Settlers DLC

Post » Fri Jan 22, 2016 1:21 pm

I want to be able Assign them to go out on missions to collect certain junk items and they return in 48 hours and you can see what they found. Of course, they could get killed but they will have a tracking beacon on them so you can go to them to get the gear/or save them.

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teeny
 
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Post » Fri Jan 22, 2016 1:40 am

As part of an official patch or mod, yes. As part of something that we have to pay money for, no. DLC should always be for new mission content like going to Ronto, the Lost City of Atlanta, or the moon not to add a new feature to the game.

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KIng James
 
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Post » Thu Jan 21, 2016 10:23 pm

Agree but I think atleast 1 of the 4 DLC's will be totally settlement orientated

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Ashley Clifft
 
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Post » Fri Jan 22, 2016 2:15 am

I expect that each DLC that goes to a certain location will introduce settlement items from that location. So if you go to Ronto, you might get their variation of the Canadian flag, igloos, and other Canadian furniture, architecture, and art.

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Destinyscharm
 
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Post » Fri Jan 22, 2016 8:00 am

that is a good shout, depends on the lands we go too I guess

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Euan
 
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Post » Fri Jan 22, 2016 3:48 am

Atlanta isn't lost, it's still in Georgia, right off I95.


There isn't any reason why both can't be incorporated. You could absolutely have new mission content centered around settlements. Settlements are a great concept that need fleshed out more. I would much rather have a robust feature rich settlement/create a faction management system that I can continue to enjoy than a 10 mission one and done DLC to the moon, that adds nothing to the base game other than a few perks that everyone gets just for doing the missions and a reskinned gamma gun.


Lots of you are thinking too small when you think of settlement DLC. Do I want a dinning room set DLC for settlements? No, that should be added in a patch if that's what they want us to have, but you could definitely get a robust DLC worth every penny that dlc centers on settlements.
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OTTO
 
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Post » Fri Jan 22, 2016 1:18 am


The Lost City of Atlanta is from Futurama where the city of Atlanta moved to the Atlantic Ocean and sunk. The inhabitants were mutated into merpeople by the Coca-Cola plant.



Improvements to settlements and new features should be patched to the game for FREE not be something that we have to pay for. Charging for Settlement DLC is the same garbage I expect from the Sims.

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Karen anwyn Green
 
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Post » Fri Jan 22, 2016 3:35 am

Again I think you aren't thinking in big enough terms. No the sims expansion is garbage from a paying customer standpoint (although brilliant from a marketing/sales standpoint). I don't want a "enclave" themed DLC either with an enclave NPC follower, some enclave furniture, and a few enclave style decoration items, as well as the ability to call President Aurthur Ash on an exclusive ham radio. Which I think is what you are thinking.


I am thinking more along the lines of faction creation allowing the player to send out patrols, manage check points, establish policies, create diplomatic solutions with other groups. Protect the waste, raid the waste by creating your own raider faction, send out or lead raids to other factions, kidnap people for ransom, unify the other raiders in to a scourge of locusts set to watch the commonwealth burn. Set up as a slaver faction, use the intimidate and pacify commands to take slaves, pen them up, sell them to other slaver groups, put them to work, execute than at a whim. Conquer the waste as a jackbooted tyrant. Bend other settlements to your will or wipe them off the face of the commonwealth. Establish an empire to last the ages.


Couple this with new lands added to the map to establish a home. The change of dialog needed to make the Minutemen hostile, new NPCs for the factions, crafting improvements to equip your new group, settler management, etc.


I'm telling you id rather have this as a DLC that adds an entire other layer to fallout than a 10 mission expansion to the moon where I have no incentive to go back ever again- because advanced warfighter was cool so fallout has to be that now? Or worse, a pop culture meme about Coke people- just because hipsters think it's funny.
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Ricky Rayner
 
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Post » Fri Jan 22, 2016 3:54 am


In other words, change the very nature of Fallout 4. The Raider and Slaver factions would have to be implemented at the start as an alternative to the Minutemen. What you are asking for is not DLC, but an expansion which Fallout has never done. Season Passes are already available at a price of $30 which includes all Fallout 4 DLC and the price of this would be about $25 to $30. Bethesda is going to limit the savings that people get for getting the Season Pass. So saving $5 is acceptable while $30 is not.



