Suggestion and Ideas list of lists

Post » Sun Feb 14, 2016 5:33 am

Straight up loving this game, however, everything good can be made greater. Here is a list of quite a few ideas, I perused the last few suggestion posts I saw and those who had ideas as well I combined them into one list. As I thought about the little things it handful of catergories developed. Whether I had the idea on my own or not if I saw someone who had an idea the same as mine I included them in the credits. Comments thoughts?



DWELLERS


  1. Dwellers should get XP for being in the radio studio or storage room.

  2. Allow children to be assigned to training rooms before advlthood

  3. Dwellers able to pursue vault invaders (linked to Security Station?)

  4. An indicator for how much longer a dweller is pregnant

  5. Able to acquire civilized ghouls who cannot breed(per Fallout lore), possess higher edurance than normal, reduced maximum strength, have a random level around vault average, does not take radiation damage, and has an unknown random countdown to when they go feral. Obviously a need of a means for the player to turn them away.

  6. Able to acquire civilized super mutants, who cannot breed(per Fallout lore), possess increased strength and endurance, reduced maximum intelligence & agility & perception.

  7. A dweller who represents the overseer, if the overseer dies, you lose the game.

ROOMS


  1. New room, Weapon repair, or modify the Armory to enable the purchase of 'improvements' on weapons from Rusty, to normal, to Enhanced on to whatever. (Identical to Gear-1)

  2. For the Vault Entrance allow a choice of two types of upgrades each time: increased HP, or security station (+1 guard space). Can still be limited to 2 upgrades total.

  3. New room called Security Station. The Dwellers who man it will exchange places with dwellers in other rooms for any vault invaders or empty rooms on fire within range. The range of monitoring increases with security station's upgrade level

  4. Set of additional upgrades for rooms, only 1 per room: sprinkler systems, or anti-vermin traps.

  5. The ability to lockdown doors between rooms. However, if everyone is able to breakdown and rebuild the nuclear blast door not sure what the doors in the vault will be good for.

  6. New room, Overseer's Office, available at the very start but obscenely expensive or make it cheap but each "search" tab is an expensive upgrade. It provides advanced Dweller control interfaces. Search tabs would be: equipped weapons, equipped armor, reassign all dwellers in a room, fast assignment to staff a room with the dwellers' who have the highest appropriate stat, and maybe move the population gear in the top left to the overseer's office. (Linked to Interface Controls)

  7. Modify radio studio, on successfully acquiring a new dweller it grants a large amount of XP.

  8. Modify storage room, for staffing it you get one extra storage per 2 or 3 endurance points of dwellers in it, they get XP for maintaining efficiency.

  9. Repair station for Mr.Handy. Same width as an elevator?



GEAR


  1. Modify the Armory or add a new room to enable the purchase of 'improvements' on weapons from Rusty, to normal, to Enhanced on to whatever. (Identical to Rooms-1)

  2. Add Nuka Colas which you can only get by finding them in the wasteland. When used by a dweller, they boost their current happiness by 5 or whatever percent. Fairly rare.

  3. Melee weapons would be nice. Higher damage hand-to-hand can be easier to acquire than high damage guns, but requires the dweller to approach the invader.

MISSIONS / WORLD INTERACTIVENESS


  1. Increased encounter and invader types as well as variations: super mutants who try to capture dwellers, talon mercenaries who hunt your explorers, BoS trying to get your tech (steals room upgrades), Enclave, NCR, & other "nations", and more creatures from the fallout universe.

  2. Discovery of settlements with initial stances of: peaceful, nuetral, and enemy. Peaceful settlements you can establish trade treaties fairly quickly. Enemy settlements of Creature Lairs or other "Nation's" (players?) bases that if you attack you won't/can't be attacked by that nation for a period of time equal to the damage done. Nuetral could be other players who you can choose to buy or sell wares or attack for resources (current resurrecting costs should be properly prohibitive).

  3. Add traders that approach the vault to allow the player to buy: Armor, Stimpacks, Radaways, Weapons, or slaves (freed to be dwellers); or sell: power, food, water, stimpacks, and radaways. (Not fond of this idea, I would prefer discovery of settlements to unlock buy and sell options)

  4. Random events in the vault, such as loss of a dweller because peole didnt like him, fight with the cook because they served the same food again that security has to quell.

