Some Suggeations

Post » Sun Feb 14, 2016 4:29 pm

These are juat some things that I think will improve the game, feel free to add your own.


Mr Handy: Well there Name describes them best, they are pretty handy but some things about them bother me. First even though they have more health then dwellers they seem to die fast and usually I don't have the caps to repair them. Maybe decrease the amount of caps needed, a auto Regen system or even a room we can build to repair them within time.


Dwellers: I think it would be better if the dwellers on a certain floor will respond to any danger or attack on the same floor as them. Reason Mr handy gets destroyed fast because they do this alone unless you manually drag each dweller to help. Another thing is when they fight you have to watch them or you Wil end up with dead ones, maybe have them auto use a stem pack on their own when needed?


Rooms: there should be a way to move the rooms to better organize the vault. I can't make my my handy's as efficient as I should for the money I spent for them. Add a security office that automatically helps with desasters/attacks.


These are just things I've notices, I have not unlocked all the rooms so there may be more I have not yet seen. Feel free to add your opinions and please note these are mine. Thank you for reading.
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Mackenzie
 
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Post » Sun Feb 14, 2016 2:32 pm

Ya, I think mr. handy could be approved.. I feel like he doesn't even do much honestly but w.e.

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Tom Flanagan
 
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Post » Sun Feb 14, 2016 12:26 am

I would like the ability to move rooms around without having to destroy them and rebuild them... not because of the money. Mainly because of the barracks. Since I am at 200 Dwellers, I can't destroy a barracks because I have too many people, but I really want to move the barracks to a new location... but I can't.



Edit: I would like a way to quickly eliminate a dweller. Currently, the only way to remove a dweller is to let them die and not revive them. This is time consuming if you have to send them to the Wasteland. If you have an event that kills some off, that is easier.

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Cassie Boyle
 
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Post » Sun Feb 14, 2016 10:25 am


What I'd do about dwellers in combat is to simply add a tooltip/clickable icon in one side of the screen when a combat breaks. That "Combat tooltip/icon" (once clicked) should show all Dwellers currently in combat with the following info:



1-. Dweller's weapon and armor (in fact, that should also be added to the cog icon on the upper left, so you can see at a glance what have your dwellers equipped and make quick changes from there instead of going dweller by dweller trying to see which one has the 0-2 BB gun you want to switch)


2-. Dweller's life bar


3-. A Stimpack button for healing.



So simple and so useful, no more stupid deads because there are six overlayed health bars and you cannot click the correct dweller on a 4" screen fast enough, you just open the "combat screen" and have all the needed data

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Rob Davidson
 
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Post » Sun Feb 14, 2016 3:09 am


(note to devs... suggestions are in bold ;) )



Seriously???? My Mr Handies have a production floor each and handles all the collection details... but I did manage to accidently drag my one Mr NotVeryHandy into a storage level and suddenly my huge vault was running out of power and I didn't know what the hell was going on.



What we really need is a Supply/Demand meter that shows if your current production of power/water/food is more or less than the vault needs to run.... so if you do run out of food or power or water... well, you can see why it is happening. The current meter shows the current level but not whether the numbers are trending up or down.



To be honest it should have been put in the core game from the very start... or make it a maintenance room that keeps track of the state of the Vault and update sthe main meters so you get a number put into the meter which is either a negative number (for when you aren't producing enough) or a positive number (when you are producing more than the vault needs).



At the moment my vault pretty much runs itself because of my Handies... I've even renamed them all... I'm just waiting to kill off some of my low level dwellers so that I can delete a living room that is in a VERY annoying place...



Talking about renaming my Mr Handy bots, I realised last night that it would be awesome if you could rename the individual rooms and even floors. Rename the lift on that level to say what floor it is "Floor 5 - Nuke Reactors" or rename the rooms to be like "Primary Reactor 1"... Then when the alarms go off it should say "EMERGENCY - PRIMARY REACTOR 1" which would make it more immersive.



Training rooms should have clipboard lists to see a list of who is in a training room to easily see what the skills are.



Make it so excess water/food could be traded by the explorers.



Give us an easier way to get rid of excess dwellers instead of just sending them off to die in the wasteland. That takes ages at times even if you send them out with no supplies, just a vault suit and nothing else. I tend to put my expendables in the entrance to the vault so when I send them out one by one it sometimes calls the Deathclaws that kill my peeps quicker.



So why kill them? BECAUSE BETHESDA WANTS US TO... you have 200 dwellers and suddenly get an objective... "GET 30 DWELLERS PREGNANT"... I mean... are you CRAAAAAAAAAAAAAZY Bethesday lol. It's essentially telling you to kill 30 existing dwellers so 30 babies can be born. You could ignore it but then you have one third of your object list lost forever. There should be a way of letting us deny some of the objectives so that we can be either good or back. Making us kill 30 dwellers is bad... raise the intelligence of your dwellers is good. (for example). It's pretty darn evil when you get the kill order right after you raised the intelligence of your sacrifices.



