Ways to improve fallout 4 + DLC thoughts

Post » Sun Jan 17, 2016 8:44 pm

There are some minor spoilers in this thread. There are some things that could be considered minor spoilers from the main story. No characters are mentioned or anything that happens to a known character. After reviewing this thread the main thing that get's into minor spoiler category is a place called the memory den. I've mentioned a certain quest about it, but i did not give away any information about characters.



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Fallout 4 is a great game and all but i think there are many things that can make it better. Here's how i think it can be improved.




1. Radiant Quests



Stop spamming me!



I think we should be given the option to start this type of quest instead of just being given it. For example, i might want to use Preston as my companion, but i can't get into conversation with him until he gives me like 4 radiant quests. Even if i'm near him, he'll just be like "another settlement needs our help", i find this really annoying (i have all my companions at Red Rocket Truck Stop, so i see him quite often).



A way to improve this, is to have a speech option when talking to preston. For example, one of the options could be "ask if help is needed", so when the sole survivor asks preston if they need help, preston could be like, "actually yes. a settlement has asked for help" or something like that.



Also, the settlers i think are pretty annoying. If it was less frequent with them giving me quests, then that would be nice.



Stop with the kidnapping!



The kidnapping quests are so annoying. Now me personally, i would want this radiant quest removed. I didn't mind it at first, but i can't go into sanctuary hills without someone saying "help! They've kidnapped my friend!" STOP! The reason why i find this so annoying is that i have given the settlement a high defense, so realistically they wouldn't get kidnapped. But it's so annoying. Abernathy farm is another example. Blake abernathy's wife and daughter are always getting kidnapped!



I think that this kidnapping quest shouldn't be a radiant quest. But of course it's unlikely for that to happen. So this is what i think should happen. If the defense of a settlement is a lot higher than the food and water, then it should be a lot less likely for a kidnapping to happen. It's just so annoying when my settlement has almost 100 defense, and someone keeps getting kidnapped every two minutes.



Also, with radiant quests overall, don't have so many being generated at once. But then if my first point happened, then we wouldn't have to worry about this because we could go to preston and just ask if we wanted a quest.



2. Workshop mode



Gods eye view



I think that is the correct term, basically when you're a floating camera and you can move around the settlement. Also, when you go into god eye view your character stands near the workshop station



Showing what the settlers are assigned to



Now this does sort of already do that. If you look at a settler the things they are assigned to highlights. But they're not always near what they're assigned to. So maybe when you look at them, a little box appears telling you what they're assigned to (or if they're not assigned). For example, you enter workshop mode, look at a settler and a box appears saying "assigned to crops".



The reason why i think this should be done because there has been many times where i assign a settler to something, then the food or defense rating goes down.



No restrictions



I would like to put something anywhere. For example, i wanted to make a building for the stores, but the stores are too high up so that i cannot have a roof without the top part of the store stand going through the roof. If i could do something like putting another wall on top of a wall that's already put down, then i could do this.



Another way to describe what i mean is the creator mode in GTA V. When it first came out, you couldn't overlap anything. Then an update came out which allowed you to do this. So if something like this was put in, it would be really helpful.



Increase settlement size



I'm not reffering to settlers, but they might as well increase that if they were going to do what i would like to be put in. What i'm referring to is the bar in the top right when you go into workshop mode. In some settlements (such as Red Rocket Truck Stop), i only made one building and the bar was practically full.



Companions



Make them smarter



The companions can be very stupid at times. I don't expect them to be perfect, but when i ask them to pick something up that's like 2 metres away, and they say "i can't get that", i'm like really? Also, they have trouble when it comes to walking up stairs, and it's stairs from the workshop mode.



For example, at Red Rocket Truck Station i had all my power armour on the roof. I had stairs of course, which i would command my companion to go in one of the power armours, but they wasn't able to get in. They didn't think to just walk up the stairs.



More detailed companion customisation



Now companion customisation is already in the game, but the details i would like it to show is stuff like damage resistance, weapon damage etc. Yes there is a perk that shows you their stats, but that's if you're not travelling with them. Also, when i'm giving them armour, i would like to know if the armour i plan to give them is better than the armour they already have. When you look at the stats, it compares the stats to your own armour. But i think when you're giving armour to the companions, i would rather the stats tell you if it's better than the armour they already have.



