[Suggestion] Settlement upgrades

Post » Sat Dec 05, 2015 12:05 am

a) Kids fight (angry) decreases happiness - they need toys and fancy snacks etc

B) Settlers get drunk (careless) don't go to work - they also need sports games and cola machines (instead of alcohol)

c) Settlement suppliers are not completely loyal (for example if the Farm settlement is the main provider of food and Sanctuary the main provider of water, the production is less than 100%) - suppliers can be exchanged with robots (from factory)

d) Settlement visitors (traders etc) steal (not from the workbench, but from settlement stuff (perhaps scraqe-station) or - if they can get away with it - kids (drugged and put in a sack) - the settlement needs surrounding wall and checkpoint with dog at gate to sort them

e) Raid alert system by placing scouts with radios for example on top of highway and other high places

User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Fri Dec 04, 2015 4:00 pm

f) Settlement should start with extremely low happiness - Farm is main provider of food, sanctuary is main provider of water, Pit Stop some kind of transport hub, and each connected settlement specializtion (especially water and food) increases happiness

g) And some perks could for example be when at least one settlement happiness is above something ..

User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Sat Dec 05, 2015 4:53 am

More micromanagement?

User avatar
Celestine Stardust
 
Posts: 3390
Joined: Fri Dec 01, 2006 11:22 pm

Post » Fri Dec 04, 2015 10:43 pm

I want my vendors to stay at their [censored] stall from 9 to 5 Bethesda.

User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Fri Dec 04, 2015 7:55 pm

I don't want any of this Bethesda. OP's list sounds like downgrades, not upgrades.

User avatar
Red Sauce
 
Posts: 3431
Joined: Fri Aug 04, 2006 1:35 pm

Post » Fri Dec 04, 2015 5:48 pm

h) Happiness in a settlement can never be 100% without at least one settler with a kid living there. Kids increase happiness and they are valued for kidnapping

User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Fri Dec 04, 2015 5:03 pm

I just want a menu which lists all settlers, the tasks they are performing or not performing, list of available tasks, and the ability to assign tasks via the same menu.

User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Sat Dec 05, 2015 4:36 am

Already made some kind of suggestion to that: http://www.gamesas.com/topic/1562016-suggestion-settlement-bell-options/

But that is basic options. If you had to place an upgrade to that, maybe some kind of "settlement manager" to do something?

User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Fri Dec 04, 2015 7:31 pm

I want to be able to build more ( rain/weather proof walls and roofs for example ;) ), BUT start with even less ( neither male or female protagonist was architect, farmer or engineer. He/She has to learn it first via perks and magazines maybe)

User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Fri Dec 04, 2015 1:21 pm

Sorry, but many of these suggestions are turning Fallout into The Sims; Nuclear Family, with way too much micro-management that would distract from the main game, more so than the current settlement management already does. The raid alert idea though, that's a sound one. I've missed quite a few of the visual warnings you get of an impending raid because I was concentrating on something else, was in a firefight, or had popped out of the room to put the kettle on, only to get a "Failed Settlement Defence" or whatever message a few minutes later.

User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Fri Dec 04, 2015 1:46 pm

I just want my random generated Settlers to talk to each other.

User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Fri Dec 04, 2015 6:53 pm

An ammo bench and more metal and high tech options please. :foodndrink:

Also a way to remove all the dead plant life and other crap getting in the way of building. Seriously those weed whackers in sanctuary are taunting me...

AND ALSO more display options like mannequins (as long as they don't have that creepy weeping angel thing going on *shudder*),and weapon plaques for us hoarders.

User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Sat Dec 05, 2015 1:10 am

I would actually enjoy a "sims fallout addition DLC" I've wanted to control and run my own settlements since Tactics. To each their own I guess.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Fri Dec 04, 2015 1:20 pm

i) Mercenaries for hire in the big city: Raiders figure out that it is easier to raid suppliers and when they do, it decreases some happiness and it also cuts a little on the "settlement specialization" - so for example when Sanctuary is the main provider of purified water, that is cut some percentage in the supply. - Fixed by hiring mercenary escorts for suppliers.

j) If there are kids in settlement then during a settlement attack they should run to their assigned bed.

User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Fri Dec 04, 2015 4:06 pm

Bethesda's AI has gotten to the point that they don't even listen to Todd Howard. You're request will go unfulfilled.

User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Fri Dec 04, 2015 11:08 pm

k) To make some kind of chess opponent - turn based - every time the player access a new settlement workbench, the chess opponent "takes" another settlement.

There are no chess kings involved it is all about the kids and perhaps also the elders.

Settlements need kids to increase happiness, and one way of distributing them is through auction, but it's bad.

Another way of distributing kids and elders are through settlement managers, which are originally wasteland loners, that are good protectors and all-round repair people. Families with kids only want to join in a settlement where they are protected by a manager "good people". Elderly people also prefer settlements with "protectors", they are though not so good workers, but perhaps good at something else.