"Errrr... Mister Overseer Sir... is it really safe to go outside now?


"Yes, yes.... just go over the dune and wrecked buildings and go on until you get to the end of the rainbow. It will point to a supply cache of stuff... Bring the supplies back from there, okay?"


"Errr... okay.... But you are sure it's safe... I can almost calculate the probabilities in my head that seems to say you are probably lying...."


"No noooo... that's just feedback from the brain probes last week... All will be fine... Even fluffy teddy bears would be safe out there!"


"But we don't have any fluffy teddy bears... will this be a problem?"


"Not really... but there is one teddy bear out there that is not very friendly called a Yao Guai... One tip... DON'T FEED TEH YAO GUAI!"

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Kahli St Dennis
 
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Post » Sun Feb 14, 2016 1:24 am

New Suggestions for exploration only:


I am playing Fallout Shelter with great joy. Thanks developers for this great game. Here are few suggestions(for exploration only) which comes in mind after playing game.



-Exploration: When you put a dweller out of vault, text based exploration is so simple and full of repeating texts which kills the joy of exploring in a short time so please remove text based exploration and change it to Fallout 2 style free map with following properties:


Unexplored map: Start with an unexplored dark map which reveals as you explore. If game developers plan to make this game PvP these global maps are shared between players. This way, players can find other players, fight or team up each other while exploring the global map. If game remains offline then maps needed to be randomly created once at game start (vault creation). Random creation is necessary because players get bored playing same thing each time they start a new game. Voyage from one point to another takes long time depending on distance. So similar amount of time is consumed as in current style text based exploration. Dispatched exploration teams voyage log shows team mumble and thoughts similar to current style text base. Map size should be extremely huge to keep players exploring for long time.


Day and Night based events: While exploring map, events, disasters, encounters differ according to time of day. For example: Mutants prefer to attack at night while raiders prefer morning times or Death claws are 24 hours ready to chop etc.... Also night time reduces vision range of your dispatched teams or increase vision range of mutants/insects. These events can be never ending, randomly occurring or once in a time period (day/week/month) occurring.


Some Map Events:


-Areas continuously producing hostiles. This can be a forest, a deep cave or a giant ground structure. Source of hostiles cannot be attacked thus source cannot be destroyed. Only produces hostiles can be destroyed. Camping/passing near these areas continuously creates attacks to your team.


-Areas/Units continuously producing hostiles unless destroyed. This can be a raider/mutant/some other factions stronghold, a camp or an insect/mutated animal laying eggs/giving birth. Destroying inhabitants and the leader erases this even from map and gives a reward. Later on, event reoccurs in a random place.


-A pack or a singular hostile directly comes for your vaults. It ignores your nearby dispatched teams and never divert from your vault entrance. Early notice of such hostiles is important, you can soften the incoming by hit and runs with your dispatched teams.This event is similar to current version raider/death claw attacks.


-If radio room is built in your vault, then you can receive emergency signals coming from map locations and can dispatch teams to discover what they are. You can retrieve survivors, loot or fall in a tricky trap set by raiders, mutants or even other players. You can broadcast your own signal to world from radio room. Signal can be received by other vaults within your radio coverage. Signal may consist of your text message, this can be whatever you write in text box. You can trick other players, give false/true locations or as usually draw new dwellers from wasteland. Radio room level increases radio coverage thus more missions will be available.



Secret areas: Some randomly revealing secret areas with many encounters and many gifts as well. Secret area revealing depends on your exploration teams SPECIAL stats. Some reveals with luck, some reveals with perception, some reveals with agility etc.


Difficulty based areas: Some areas tougher than other areas to survive. These areas even may have strongholds and fortified camps which are really difficult to beat. These strongholds also dispatch raiding teams to nearby areas, so passing/camping near becomes risky. So map becomes a puzzle which you must choose the safest route to survive or go in direct danger to reach your destination.


SPECIAL stat based areas: Areas where you can send your team according to their SPECIAL stats if total stats (or individual stats) are equal or higher than area demands. Otherwise your team cannot enter or pass this area, in this case you have to search for a new route to bypass this area. Examples: you encountered a swamp which needs all your men in your team to have minimum 5 agility to pass, you encountered a dessert which needs 20 team total endurance to pass etc...


Purchased areas: Some areas can be entered if purchased or an entrance ticket can be found in lunchboxes. These areas can be found directly or appears as a secret area, rarely it reveals itself even by radio messages if radio room is built. These areas have better loot and have interesting stories, very fun to explore. Such as: A mutants Lair, a Fallout 2-3 even 4 city, Bethesda`s corporation building etc.




