Suggestions For Fallout Shelter

Post » Sun Feb 14, 2016 3:43 am

Firstly, I could not locate a forum for suggestions for fallout shelter. I notice most people are just posting their gripes with one post per gripe.


I thought I would offer some of my ideas, even though I find it highly unlikely they will be used.



1. Allow a choice of two types of upgrades for the Vault Entrance, an option of either making your door stronger, or add a security station (+1 guard space). But be limited to 2 upgrades total. So you could get +2 Guards, or +health twice, or one of each upgrade.


2. After obtaining the armory, allow the player to 'upgrade' weapons from Rusty, Enhanced or Focused, to the next level above. for a cost of caps based on what level it is. So a rusty pistol could be upgraded to an Enhanced one for say... 50 caps. Or from Focused to Hardened for 300 Caps.


3. Add traders that approach the vault door to sell to the player. (Armor, Stimpacks, Radaways and Weapons.)


4. Add slavers that approach and sell slaves (that you free and make dwellers).


5. If the player has created a vault at least once, allow an option to skip the tutorial and build from the start as you please instead of forcing the current guided order of the first rooms.


6. Add a new room, Security Station, Allows placement dwellers in this room to be Auto-Guards, when any room on the same level is attacked by raiders, rad-roaches, etc, the guards automatically swap with the current dwellers in that room. Expanding the room allows more dwellers to be stationed and swapped. Upgrading increases the run speed of both the fleeing dwellers and aiding guards. "P" room for happiness reasoning, but offers no 'gains'.


7.If a dweller in the room with dying raiders has a high enough luck, they should be able to obtain one of the raiders armors or weapons after the battle, or maybe even just some caps. I would hate to think my dwellers don't loot the bodies before tossing them aside.


8 If two dwellers are in the Living Quarters and are ready to 'get it on', have a window pop up and ask if you want them to have a baby. If you choose no, they will not try again until you remove them from the room and put them back in.


9. Make the Surgeon gear help Intelligence.... why in the world does it not? Its supposed to be worn by med bay peeps (assumed by its name), right? My dweller dressed like a surgeon is working the water plant... seems odd.


10. 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%. They would be fairly rare.


11. I really hope more encounter variation for the wasteland exploring will be added. Currently, I find about 12 fleeing slaves all shot in the leg on one trip. Seriously, how are they ALL shot in the leg. Variation is nice, even if just changing a word or two here and there... make them shot in arm, torso, face too???




That's all I have for now. Gonna go play some more, Maybe I'll think of some more.



Edit : Removed one that apparently already exists. Thanks Chthon for pointing it out to me.

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Chica Cheve
 
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Post » Sun Feb 14, 2016 6:08 am

#11 They already do swap out weapons for better ones they find automatically. No need to manually babysit them on this. As far as armor though, I'm not sure they every change that, though they'll put one on if they only have a vault suit.

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Zach Hunter
 
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Post » Sun Feb 14, 2016 11:16 am

Man guy you have a lot of good idea cuze Only two people in the front is impossible to beat i was off the game for about a week cuze my significant other was in the hospital and when i log back in I never herd of deathclaws before and now i log in cuze i know im going to need time to get all there health and food and water up agian take me about 1 hr and a half to do and with in 5 mins i was attked two time by deathclaws right after another just this alone my make me not play the game anymore cuze that deathclaws are not fun and please 4 at a time i have a hard time with raider wiith good weapons this is unfair and i would like compensation as like enough to bring all my dead people back alive dat least!!! other then that im not playying the game agian cuze im just going to keep getting attked and half my place is dead of almost 200 peeople
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Spencey!
 
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Post » Sat Feb 13, 2016 10:16 pm

1. Melee weapons would be nice, bashing a raider with a Super Sledge would be awesome ^^


2. additional upgrades for rooms: such as auto turrets, sprinkler systems, or anti-vermin laser traps (can only use one for a room though, to balance it)


3. have 'dungeons' discoverable out in the wasteland, so you can send dwellers back to them to contend with tougher enemies for more/better loot


4. settlements you can trade with (thinking Shady Sands, Megaton, etc.)


5. sell excess power/food/water to the traveling traders you mentioned


6. super mutant, talon mercenaries, enclave, radscorpion, Yao Guai, feral ghoul attacks



some suggestions of my own i thought i'd add since you provided a bit of an outlet ^^

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Danel
 
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Post » Sun Feb 14, 2016 1:08 am

I like all your ideas. I think they should add a way to use stimpaks/radaway from the dweller list menu. Hard to select specific ones in combat. I'd like a room to build robots. It should be an expensive room and cost caps to build each bot, but I think it would be cool to build sentry bots/protectrons to serve as guards or upgrade Mr. Handy to a Gutsy or roving medical bot (would have no attack but would heal dwellers in combat).

