Settlement wish list

Post » Mon Nov 30, 2015 10:50 am

* means that I don't have enough data to confirm 100%

Before you ask, I have supply lines connecting all of my settlements

This is a wish list, not a rant.

  • Fix the pip boy data to accurately show settlement data.

  • When I aim at a settler, while in workshop mode, I'd like to see what job their assigned to (not the highlight system we have now). You would look at the settler and under their name would be what their assigned to.

  • Attack warnings have a warning sound. I miss that notification a lot.

  • A menu that allows you to see a list of settlers, their job, and switch out their inventory. I love the fact that I can arm and dress settlers, but I'm at more than a dozen settlements, (and growing) so going to each settlement and each settler is tedious to say the least.

  • "Profits" from settlements should be shared between workbenches. It's nice that junk is stored/shared, but any food, caps, or water is only in that settlement's workbench. With how many settlements you obtain, visiting each workbench periodically is, again, tedious.

  • Shops/merchants should not share inventory across settlements. *Right now if I clear out inventory and caps from junk merchants in settlement A, the junk merchant in settlement B will also be cleared out.*

  • Stored items should be shared between settlements. If I build a generator in settlement A and store it in the workshop it will only be available in that settlement.

  • The ability to see how much power a settlement has and how much is being used.

  • Highlight broken/damaged items that need repairing.

  • Fix settlers AI so they don't leave settlement during a fight. I placed those turrets for a reason.

  • Allow settlers to auto assign. *They do this with food, but nothing else*.

  • Missile turrets should not kill your settlers/everything. This wouldn't be as much of an issue if settlers didn't run out of the settlement and get themselves blown up.

That's my wish list. What would you like to see added/fixed?

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Nienna garcia
 
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Post » Mon Nov 30, 2015 8:03 am

Junk, food, and water are shared resources between settlements linked by supply lines. However, only as needed, not as part of workshop inventory (i.e., food and water if lacking in one place will be supplied by another and junk will be utilized as you try to craft items, buildings, etc.). Weapons and armor are not shared. Workshop inventory itself is not shared, per se, only the resources listed, and only on an "as needed" basis. However, food and water are shared as needed, and components from stored items are also shared as junk so you can store an item such as a turret in one settlement and then build it for free in another that is linked to the first by a supply line.

You can see how much power a settlement has in the workshop menu as well as the Data > Workshop screen on your Pip-Boy.

Not sure about merchants but they probably function as they do because they are stocked from a common source in-game for their trade routes. In such a case, it makes sense that one selling out in one location would prevent another merchant elsewhere from accessing those items because they have been sold and are no longer available at the second location.

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sunny lovett
 
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Post » Sun Nov 29, 2015 11:43 pm

I can scrap stored items, but I was under the impression that I got less materials than what was used to build the item (I'll be checking that tonight). What I would like is to have built items stored in the workshop available from all workshops connected via supply line. For example, when I took the castle I put artillery on each post. After realizing more than one is redundant, I stored them in the workshop. When I build artillery at any other settlement I have to build it from scratch, but when I open the castle workshop I still have 3 pre-built artillery cannons stored. No matter how many I build (in other connected settlements) those 3 are only stored at the castle. This has happened to me with turrets as well.

While things like water are shared via supply lines for crafting, I would like to be able to take them out of the workbench without visiting the specific settlement. I use water as currency so having it in my inventory is important.

I would like to know how much power is being used along with how much I have.

The pip boy settlement data is completely broken and might as well not exist until it's fixed.

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Laura Richards
 
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Post » Mon Nov 30, 2015 1:26 am

Bump* I would love to see all of this implemented into the game
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Lou
 
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Post » Mon Nov 30, 2015 7:16 am

Settlers should also be able to use shops even if they have been assigned to a job so we can collect more caps from shops without loosing out on food defense ect because they have to be unassigned to use them and we should be able to see what the settlers on trade routes to adjust there course as we see fit
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Nicole Mark
 
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Post » Mon Nov 30, 2015 5:24 am

There's somewhat of a workaround for that. When you see a provisioner in your settlement, assign him/her to a different job and that supply line will disappear (allowing you to change up lines). Save first because you wont know what supply line they are on until the're reassigned and it disappears.

That said, it would be nice to have a more streamlined way of doing this.

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R.I.P
 
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Post » Mon Nov 30, 2015 3:15 am

I would like all the workshops to be linkable with everything by supply lines.