Can't think of much else; it was just a theory about putting some kind of chess play into the game.

User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Fri Dec 04, 2015 9:40 pm

I think that, before any of that.... We need better ways of managing the settlement.

A better interface to: Manage, assign and equip settlers.

Then we can talk about expanding the thing...

L: Declare independence and make your settlements a separate faction, where you decide on who your friends and enemies, among other factions, are.

User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Fri Dec 04, 2015 8:28 pm

http://www.gamesas.com/topic/1562016-suggestion-settlement-bell-options/

http://www.gamesas.com/topic/1560484-settlement-guns-armor-rack/

Nice. Guess a faction also means a sort of style or policy of doing things.

User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Sat Dec 05, 2015 12:38 am

I can honestly say I like less than half of these.

User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Sat Dec 05, 2015 2:50 am

++++++++++++++++++

User avatar
T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Sat Dec 05, 2015 4:28 am

There are so many suggestions here that it's all becoming a confusing mess.

Instead of doing a crap-shoot and seeing what sticks, maybe you should pick one or two of the suggestions you feel most passionate about and then explain and debate them with us.

User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Fri Dec 04, 2015 9:50 pm

a) is supposed to make more value to decorative inventory.

d) is supposed to give overall purpose to settlements (protecting kids & elders) instead of just being a wasteland wanderer.

e) is supposed to fix complaints about missing raid warnings.

f) is supposed to make settlement location more important.

k+L) is supposed to add more replay value to the game.

User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Fri Dec 04, 2015 2:25 pm

1. I do know about the bell, but, personally, I would like the following.

A: Automatic naming of settlers according to tasks:

  1. Generic newly arrived settler: Settler 1, Settler 2, Settler 3 and so forth.
  2. Farmer = Farmer 1, 2 etc.
  3. Guard = Guard 1, 2 etc.
  4. Shopkeepers named after their store type.
  5. Provisioners named after the "route".
  6. If you change Guard 2 to Farmer and he becomes the third farmer, then he becomes farmer 3. Former guard 3, becomes guard 2.
  7. Or possibly instead of 1, 2 ... it should be 1/3 (1 of 3) and 2/3 etc.

B: Ability to rename settlers manually.

C: Automatically equipping settlers in different tasks according to player defined setups.

  1. Let me define standard setups of apparel and equpment for eg. tasks farmers, guards. provisioners and unassigned settlers.
  2. Let all settlers try to equip up to that standard setup from a special storage, if the gear is available. They don't necessarily have to walk there... just withdraw from container and put it on them, if available.

Eg. I want farmers to use x clothes and leather armor and guards to use y clothes and combat armor.

I set it up via, eg. the ingame, in settlement terminal. And when I put x clothes, y clothes, leather and combat armor into the special storage it's automatically withdrawn and assigned according to my presets. If I then reassign a settler, he/she automatically updates to another preset.

I get to equip settlers with different setups according to tasks for easy recognition. I only have to do it once and change happens automatically.

...

This can be done with generic armor categories and guns ... Eg. farmer with a 10 mm, can end up with any kind of 10 mm I put in the special storage.

Preferably tho... I can put any 10 mm. gun with any modifications into the special storage... and it will automatically convert (without giving me stuff for free) if materials are available... A specificly modded 10 mm for eg. farmers or whatever.

Yeah, It's pretty darn comprehensive, but priceless help... if you are wanting to equip all your different settlers with standardized equipment, armor and guns. Or you will have to individually mod hundreds or pieces and armor and hundreds of guns... and gain god knows how many xp levels from ... basic equipment that, I'd argue ... should be up to the settlers themselves.

EDIT and PS: Needs a safeguard against changing/deleting unique/legendary items and offcourse you should be able to manually override the equipment categories.

...

2. Well offcourse they can make that as deep as they want to... Currently I'm just thinking a simple thing... That you can set up your settlements hostility levels towards the different factions according to your dictatorial desires for the playthrough.

So you can roleplay seeing the airship... shaking the fist at the sky and declare war from then and there ... upon seeing the invaders.

So setting all settler hostility settings to all factions ... and adding enemy faction "units" to the settlement attack spawns. So if you declare on BoS, they'll start attacking your settlements (tho so far as per whatever governs when and how and why a settlement gets attacked).

User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Fri Dec 04, 2015 7:17 pm

Perhaps naming them 1,2 .. should depend on settlement policy. For example if they are more militant they have grades, if they are against individuality they may like numbers, if they are more about settling they may want (originality) burials for the dead instead of the typical rotting in the street in the wasteland.

User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Fri Dec 04, 2015 5:43 pm

I'd argue that numbers are simpler, more universal and a little more informative if it's eg. ( Famer 1 out of 3 or Farmer 1/3), but sure that could be an option or people could just name them that or peter, franz and so forth.

User avatar
Robert Garcia
 
Posts: 3323
Joined: Thu Oct 11, 2007 5:26 pm

Next

Return to Fallout 4