Each companion has one unlimited ammo type/change companions default weapon?



I have this one with a question mark because this is just a thought that crossed my mind once. Basically, some of the weapons the companions have are bad. Some use double barrel shotguns (then miss the enemies when shooting), but i thought, what if i could change their default weapon? Now i say this because if i want to give a companion a good weapon, i also have to provide them with ammo, and i don't like that because all of my companions who use weapons aim like stormtroopers. So maybe each companion has a default ammo type that's unlimited, for example, Preston garvey uses a laser musket, which that is fusion cells, so that means i could give preston a weapon that requires fusion cells, and he wouldn't run out. I know macready uses a sniper rifle, (not sure the ammo type is, so lets just say it's 308). So, any weapon that uses 308 ammo, i can give a weapon with 308 ammo type to macready and he won't run out.




Despite this suggestion, i can see if people would not agree with this point. But the main thing i want to be improved on this point, is the companions effectiveness. But at the same time, i still don't want my companions using double barrel shotguns (cough cough cait and hancock).






Now this part is about DLC.



Before i go into what each types of DLC i would like, whatever the DLC is, i hope that there are a lot more quests. Me personally, i was disappointed with the number of quests. I know i shouldn't because i have played over 100 hours of fallout, but when Todd howard (or whoever it was) made the claim that there is around 400 hours worth of stuff to do, i was disappointed when this wasn't the case. Maybe it was the hype.



But when i heard that there was 400 hours worth of stuff to do, i thought, ok so that's a lot of exploring and a lot of quests. I though there would be a lot more quests, but there is only around 35 to 40 non faction quests. Now when i think about it, that is a high number, but with almost 330 map locations, and also that the faction quests were mainly focused on the main story, i was expecting there to be a lot more non faction quests. I'll use the word that MrMattyPlays used, hollow. I guess it did feel like that when i finished the main story.



But anyways, back to the DLC bit. I hope that whatever DLC comes out, there is a lot more content and more quests to do.



As of right now, i'm only playing fallout 4 for the settlement builder. I explore now and then to see if there are any locations i haven't found. But it's just mostly the settlement builder.



The ending of the game



Don't worry no spoilers. The ending was fine, this is about the cutscene. Maybe i'm nitpicking, but I was disappointed in the cutscene, it was near enough the same for whatever ending you got. I would have liked it if it was like fallout 3 and new vegas, where the quests you did, what path you chose, how it affected whatever etc.




Below is DLC that i would like, or woudn't mind if it was made.



Underwater DLC



Honestly, i don't have any concrete ideas for DLC, but whatever the DLC's are, one of them has to be an underwater DLC, or something that involves the water. A fair amount of the map has water and there's not really any locations to explore and barely any quests. So i think a DLC involving the ocean should be used.



Supermutant type DLC?



I question this because there have been many times when super mutants have said things like "the commonwealth will be ours!" and in the loading screen it has said before that the super mutants believe themselves to be the superior race. Something like this could be interesting, but i guess there would have to be a main villian otherwise it would just be "kill a bunch of super mutants".



Someone i thought of was the master. Now he's dead, but i mean there could always be a way to bring him back. Having said that, i'm not suggesting for this to happen. I consider myself a fallout fan, but there are a lot more passionate fallout fans who might think the master returning is ridiculous. I just wanted to use the master as an example of someone who is a main villian.



But if there was going to be a main villian, maybe there was a scientist or someone who somehow got the masters work, then the scientist was a bit crazy or just had their own beliefs and wanted to become a supermutant. So they help the supermutants to try to take the commonwealth. But this all just random things i'm thinking of right now.



Silver shroud DLC?



Minor spoilers, there is a quest called the silver shroud where you basically become a superhero of some sorts. Now i've only mentioned this because i've seen this already suggested, but i can imagine it working. Imagine if suddenly, not just in goodneighbour, but in other settlements, murders and bad stuff starts happening. Then one thing leads to another and you have to become the silver shroud again, and maybe do some detective work (maybe get some help from nick as well).



Now the way i've explained it there was bad, but i hope you know what i mean. There's a bad guy of some sorts leaving their own calling cards, or if he threatened the sole surviours friends or something.



