Suggestions!

Post » Sat Feb 13, 2016 6:45 pm

Hello!



What would you like to see in game? What do you miss from other Fallout games? (Campfire?) What would make the game more challanging? Share your ideas! Let me begin:



Room: Workshop.


You can dismantle weapons here with 40% chance to recover parts that can be used to assamble new ones or sold. (Better weapons = more parts)


Upgrading increases amount of parts you obtain.


Requires Perception. Each point increases success rate by 5%.


Similar thing could be done with armors.



Room: Merchant Operator


Allows Brahim Caravans to visit your vault and trade with you. Upgrades increase amount of items you can sell or buy.


Requires Charisma.



Room: Briefing Room.


Main purpose for this is to have a room where you can leave your most valuable dwellers safely (In barracks you can get pregnant...), idealy all explorers should gather here after they come back. This should have big capacity - 4 people per room?


Also you can dispatch squads on big, difficult operations / expeditions. Upgrade for more missions.



Incident: Irradiated Vents.


One room causes heavy irradiation and 2 adjacent minor irradiation. Cannot be stopped, expires spontaneously.




Ideas I realy like:






Nice ideas! Not sure about the melee weapons purposes but why not! Gimme that Shishkebab!







Different Types of Raiders - YES! They are scary only first day, they need to change tactics....



Factions - gain perks and... enemies!



Day/Night Changes - Good stuff!

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Steeeph
 
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Post » Sat Feb 13, 2016 11:26 pm

Yeah, ideas!



Exploring


Squads - send up to 6 dwellers together in a group; combines stimpaks/radaways for collective use (take care of each other), but more importantly, combines SPECIAL stats collectively to pass a multitude of ability checks. New group-related encounters such as: diplomacy with other vaults or towns, raiding parties (raid the raiders!), take on Super Mutant Behemoths, lots of stuff.



Lead a team of Raiders


Raider Camp - Instead of building a vault, build a big camp for raiders, and upgrade to a facility eventually! Raid vaults instead! Play from the other side. Much more gritty room options, slaver cells, organ grinder rooms for food, rudimentary water filtration rooms, torture rooms, etc. Gore. All the good stuff. >: )



Weapons


Melee Weapons - just put em in. Augmented by strength.

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sarah
 
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Post » Sat Feb 13, 2016 12:49 pm

I will edit in more suggestions as I go.


1) Resources Automatically Collect - REALLY WANT THIS

Make it an automatic mechanic or add a room to do it.


2) Easier Management of Guns/Apparel

In the little cog thing at the top left, add a column for equipped items.


3) Trader Post

The ability to buy (with caps) resources and equipement at a HIGH price.


4) Notifications for when your Explorers are at half health/run out of stim packs and rad away.


EDIT1:

5) A "survivability" for dwellers.

It tells you how well your dwellers would do in the wastes. It would take into account SPECIAL, apparel, level, and weapon equipped. Accessible via cog menu thing.


6) A family tree menu that is literally a family tree. This would provide information on who is related to who, the charisma of each dweller, and whether a dweller is dead.
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luis ortiz
 
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Post » Sat Feb 13, 2016 9:43 pm

Here there is a list of suggestions already:

http://www.gamesas.com/topic/1522068-suggestions/


But my suggestions would be:

Different Types of Raiders:

Supermutants make a raid every 2 weeks and they come for extermination. Prepare to make a strong stand!

Factions

There can be different Factions, so they try to invade your vault and you need to pay tribute or by blood.

Factions can be Legion, Enclave, Brotherhood of Steel and so on. They all behave different, for example Legion attacks with numerous slaves and if you let 1/3 of your dwellers die, your vault is converted into a Legion settlement. Brotherhood of Steel comes to inspect your vault (by force) when your vault advances with many high Level Rooms.

Day/Night Changes

As day/night changes, the types of Raiders also change. While Raiders attack in daylight, Ghouls would prefer to attack at night accompanied by a Glowing One.

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Lifee Mccaslin
 
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Post » Sat Feb 13, 2016 11:25 pm



Factions thing is very appealing. (: (Glowing One is just interesting, not appealing...)

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leigh stewart
 
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Post » Sat Feb 13, 2016 10:07 pm

1. I can see why they added the need to click to add interaction in the well being of the vault dwellers. But I agree it gets annoying having to click to keep on top of things increasingly in bigger vaults maybe as others have suggested an overseers room that runs this stuff when the vault gets bigger. It can be a resource hog to have ie cost power water and food to have it but it automates some of the resources side of things the trick would be when this room gets attacked it stops the automated collection system if raiders prioritised this room for attack it could make thinks interesting , my suggestion its added above the vault door level in a fixed location so its the second stop after the vault door room. And that the stats of workers in this room effect the effectiveness of the room....

If the new overseers room gets captured or suffers an event the vault reverts to manual clicking until the event passes.

it would be great if it showed requirements against production so we can see when we are out of balance and eating reserves.

2. It would be nice to see

3. Could be interesting that we have direct access to trade.

This is a resource and disaster management game so I don't want it overly easy but its actualy easier not to play than to play it as an open app because as a closed app you only have to manage the dwelers and explorers not so much the resources which get annoying.

So if I can I want it harder but with less resource clicking.......
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Amanda savory
 
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Post » Sat Feb 13, 2016 10:39 am

1) Shelter is Bethesda's attempt at making a city management game for iOS; however, it is inherently different to the competitors - Clash, Sinpsons, etc - due to its fail state. The other games don't have a failure state, just efficiency. This game is closer to Simcity than the other building games on iOS, but the draw to iOS building games is different to things like Simcity. I can leave my Clash alone for months and still have it running fine, but in Shelter, you're forced to babysit your vault rather than creating an underground metropolis that supports itself.


3) This is really for the times when RNG screws you over. If one of your resources is falling behind, you can purchase that resource (at a high price) until you stabilize. If roaches and raiders are out leveling your dwellers, then you can but weapons to even things out (again at a high cap price).


I have new suggestions in my first post if you want to take a look.
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Alba Casas
 
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Post » Sat Feb 13, 2016 3:40 pm


I agree with No. 2 - we should be able to see at least name of the weapon on dweller, otherwise I have to click 120 people to find that Gauss Rifle....


Disagree on No. 4 - even if you fail to check on your explorers reviving is relatively cheap. Give them 20-30 stimpacks and they can wonder forever.

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Silencio
 
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Post » Sat Feb 13, 2016 10:47 pm

Well first and foremost, not everyone has that many stim packs on hand; furthermore, this is simply the addition if information. When was information a bad thing?
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D IV
 
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