VAULT ARCH-TYPE (picked at new game start)


  1. Ghoul Vault, your shelter was struck while still open all initial dwellers are ghouls. Vault itself is always irradiated. Human dwellers have a chance to turn into ghouls when they would die from radiation.

  2. Super Mutant vault, not sure... would need to review super mutant lore of the vault they come from.

  3. Hard Core, you have an overseer who represents the player, if the overseer dweller dies then you lose the game.

  4. Agrarian vault, +15% food production, -20% power production

  5. Military vault, +25% (+15%) power production, -30% (-20%) food production, (and maybe reduced upgrade costs for weapons).

  6. Scientific vault, 10% reduced traing times, 10% faster production of stimpaks and radaway, each room upgrade provides an additional 5% prodution, 30% reduced weapon damage, upgrading rooms takes a couple minutes to complete.

Interface Controls


  1. A "search" tab to provide a list of dwellers who have equipped weapons and another for equipped armor.

  2. Abilty to reassign all dwellers in a room at the same time.

  3. Ability to fast assign dwellers to a room with the dwellers' who have the highest appropriate stat.

  4. After having started a vault, give the option to skip the tutorial and go straight to playing.

QoL


  1. A setting for permission to breed.

  2. Ability to issue stimpaks to dwellers in the vault and they consume it when appropriate.

  3. When Raiders attack the ability to get their gear and stolen resources back, chance based on room's Luck.

  4. Molerats need balancing. (Complaint on a lot of threads I have read. Not sure, sometimes they are easy for me, sometimes they eat over half my population including those who had my best guns)

  5. Ability to back up your Vaults, either to the cloud or SD card.

  6. Make the Surgeon gear help Intelligence. (Not personally familiar with this)

  7. Ability to buy a very expensive Lunchboxes or Mr. Handys from the main menu that are available each time you start a vault.

  8. Ability to group dwellers for excursions outside the vault

  9. Addition of a new currency, Scraps, that can only be found explorering. Might allow for easier balancing of other ideas here. Base currency for players to trade with.

  10. Ability to turn off 3D graphics to reduce lagginess at high dweller counts and to support older hardware to increase user base

  11. Add the following info to the VDSG: damage from rad roaches, mole rates, fires scale with room level, combat outside the vault Strength & Perception & Agility increase damage whereas Endurance reduces damage taken, combat inside the vault the only part that matter is dweller level

CREDITS


  • Knuubbel

  • Flyde

  • Thekingdamez

  • NicoleOnyxheart

  • Blue001

  • Patricko

  • RobCo Protectron

  • Zyleph

  • Chthon

  • and ME

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Maeva
 
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Joined: Mon Mar 26, 2007 11:27 pm

Post » Sun Feb 14, 2016 12:12 pm

Thanks kindly for grouping this all up!

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Joey Avelar
 
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Joined: Sat Aug 11, 2007 11:11 am

Post » Sun Feb 14, 2016 2:10 pm

Rad Roaches, Mole Rats, and Fires all scale in damage and hp the higher the level of the room that they are in. If you level up to 3 right away with low level characters, you will have a bad time. This was how I lost my first vault.



Add to your list to bring this information to the attention of the player in the tutorial, and give a warning when upgrading.



Another thing that either needs to be told to the player in the tutorial or just outright changed is combat outside the vault involves 4 of the 7 stats. S P and A all increase damage while E reduces damage taken. Inside the vault these stats do nothing in combat, only the level matters as you get HP every level. Either it needs to be made consistent in both modes or the player needs to be notified that vault dwellers simply need big guns and high level to fight well inside the vault.

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Everardo Montano
 
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Joined: Mon Dec 03, 2007 4:23 am

Post » Sun Feb 14, 2016 2:46 am


I am far from authoratative on combat information but a user posted earlier how to reliably kill invading death claws, and his working hypothesis requires 20+ damage guns used by people with either 14 or better strength, iirc.



EDIT: Oh and info added

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Carlos Rojas
 
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Joined: Thu Aug 16, 2007 11:19 am


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