Jack Cabot, the artifact, aliens?



There was a quest called "the secret of the cabot house" and in that quest there were many references to aliens. I don't want to ruin this quest due to spoilers, but if you have done this quest, then you know that there were references to aliens, alien artifacts and other stuff. Maybe this could be used for another DLC



Another city to explore?



Now with this one, i'm not sure if bethesda would consider it. I wouldn't expect it to have as much content as fallout 4 without any DLC's, but then it might not be worth it. But anyway, what if a DLC came out that allowed you to travel to another city and explore? Of course there would need to be a reason for it.



Now me personally, i wouldn't mind returning back to the capital wasteland. I would love to see what's happened in the last 10 years since the lone wanderer activated project purity. Where is the lone wanderer now? Has he been still helping the people of the wasteland (i'm assuming the good karma version), is he dead, is he gone? Maybe this is because i loved fallout 3, it was one of my favourite games.



But i could many people not wanting to return there. If people did want this type of DLC, it might be a different location. Now i have no idea for the location, maybe new york or something? I think that's a popular one, i've seen it mentioned somewhere.



Memory den DLC?



Now, all i'll say about the memory den, is that there is a quest that requires you to look into someones memories. If you haven't done the memory den quest do NOT google it, just don't. Getting into main spoilers category there. I really enjoyed that and i would like to do more of that. But having said this, i can't think of anything that would make you need to keep going there regularly.





Now i can't think of anything else at the moment, i guess an obvious one to improve fallout 4 is the general bug fixes and stuff.



But what did you think about my suggestions? Did you agree with some? Did you disagree with all of them? Tell me what you think.



If you think there are some points that are made that are good, then say it. I know Todd Howard said the DLC will be based of fan feedback, i guess the current updates and stuff could still use fan feedback to help.




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UPDATES - This section will be other things i remember about improving fallout 4 as well as your feedback.




(i'm english, so i'm doing it D/M/Y)



20/12/15



- Patch the killshot perk from macready. It gives you a 95 chance of a headshot, where it's only supposed to be a 20% increase.



- Cancelling supply lines. If there is way to already do it, then it's very difficult. Maybe have the option when entering workshop mode. So if you made a supply line from sanctuary hills to tenpines bluff, and you wanted to cancel it, then go to sanctuary hills, enter workshop mode then cancel it. <- Having said this, it would be easier if you could cancel a supply line regardless of what location you are at.



- lol robobrains?



- Some form of melee weapon mod balance. Maybe some melee weapons are more effective than others depending on the enemy.



- Improve radiant quests. i've already written stuff about this, but from the feedback currently given, it seems you do agree that the radiant quests do need to be improved in some way.



- Make it much easier to get more materials. I can't think of a way to do this to be honest without bethesda considering it "game breaking", but basically just make it easier for us to get more junk (like steel and wood) quicker. From the responses i've seen as well as my own experience on the game, it's just like year 1 destiny with all that grinding, grinding, grinding etc. So yeah, make it less boring so we can make awesome settlements.



- A big settlement improvement. Look at rylasasin's post on settlement DLC defense.

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Avril Louise
 
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Post » Mon Jan 18, 2016 12:04 am

I like your improvement idea's. Also need a way to edit supply lines. Or cancel them

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Jessica Nash
 
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Post » Mon Jan 18, 2016 4:29 am


Yes! Nice one. i completely forgot about supply lines. There's one supply line that i've done and i have no idea how to get the settler back.



This also reminded me of another thing. Some sort of companion caller or a page on the pipboy telling you where your companions are. I have all of my companions at Red Rocket, but there's always a chance they could end up elsewhere.

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Wayland Neace
 
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Post » Mon Jan 18, 2016 12:21 am

could use some robobrains

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helen buchan
 
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Post » Sun Jan 17, 2016 7:22 pm

Add a new option in the build menu called. Cheats.



2 items.


One costs, 1 common thing to build. Steel lets say. When you build it, it levels your character up a level.



The 2nd thing is. You build something, but when you scrap it, you get 100 of every building/gun mods supply.



Keep the 2 items separate from everything eles. Have fun.

