say those respawn may not be nearly as tough as the settlement attackers. Settlement attackers level up with you, but those respawns don't. So it should be a lot quicker for settlers to deal with the latter than the former. That means when the settlement is attacked, the nearby enemy camp is usually no longer populated -- and even if they are populated, they don't pose a great danger. Again, all of this is predicated on having a large and well-armed population in your settlement.

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asako
 
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Post » Mon Feb 08, 2016 3:14 am



OFFS. I'm not asking you to believe any such thing.



STRAGGLER: Someone who has strayed or become separated from the group.




straggler

1. Any personnel, vehicles, ships, or aircraft which, without apparent purpose or assigned mission, become separated from their unit, column, or formation.





verb (used without object), straggled, straggling.
1. to stray from the road, course, or line of march.

2. to wander about in a scattered fashion; ramble.

3. to spread or be spread in a scattered fashion or at irregular intervals



You're assuming that everything always happens in tightly packed, organized fashion where the settlers can somehow just pen them all in and slaughter them like cattle. All it takes is for someone to zig when they should have zagged and the whole thing turns into a fiasco.

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ILy- Forver
 
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Post » Sun Feb 07, 2016 4:51 pm

The Map Never Lies:


You're wrong. I had a vanilla game spawn ghouls inside and outside of the house near the bridge and seawall.


I tested houses at the end of the Cul de sac with settlement raiding mods, and literally the houses were jam packed with synths, raiders, BOS, Mutants, and Gunners.


Currently, there is no CK, therefore, the maker of settlement raid mod could not have placed independent spawn points there now could he?

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Joie Perez
 
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Post » Sun Feb 07, 2016 1:38 pm


You're obviously too busy being a smart-alecky to answer my question: what GROUP do these stragglers straggler from, pray tell? The original group of attackers, or some other attackers that come in later? We have long established that settlement attackers spawn near or inside the settlement. So how likely is it for your settlers to lose track of them, since settlers can detect enemies hundreds of feet/meters away? If they are busy fighting enemies near or inside the settlement, then they simply WON'T move away from the settlement. Thus, the scenario you described simply won't happen (unless, of course, you have too few settlers). And if that won't happen, your central theory of an unguarded settlement left "open to attack" has been dunked. And that the mobility of the settlers is not a negative, but a positive.

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Jesus Lopez
 
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Post » Mon Feb 08, 2016 4:14 am

Ok, now you're just trolling.



You know exactly what "straggler" means by now, even if we assume that you didn't before. Yet you insist on repeating your "second wave" strawman and making settler AI sound like they're perfect super soldiers.

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le GraiN
 
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