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Niisha
 
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Post » Sun Feb 14, 2016 10:02 am

NicoleOnyxHeart To be honest, the way the combat works, there wouldn't be any difference between melee weapons and guns. You could just pretend that you don't give your riflemen ammo, and they have to bash the enemy with the stock ;)

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Ownie Zuliana
 
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Post » Sun Feb 14, 2016 12:21 am

If they don't implement a way to have auto-guards on stand-by, maybe implement a way to pause the game so we can designate tasks to each member. With 90+ vault members, it's become hard to rearrange them as needed sometime when they are running around aimlessly, etc. But also, my game crashes constantly when I try to open it now, and I have two people wandering the wasteland right now, so I guess they will be dead before I am ever able to fix my game since there seems to be a major lack of support when it comes to the game constantly crashing on users...

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Karine laverre
 
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Post » Sat Feb 13, 2016 11:32 pm



They swap their armor for better ones too. :D
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Sophie Payne
 
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Post » Sun Feb 14, 2016 10:27 am

I wonder what the rules are on that then. It isn't based on rarity, perhaps only if the new suit has all of the stats of their original plus extra?

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Jack Moves
 
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Post » Sat Feb 13, 2016 9:44 pm

I think your dwellers should get xp for being in radio or storage because it's svcks not having them of level and molerats or raiders kill them for being low lvl
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Killer McCracken
 
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Post » Sun Feb 14, 2016 5:00 am

Also I think they should allow children to go into one training are before advlthood.
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Verity Hurding
 
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Post » Sun Feb 14, 2016 1:27 am

Additional ideas:



- Mass-Commands: send all people from one room to another e.g. when Raiders are invading or there is a huge fire


- Fire in unmanned rooms acts really weird. Your people are on the way to this room and instantly the fire is gone and appears a floor above or beneath (which makes no sense imo)


- The impact when using turbo-mode is really small early but pretty pretty hard in mid-game - I had a room with 6 people, 4 of them armed and a bunch of cockroaches nearly beat the hell out of me (mixed lvl 8 to lvl 12 people lost half of their life)

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Mizz.Jayy
 
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Post » Sun Feb 14, 2016 4:42 am

They don't swap out the weapons, that's bullcrap. I had Hunting Rifle Dwellers at the door that killed two Raiders wielding Laser Pistols, they never dropped any for me. Armor is also bullcrap as well, unless you're talking about going out of the vault, then yeah, that's true...even though the armor has no uses in-vault besides stat bonuses, and they don't help in-vault combat situations.

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Wanda Maximoff
 
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Post » Sun Feb 14, 2016 1:17 pm

I will add some feature :)



- Give a way to find who have gun in the vault rapidly, maybe with storage room, when there is an invasion, it's long and hard to find who can help. Same for armor



- In the main view for all residents, allow to assign someone directly to a room without the need of drag and drop him, it's some time hard to catch him (depending the device).


Maybe when clicking the current assigned room, giving a list of all room and select the new one.

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Ryan Lutz
 
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Post » Sun Feb 14, 2016 12:46 am

Since everyone seems to be posting their ideas on how to improve Fallout Shelter - I'll give it a go myself.


1. This is my most important point. I stopped thinking about why a Vault in the Fallout universe would open up its doors and send its dwellers out. But since there are some interactions with the Wasteland, it comes to a point where I'm starting to ask myself why I need that useless big-ass vault-door at all. Three little raiders crush the fortified door (max upgraded, that is) within a minute, Deathclaws pretty much ignore it at all.

I'd like to see some defense options outside of the door, already. Why wait for the threat to enter the Vault, if you can stop them before even touching the door. Speaking of combat..


2. Vault-Sec needs to be added. A guard room would do it. No need to explain that, as many others already have.


3. Dweller AIs need to be upgraded. I mean..two heavily armored and armed guards at the entrance just watch and smile while raiders pass by and rush into my diner. That's just dumb and needs a fix. Chasing and destroying the enemy is what security guards do.


3. The maximum of two dwellers to guard the entrance is too low. Please enhance it.


4. When Raiders attack the Vault, the actual fight starts after they already broke in into the Vault. So even if they do not get past the entrance hall of my Vault, they still steal ressources and caps. That's just not fair at all. Plus one can't loot dead Raiders to at least get a bit back of what was stolen. Or find some items. Just a hint. ;)


5. It's said that, the longer you let your dwellers explore the Wasteland, the better the loot they'll find. My Colonel Autumn is "exploring" for over 27hrs now and the only thing worth taking is an overall with +S3. Why the hell would I let someone explore that long when the loot is not even worth it?


6. Rushing a room needs to be calculated properly. I never rushed any room over 30% failure chances and still only 40% succeeded. The displayed odds seem to be the chances of succeding, not failure.


7. Three molerats are capable of killing half of or even the entire Vault population? That's gotta be a joke. Add some balancing, for Todd's sake!