It is more likely that something like this will be made into a mod rather than something Bethesda makes. Even then, I don't see this being available for console mods since Bethesda would get flak from various organizations for allowing a Slavery Simulator to be on their servers. So the Slavery faction would be out and certain aspects of the Raider faction would be out as well like kidnapping people for ransom.

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Sun of Sammy
 
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Post » Fri Jan 22, 2016 2:28 am


I want a hockey stick to cross-check ennemies in the face and slap puck grenades at them. I'll teach that swatta boy a new sport he'll enjoy.

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Glu Glu
 
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Post » Fri Jan 22, 2016 11:06 am

I disagree, first of all it doesn't have to be at the beginning, it would be easy enough to turn the Minutemen hostile to the player. After all my character has been through I've often thought that he could easily go all "heart of darkness".


I'm not following your expansion vs. DLC? You don't want a simple settlement via sims addition, I show you how it can be more robust and you say that's too much value for the customer? What about the time spent creating assists for an underwater city, or a moon map? Similar work if you ask me, but one adds to the longevity of the game, while the others are one and fines that once consumed provide very little to the game.


I'm not sure how putting a strategic layer onto fallout 4 "isn't fallout". There have always been factions vying for control within the fallout universe, the player has just never been able to lead them. Settlements and settlement conflict absolutely fits fallout. It doesn't fit elder scrolls, which is why I'd really like to see this come into advlthood in fallout 4 instead of waiting until I'm 50 for fallout 5.
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QuinDINGDONGcey
 
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Post » Fri Jan 22, 2016 8:37 am


If Bethesda is creating this, then they have to create some method for joining the Raider or Slaver faction to finish the game. So that means missions that requires joining up with the Raiders or Slavers or starting a Raider or Slaver gang, do a bunch of missions to increase your reputation with them, then take out the other factions. Radiant quests would be needed for the Raiders and Slavers. Raider HQ and Slaver HQ would need to be created since there is no Slaver HQ and the other Raider bases could be destroyed before you join them.



Then you have to introduce new companions since most of the current companions have a problem with Raiders and Slavers. Codsworth, Dogmeat, and Strong would likely not care about being a companion to a Raider or Slaver, but the others would. So that means that the same amount of work that went into creating each current companion has to go into creating each new companion. Also, the previous cast has to be brought back to record new lines for joining the Raiders or Slavers.


Then you have to add missions to deal with the new Raider and Slaver threat for the current factions. This is at the absolute minimum for creating 2 new factions. To conquer the Wasteland, it would be necessary to deal with all the different Raiders which requires more work. So either destroy them or unite them under your banner. The amount of work to do just this is far more than standard DLCs which add 10 missions to the game.



Then you have the problem that less people will buy a $25 expansion targeted towards Raider and Slaver factions. You are thinking too small if you think it is possible to fit your idea within a $5 to $10 DLC.



The other idea about policing the Commonwealth, establishing diplomatic ties with other groups, and establish policies is more likely to fit within a $10 DLC. Although, that would only work with the Minutemen and Institute since only the boss can establish policy and their is no way to become the boss or establish diplomatic ties in the Railroad and Brotherhood unless some changes are made to previous missions like


Spoiler
Blind Betrayal where you or Danse challenge Maxson for control of the Brotherhood

.

