Settlement specialty?

Post » Fri Nov 27, 2015 8:58 pm

Would your settlement be just a residential place to survive in the wasteland? Or will it specialize in something like science and research, farm house, mini-New Vegas style entertainment rest stop, barracks for mercenary work, building weapons for export trade to other communities? Or al the above?

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Sami Blackburn
 
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Post » Fri Nov 27, 2015 8:25 pm

i highly doubt the settlement system will be that deep

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Gavin Roberts
 
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Post » Fri Nov 27, 2015 11:13 pm

I'd imagine you could make it that way yourself though if you wanted.

Have one settlement of just homes with little places for resources/trading, have another dedicated to mostly trading.

Something like that.

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Heather Dawson
 
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Post » Fri Nov 27, 2015 9:38 pm

I don't think they're using the settlement system like State Of Decay with the facilities, I made lots of threads about the stuff that the settlement system could have. Like Physcotrip said, "You're just setting your self up for disappointment."

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Nicholas C
 
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Post » Fri Nov 27, 2015 8:32 pm

But I'm not seeing how you couldn't just build a bunch of shop stalls in one area, and a bunch of homes in another.

Maybe not in the way that OP is talking like "this camp specializes in producing chems" but I mean.. the feature is still more or less there to play around with and make settlements for specific purpose.

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Lauren Denman
 
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Post » Fri Nov 27, 2015 6:00 pm

I just want to be able to make a functioning gate, instead of just having some entrance with random flame throwers and turrets all over the place
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Mike Plumley
 
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Post » Sat Nov 28, 2015 2:58 am

Don't tell me I've made a cynic out of you already?

Because who would man the shops if there are no homes? I'm sure you can focus on one thing or another in your settlement, but I don't think there will be any sort of actual specializations or any real change to how the settlement looks or operates as a result.

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Andrew
 
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Post » Fri Nov 27, 2015 1:36 pm

@Physcotrip Kind of.

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Tiffany Holmes
 
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Post » Fri Nov 27, 2015 11:28 am

Well, now I feel like a dike.

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Emmie Cate
 
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Post » Fri Nov 27, 2015 10:43 pm

I want to build this:
http://the-passage.wikia.com/wiki/First_Colony
or as close an approximation as possible, anyhow.

At the very least, If we have the tools to make settlements big enough to set up caravans, have residents, be a target for raiders, et cetera- in the vanilla game, imagine what you can do with mods.

Cheers
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NO suckers In Here
 
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Post » Fri Nov 27, 2015 1:21 pm

I'm sure you can choose all the vendors you want, and don't want, amd maybe even murder the ones you don't want to stay.

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^_^
 
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Post » Sat Nov 28, 2015 1:12 am

If possible id try to make my settlement as high tech as possible (my character will max int and charisma) with plasma turrets and huge farms and purified water along with science facilities if possible.
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Stephanie Nieves
 
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Post » Fri Nov 27, 2015 4:13 pm

I was pondering this yesterday. I think it will start as a basic shelter, repair thing. Akin to a ranger station? Allthough that will probably in actuality make the game harder, with raids, as compaired to, if you ignored the whole aspect. :)

But humble beginnings, then I plan on letting, atleast some of them grow, somewhat organically, to fit the map and story. :)

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Silvia Gil
 
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Post » Fri Nov 27, 2015 4:36 pm

I want a good bar....and good barmaids.

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Steve Fallon
 
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Post » Fri Nov 27, 2015 6:50 pm

Personal home for me, my dog and codsworth, at least on my first playthrough.
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Vicki Gunn
 
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Post » Sat Nov 28, 2015 1:28 am

Yeah, we really don't know to what extent the settlement system goes. For all we know you need a bit of everything to keep the settlers happy.

Another issue is the size of the settlements. What we've seen look to be fairly decent plots of land, but people seem to be under the impression they'll be throwing up entire cities rather than individual homesteads.

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hannaH
 
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Post » Sat Nov 28, 2015 2:24 am

The way that Todd described the settlements and what was shown in the presentation, the traders are attracted to you rather than being someone you choose or assign, so it makes sense that certain traders will be attracted based on how you set up each area. That includes the "better stuff" that each trader can offer you at each settlement. Also, since he stated that you can create trade routes between your settlements, it only stands to reason that you must build at least two in order to create a trade route and perhaps several more. Of course, as he stressed, any such building is completely optional, not required.

Oh, and something that I have not seen discussed is the fact that you will have settlers in each settlement that you will assign to specific tasks (e.g., farming, guard duty, etc.) and that there's also a happiness system in place (i.e., you'll need to keep people happy and if not there are probably consequences such as riots or perhaps people just leave for greener pastures so to speak).

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Daddy Cool!
 
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Post » Fri Nov 27, 2015 1:44 pm

I always look at these things from a "What can mods do to/with/for this feature" perspective.

Though I'm sure there will be limitations on how your personal colony interacts with the rest of the NPC world, I'm certain folks will add content that allows for peeps to rehabilitate some areas to their former full pre-war splendor (defended by automatic guns, trained deathclaws on leashes, and other such ... because raiders).

If it isn't as restrictive as Hearthfire in Skyrim, only allowing us to design and build inside a certain footprint and style for each area, then, we could potentially see folks building their very own personal Tenpenny towers and/or other more fanciful things.

If BSG has Minecraft'd the base building aspect, and we have the flexibility to build things brick by brick, it's pretty certain all sorts of [censored] fun from those of us with a touch or more of OCD will get gotten up to.

No doubt, someone will build a 1:1 scale USS Enterprise, or a Deathstar, or something else if the flexibility is there.

If that flexibility isn't there Vanilla, and it doesn't take much to add in some brick by brick building ability, yeah, we'll see some Taj Mahal stuff happening.

As far as industry and trade with the rest of the NPC universe available, if it isn't there Vanilla, bug the people building the USS Enterprise or the Deathstar in the game to expand on the industry and trade aspects through the mod tools, and it'll soon see the light of day.

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Devin Sluis
 
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Post » Fri Nov 27, 2015 10:36 pm

I hadn't thought of specializing my settlements. Like remmus I only planned a house for myself at first but plan to expand after i get most everything else done. Most likely they will be general areas but one might be a den of depravity if such a thing can exist in the game. My guy will need someplace to go and unwind!

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Cody Banks
 
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Post » Sat Nov 28, 2015 12:32 am

I would be very surprised (and impressed) if it were open construction. In the trailer they were clearly building on what looked

like a pre-set foundation. Free-form building would eliminate any challenge to raids, with overlapping security.

However, since a modder added communities in a free-form manner to the F3/FNV, I am sure someone will attempt it again. The

only issues will be gameplay balance and system load in one cell (game area). It can most likely just be limited by returning to an

interior vs exterior cell setup, so there will be loading times for entering some of the larger structures in the community. Of course,

with the tools not coming out until "early" 2016, it will be some time before we see anything like this.

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maddison
 
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Post » Fri Nov 27, 2015 6:53 pm

I want my settlement to be a vault. And I tge Overseer
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RaeAnne
 
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Post » Fri Nov 27, 2015 11:45 am

Well, I was actually thinking of making one of my locations specialize in nothing but growing food. Than have that food delivered to other settlements via brahmin caravan, so other settlements don't need to produce as much food.

Still, we won't know exactly how settlements work or will affect the game as a whole.

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Rudy Paint fingers
 
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Post » Fri Nov 27, 2015 5:43 pm

It's still to early for me to call it but something like this might be cool.
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Rachyroo
 
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