It'd be interesting if the supply lines could be disrupted or broken like they're under attack by raiders somewhere.

It'd be cool if the Minutemen could dispatch squads to each trouble area without you needing to actually get involved if you take too long.

As the General you usually don't get into all the fights IMO but lead and organize others to do that for you. And the option to take the squads with you if you opt to do them. Like a bodyguard of sorts.

I'd love to equip all my minutemen in Power Armor, Guass rifles and send them out to save the settlements.

I'd prefer if settlements got attacked more often especially if you fail to do their repeatable quests fast enough.

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Samantha Pattison
 
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Post » Mon Nov 30, 2015 1:29 am

Why when I am doing something important do I have to travel across the map to rescue my settlement that has more firepower than the Deathstar?

Why dont my settlers wear the stuff I give them?

Why do I have to personally talk to every settler to have him do a chore?

Why after ten levels do some of my settlements have one settler when they have lots of food, water, protection and a beacon going?

Why does my settlement in Covenant have the dead bodies of the original occupants laying around? Forever!

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lolly13
 
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Post » Mon Nov 30, 2015 3:23 am

Does anything happen to your settlement when you fail to do one of those quests in time or do you just fail a mission?

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brandon frier
 
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Post » Mon Nov 30, 2015 8:13 am

Oh god yes things happen. A chance at everything in your settlement to get broken. Including crops. Its highly annoying if you didnt realize you were on one of those timed quests. (Went from 120+ water generation, and 20ish food to 0 in both counts)

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Jade
 
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Post » Mon Nov 30, 2015 6:44 am

I wonder if that happens automatically or if they really attack. It would be pretty cool to get a quest about a bunch of feral ghouls nearby sanctuary, ignore the quest, wait, fail, and watch a horde of ghouls swarm into my turrets.

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Phillip Hamilton
 
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Post » Mon Nov 30, 2015 7:24 am

It occurs off-screen if you don't show up. Which makes sense, because my settlement was heavily defended and if they actually showed up they'd have died fast. I am hoping that the encounter scripts are not hardcoded, because it needs some tweaking.

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N Only WhiTe girl
 
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Post » Mon Nov 30, 2015 11:04 am

my wish is to be able to reassign provisioners as normal settlers by clicking on their route when you highlight all the supply line routes on the map. I have 6 or 7 settlers redundantly caravaning because I didn't understand how supply lines really worked in the infancy of this game. Now its very inconvenient to try to run these guys down b/c they are always on the road and fast traveling to where they are closest to is like playing whackamole.

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Connie Thomas
 
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Post » Sun Nov 29, 2015 9:52 pm

Being able to change their job is nice, but finding them in your settlement is the tricky part.

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asako
 
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Post » Mon Nov 30, 2015 8:00 am

What needs to be done when it comes to settlers is when I assign a settler as say a farmer then thier name changes to Farmer. Same goes for anyone thats put on guard duty, they would be guards.

My issue is the settlers just stop doing anything and stand there. it's really creepy.

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Darian Ennels
 
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Post » Mon Nov 30, 2015 6:52 am

This, and/or random names. Just wait for the G.E.C.K. :)

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Luis Reyma
 
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Post » Mon Nov 30, 2015 12:12 pm

1) I want to give names to my settlers!

2) I'm OCD about neatness, you should be able to scrap EVERYTHING within the area, brush, buildings, EVERYTHING. I want to be able to clear out an area, nice a clean - then start to build my base.... I've got all kinds of crap that I can't scrap in my base, bushes, rocks, houses.... Want to SCRAP IT ALL.... I like a nice TIDY base.....

3) should be able to build a pond.... For water.
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Tanya
 
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Post » Sun Nov 29, 2015 9:57 pm

I kinda wish settlers during attacks weren't invulnerable, I don't want them to be so weak as to die immediately, but somewhere in between to put up a good fight.

Instead of settlers though I'd prefer if they were minutemen, or had the ability to become ranked up to like BOS initiate, or Railroad agent etc.

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DAVId Bryant
 
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Post » Sun Nov 29, 2015 7:54 pm

Highlighting of bodies. Quite frustrating after a big battle when you know you killed 10 but can only find 7 to loot.

They had a nifty little thing in Project Brazil where you could do that.

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mike
 
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Post » Sun Nov 29, 2015 9:45 pm

How did I forget this? with only 20 mini nukes in the game, I about lost my mind when I couldn't find the supermutant suicide bomber I killed before he blew up.

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phillip crookes
 
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