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Fluffer
 
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Post » Fri Jan 22, 2016 4:38 am

Why does it need to be incorporated in at the beginning again? Broken steel wasn't. The point wasn't to create new factions, but to allow you create your own. Create a goul paradise, only allowing gouls and turning away humans, maybe you decide to enslave the humans as justice for their discrimination? Maybe you only want to raid goul settlements, maybe you want to establish piece and prosperity, but hunt down every last remnant of the Brotherhood. You've raised some good points though and to be honest I purchased the seasons pass so I'm not thinking in terms of who will buy what, I've already bought it. I'm looking more at reasons and ways a settlement DLC would be viable, which several are saying no to because they are worried it will be a sims style "content" pack, I'm simply showing how there is a lot that can be doe eyes with settlements that would add a lot more longevity to the game then 10 missions on the moon.
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Stephy Beck
 
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Post » Fri Jan 22, 2016 6:58 am

I would like to send my scavangers out on missions even if they only can clear cleared locations. So I don't have to take everything.

No matter how it is implemented it shouldn't be the main focus of a DLC. This should only be part of a bigger DLC or a patch.



Adding a strategic layer to the game certainly does make sense. Heck we even have it in this game with uniting the settlements under the MM and winning the game with that.



I posted a similar thing in a suggestion threat last year which could be univerally used to all choosen factions.


The main idea revolved around changing the CW permantly meaning that locations can change hands or become permanently "pacified" (no one dares to come back or "frindly" people set up camp) when it makes sense. All raiders are divided into more or less distinct rivaling gangs that fight each other for controll if their leader is ambitious/ crazy enough. The player could at least join one of them and work his way up. The Raiders would become the safty net of this game instead of the MM which makes more sense when you think about it. Raiders are ruled by the strongest. It is kind of weird that the MM are willing to work with the player no matter how many innocent die by the SS hands. The player should also be able to mold whatever factions he chooses inluding the currently existing major factions.


The inspiration came from watching Mad Max: Fury Road too often a couple of times. We need to be able to become an Immortan Joe or a Caesar. The option alone would be awesome and add a whole lot of dread to the game.



I later expanded my idea (in my head at least) to include diplomacy between the factions that are not mutally exclusiv like the MM and the BOS who both want the CW under the controll in some way or another. The major settlements like Vault 81 and DC should also be reasoned during mid or end game.

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Karine laverre
 
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Post » Fri Jan 22, 2016 12:47 am


Broken Steel was about fixing the Noble Sacrifice ending in Fallout 3. Once you made your choice in Fallout 4, there is no going back so joining a Raider or Slaver faction is too late. So it has to be done before the ending. An existing faction is necessary for slavery and raiding to work properly. Fallout 3 required the Mesmetron and Slave Collars for slavery to work. You just can't go up to some npc and say "I am starting a Raider group. Interested?" It has to be scripted for that type of content. Creating a slavery faction has to cause repercussions to the game or else it is just bad writing. If I slaughter or enslave a settlement, I want to hear about it on the radio and have some group of vigilantes or rival gangs try to kill my character. The freedom you want in the game is just not possible. As I have said before, it is possible for someone to create a Slaver and Raider mod that does what you want.



It is possible for a Broken Steel style DLC where you bring order to the Commonwealth to be created, but that would require multiple quest paths depending on which ending you get.

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Louise Andrew
 
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Post » Fri Jan 22, 2016 11:25 am

What about corrupting the MM into an evil faction by doing inceasingly bad things just like a certain bunch of boat dwellers? The MM would then be considered raiders/ slavers (though there isn't much of a difference). They really stand and fall with their general so an evil general could change them forever without having bad writing garantueed.



Besides that if you fail to convince enough of the MM to follow then you just have to join some (saftey) raiders.



BTW: The ideal DLC with more evil options can imho not be sold alone because some people don't like playing evil at all.

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Melissa De Thomasis
 
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Post » Fri Jan 22, 2016 11:43 am

I reckon the first settler you attract with the beacon should be named and become like the manager of that setllement,he sorts crops and defences etc and is available to be a follower if you want..or go on missions as you suggest...but guess i'm dreaming now.