8. Please add some better ways to improve dweller's happiness. I can't let half my population bang the other half just to keep them happy.


Thank you for your time.
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Dalia
 
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Post » Sun Feb 14, 2016 1:02 am



Yes sorry. Only when out of the vault. When they're in the vault they kind of dumb. :(
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Amber Hubbard
 
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Post » Sun Feb 14, 2016 10:09 am

Yeah, when in the vault, the dwellers don't even use their stats for combat which is stupid. What's the point of training any stat but the one the room they sit in uses when they are in the vault?

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Devils Cheek
 
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Post » Sat Feb 13, 2016 11:55 pm

If it's ok I will write few of my suggestions...



1. Dwellers should be able to chase enemies in the Vault. When we are attacked by some fast enemy, like Deathclaw, nobody is able to chase them.


And it's not possible to equip everybody with good weapons as without buying launchboxes, you just don't have them.



2. We should be able to close the doors to the rooms. We can lure enemy into some room with most powerfull dwellers and then kill them.


It would be nice to have some quick option, like in FTL, to shutdown all doors at once, and of course each door manually.



3. Ability to mark all dwellers in one room. It's really hard to move them when we are attacked. I want to protect them by moving them out, but when you're doing one by one, it's taking forever (in full rooms of course).



4. Better drop rates and more ways to earn caps. I think this is the main reason why we are getting our asses kicked.


We just can't afford better gear and rooms because we don't buy them. For people who don't pay for launchboxes, it's almost impossible to keep Vault running at later levels.


Especially when we are attacked by Deathclaws and all we have is some [censored] Level Action Rifles and Rusty Laser Guns...



5. Vault Door should be able to keep at least 3 dwellers at once, not just 2. As long as they are not equipped with some best gear, they won't kill all enemies.



6. I don't know if it's just me, but when we have larger Vault with more dwellers (like 70 and more) the game is getting laggy.


I'm using Samsung Galaxy S5, so I think my phone have way than enought power to run this game smooth.


I don't know how it looks with Apple, but on Android it's hard to keep stable framerate with large Vault.



7. Mr Handy for people who are not paying. I mean...come on! Why only people who pay can get him?


At least give us a chance to obtain it in some launchbox or some hard objective. One or two would be enough and it would helped a lot.



8. Ability to back up our Vaults. There is no way to upload them to some cloud or something like that.


So when we have problems with phone or when we are changing for some new one, we will lose our progress?


I mean, I know how to backup save file and all that stuff, but there are many people who don't know that.

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Danger Mouse
 
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Post » Sun Feb 14, 2016 11:44 am

Mr. Handy is obtainable through any Lunchbox, afaik. I got mine from a Lunchbox I got from an achievement.
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Zualett
 
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Post » Sun Feb 14, 2016 3:22 am

I thought that was the case that people reported getting him from a lunch box. However you should know that if he dies, it costs 2,000 caps to repair him. Quite expensive for what he does.

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Miranda Taylor
 
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Post » Sun Feb 14, 2016 5:41 am

I'm really glad people are adding their own ideas to this thread. I still think its odd there is no suggestion forum.



I've read all of the other ideas people have added here. A while I agree with all of them wholeheartedly, I do have to say, I can understand why they stuck with simplicity in some areas of the game, even some of my own ideas push it past a simple "play when you have time" game. But the ideas people are sharing deffinitely show they want more and that the basic idea for Fallout Shelter could definitely be expanded on.



On that note, what I would love to see is a version of Fallout Shelter made for PC/Console with FULL simulation for things like, food, water, power, air quality, low population or overcrowding, radiation, vault experiments ("gaarrrrrryyyyy"), and much much more. The Fallout universe has some great lore and things that can be adapted for a full simulation game.


On a PC or Console you could get so much more info on the screen for a player (like a full timeline of gains, losses), a more user friendly UI (clicking and dragging with a touch screen has always been 'touchy'), and mannnnny more features, like rooms with multiple tiered upgrades, sending people out into the wasteland alone or in groups, finding more objects, junk, and such to store in your vault and use for its upgrading (as of right now, only being able to find weapons or armor just makes you shrug a bit).



It could be called "Fallout Shelter : Overseer"

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naomi
 
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Post » Sat Feb 13, 2016 9:43 pm

Super Mutants that capture your best dwellers to be dipped. If not repelled, send other dwellers out to save them, but the clock ticks.

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Kaley X
 
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Post » Sat Feb 13, 2016 9:46 pm

Didn't know that, thanks for info :)



PS.


I'm wondering if anybody from Bethesda is even reading this forums, or they just made it for the lulz :)

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Harry-James Payne
 
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Post » Sun Feb 14, 2016 11:37 am

A family tree to keep track of the dwellers mating history.
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Zualett
 
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Post » Sun Feb 14, 2016 12:09 am

Oldtimekiller A family tree is supposed to have more branches than roots. :P

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renee Duhamel
 
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