-Exploration teams: Add a new room in vault where you can assign dwellers to form exploration teams. Exploration team properties:


Exploration teams may have 1 to x members. x member count can be upgraded via exploration team room upgrade. Members can be assigned as:


Fighter: Generally more efficient in combat. Combat effectiveness increased by level. Fighters may be melee, firearms, energy weapons, heavy weapons etc (same as usual fallout style)


Medic: Slowly heals wounded, more efficiently uses chems. Upgraded to doctor who can treat broken limbs, and surgeon for lethal wound treatments.


Cook: Decreases teams food/water consumption. Slowly generate food while exploring by collecting edibles/drinkables from around. Less effective in combat. Higher levels permits poisonous plants to be cooked.

Recon: Increase teams vision range. Increase map exploring speed. Decrease detection by hostile threats and from other players. In higher levels, gives some details about units/areas/hostiles etc. Very usefull against other players dispatched teams.


****(Add here new class ideas)



*Each team has its own inventory for main weapon, armor, water, food, chems and found items.


*Exploration teams can camp to heal/rest anywhere on map if that area permits camping/resting.


*Exploration teams cannot go beyond vault default coverage limits. Otherwise team get lost in wilderness. Building radio room expands this coverage greatly.


*Exploration teams can be assigned to explore area: Starts exploring from current location to target location collecting collectibles. If hostile detected, default action can be set as attack or try to avoid via team menu.


guard area: Team guards given area (or area between 2 way points) and eliminate danger. Especially necessary if game goes PvP.


attack area: Directly attacks given location. This can be even other players camps, strongholds and Vaults!


***(add here new assignment ideas)



*Exploration teams can be assigned a squad leader which can be purchased directly or can be found in lunchboxes. Squad leader is a special dweller with some special properties. When assigned to a dispatch team squad leaders dynamically choose to avoid(if hostile is strong) or attack(if hostile is weak) incoming threats. Squad leaders can be assigned to increase one of fighting, healing, food/water consuming, exploring effectiveness and boost morale. Squad leaders have increased health. cannot be revived.



*Exploration teams have a log page which logs recent events and team mumble/thoughts. You can track what your team did when you are not playing.



*Exploration teams have a morale meter. Keep an eye on team mumble, maybe your team does not want to sentry in middle of forest night time. Team says what increased/decreased their morale.Morale affect their all action effectiveness, SPECIAL stat check rolls etc. Having a dead member in squad decreases morale as usual dwellers do in your vault. Having charismatic females in squad boosts males morale and having charismatic males boosts females morale as well.



*Exploration teams have the usual option to revive dead members with caps. Doctors(upgraded medics) have the option to try to revive dead if defibrillator equipped in their weapon slot. Reviving chance is increased by doctors level. Defibrillator is consumed each time revive button is tapped.



*Exploration teams have the rush option to shorten voyage time, fight with haste to increase DPS or defense etc while in combat... In case of rush failure a time limited or remains until eliminated type penalty rewarded such as slowed voyage time, attracting nearby hostiles, reduced DPS or taking increased damage from attacks for a given time, or cripples which forces team to go back to vault to heal etc....



*Exploration teams, acc to their SPECIAL stats, may have the option to try to bribe raiders , mutants etc to avoid fight or send them to a fight or hire them for a limited time/until they die. Team total Charisma decides bribe amount and availability. Luck is 2nd modifier. This ability has a cool down and cannot be used frequently. This ability only works on who uses currency.



*Exploration teams, acc to their SPECIAL stats, may have the option to try to intimidate raiders, mutants etc to avoid fight or send them to a fight or get them under command for a limited time/until they die. Team total Strength decides commanding time amount and availability.Luck is 2nd modifier. This ability has a cool down and cannot be used frequently. This ability even works on some non human characters.



*Exploration teams, acc to their SPECIAL stats, may have the option to try to trick/fool raiders, mutants etc to avoid fight or send them to a fight or get them under command for a limited time/until they die. Team total Intelligence decides commanding time amount and availability.Luck is 2nd modifier. This ability has a cool down and cannot be used frequently. This ability even works on some non human characters.



*Exploration teams, acc to their SPECIAL stats, may have the option to try to quickly escape from raiders, mutants etc to avoid fight or start a fight with advantage for a limited time/until enemy dies. Team total Agility decides gifted advantage time amount and availability.Luck is 2nd modifier. This ability has a cool down and cannot be used frequently. This ability works on all characters.

***(Add here new SPECIAL stat based ideas)


That's all for now. I will add new ideas in future. Please reply.
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Julie Ann
 
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Post » Sun Feb 14, 2016 7:08 am

Talking of suggestions, why have I never seen a topic about bobbleheads? You know, the +1 S, P, E, C, I, A or L from FO3 and FONV? Could/should be a legendary item if you ask me..

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Leonie Connor
 
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Post » Sun Feb 14, 2016 1:51 am



I like this idea
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Sweets Sweets
 
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Post » Sun Feb 14, 2016 3:16 am

I loved this idea too.

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emily grieve
 
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