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Heather Stewart
 
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Post » Fri Jan 22, 2016 7:21 am


Not possible with the Minutemen. The Minutemen that returned are the idealistic ones that believe in the cause not the corrupt ones that caused the end of the Minutemen. It requires the Minutemen to be betrayed by those they are trying to protect on a continuous basis while still maintaining loyalty to the group. Most Minutemen would leave under those conditions so it it very difficult to achieve.

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Alisha Clarke
 
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Post » Fri Jan 22, 2016 5:24 am

I respectfully disagree. There is no need for the mesmetron for slaves in fallout 4 there is already a perk that is perfect for it. I can already get a raider to surrender instead of just having an option to have them follow me i could easily be able to also tell him to go set up in one of my settlements, or make him a slave.

I also fail to see how it is a problem to create your own faction after the ending. If you turn bad or good from your previous path it doesn't affect what you've done. My original point that it is possible to create a worthwhile settlement DLC still stands.
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courtnay
 
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Post » Thu Jan 21, 2016 10:14 pm

Makes more sense to have a new workstation (a desk or something) where you assign a manager for bigger/ important settlements. I guess that an autobuild is pretty much out of the question because of the freedom we have in the building menu. I guess he could act as mission giver, a guilde for the more advanced stuff and as the receiver for special requests like buying wood until there is a certain amount is in the network or build automaticly a suitable wall (tiered?).



I am sure sure Bethesda will do some of the things in the various settlement threads.





Not possible =/= difficult to achieve


A DLC had to first temp the player to do questioable things in a quest to explain the change of heart while leading him/ her down a darker path in the followup quests. It would be important to not go from 0% to 100%. Certain characters like Ronnie and Garvey would never agree to this and would have to be exterminated at some point in sort of coup or civil war where a lot of blood will flow.



I can give you a diagram if you want.

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Far'ed K.G.h.m
 
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Post » Fri Jan 22, 2016 10:50 am


Assuming you have 10 Charisma while Charisma is important in selling goods, fear is better with this type of merchandise and that doesn't require 10 Charisma. So a Mesmetron is necessary to keep the victim pacified while the collar is being put on.



The problem with creating your own evil faction after the ending is like Obama starting his own American Drug Cartel. It is completely out of character for someone like that to go into a career of organized crime. The problem is the Slaver and Raider factions not creating more extensive settlements. It is far easier to set up checkpoints and patrols to bring order to the Commonwealth compared to setting up Slave Camps and Raiding parties.





The Minutemen is all about protecting the Commonwealth at a minute's notice. It is not possible to go from a peacekeeping force to a bunch of raiders in the amount of time that someone is playing the game. It is very difficult for it to happen in a few years. It is a slow path for a good organization to become evil. It can take years or even centuries for this to happen. If you want to turn the Minutemen into an evil organization, then mods are the only way to go since Bethesda has deciding to make the Minutemen into the pure and naive faction.

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Jennifer Rose
 
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Post » Fri Jan 22, 2016 6:14 am

If we were talking about a more stable and settled in oranization then I would say agree with you but being pure and naive is also the perfect opening for evil. The way to hell is paved with good intentions after all. Whole parts of the MM fell prey to corruption before the game starts. There is no garantee this or something similar won't happen again. I would even go as far as to say it is one of the great trials the MM should have to overcome.



The SS rebuild aside from that the whole faction pretty much himself. He or she has because of that a great deal of influence on the future of the organization and the organsation is pretty "fresh" and thus formable.



Bethesda managed to write the original BOS into the Lyon's BOS chapter and then into Maxson's chapter. I think turning an idealistic organization as vulnerable as the MM into raiders/ slavers isn't too far of a stretch. Nick often says that the CW often turns men into monsters.

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Stacyia
 
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Post » Thu Jan 21, 2016 11:28 pm

There are a few legendary effects on weapons and armor that do a similar thing as some perks do. It should however be an option to do it with perk as well.
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Imy Davies
 
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