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Angela
 
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Post » Sun Jan 17, 2016 11:30 pm

The Radiant Quests are really [censored]. One of the biggest problem in the Game. They should have more Variety, and the Game had a much better feeling.



A Silver Shroud DLC, one Thing i would never buy. I just hate the Voice Acting and the damn weak Weapon. I hope we get something better.



I like the Cabot Missions. His Father and the Helmet was a bit mysterious. The End cames a bit fast, like the most Missions in this Game.



The Quests in Fallout 4 needs a big Improvement. Most of them feeling meaningless. It always feels like it miss something. There is no Deep Story telling at all.

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Lalla Vu
 
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Post » Mon Jan 18, 2016 2:57 am

I wish the radiant quests had hallmark unique quests here and there like every 25 or whatever so it had more of a goal to it and fix them so you don't get sent over and over to the same places.

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Guinevere Wood
 
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Post » Mon Jan 18, 2016 7:22 am

Robot crafting.



Make melee mods balance the progression, since they are not exactly mods but upgrades, why some weapons become useless so fast? I want the upgrades to keep the early weapons useful for longer, considering you won't mod them much, melee characters tend to stick with the same weapons for too long, I was using a bat for half my game and a super sledge for the other half. Never felt I needed any other because they were so weak even upgraded.

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Nicole Coucopoulos
 
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Post » Sun Jan 17, 2016 3:50 pm

Permanent non companion quest givers YOU have to go talk to to start quests. Moonbase / underwater locations. And more settlement stuff a rework of the defend settlement missions nothing major just after a certain point say 225 settlement defense attacks stop would also like to see an auto repair so if you miss an attack the settlers fix the stuff w/ mats from the workbench of course.

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marie breen
 
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Post » Sun Jan 17, 2016 6:52 pm


Yeah i was wondering why they're not in the game. I googled this before and some people thought that in pre war Boston they used the assaultrons instead, so that could be why they're not there. But it would be good to get them back.

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Spooky Angel
 
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Post » Sun Jan 17, 2016 8:49 pm


Interesting. But i can't imagine Bethesda doing this because then there would be no point of finding loot in locations. This might come through a mod though, whenever they come out on consoles.

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Charles Weber
 
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Post » Mon Jan 18, 2016 3:38 am


I know what you mean. It seems bethesda focused on more unmarked things, like when you go into locations and find holotapes and see the mini stories that happened pre war or before the sole survivor left the vault. It was still interesting, but i would have rather them focus more on quests.



Now me personally, i did like the non faction quests, i can't remember any that i didn't like.



But i hope through DLC they bring in a lot more quests for us to do.



The main issue for me was that once i finished the main story, there wasn't really anything to do. There were some post content quests after from the faction you picked, but i finished that really quickly.



Now don't get me wrong, Fallout 4 is a great game. It's amazing, i have over 170 hours of gameplay, it's just all that hype, the "400 hours of content" made me think, wow, that's a lot of quests and exploring to do. But yeah, if i ever get to 400 hours of gameplay before DLC comes out, it might probably just be through the settlement builder.

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Fam Mughal
 
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Post » Mon Jan 18, 2016 12:10 am


Yeah definitely. The radiant quests are so boring, and it's very annoying when i don't have the choice of whether i want the quest or not. Even if i don't do it, it fails and then it's like "i have to tell preston i couldn't help"



Them i'm like, erm, Hello? I'm not the only person who is part of the minutemen. They don't seem to help, all they do is hide in buildings or be at the castle doing nothing.



But lol yeah, the radiant quests need a big improvement.

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Alister Scott
 
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Post » Mon Jan 18, 2016 4:15 am


Robot crafting would be very interesting, i never even thought of that. Lol imagine being able to upgrade codsworth in some form. Or maybe just making a robot and it could be like another form of defense for your settlements, or maybe just a temporary companion. But if it were to have them as companions, then it would have to make sure that they're not overpowered. Like imagine making a sentry bot and bringing it around the commonwealth, i would want it to have roughly the same damage and damage resistance as the sentry bots you battle.



Also with the melee mods, i totally get you. For me i used a baseball bat then i went to a super sledgehammer. I tried using the "very fast" melee weapons like rippers and knifes, but they weren't so effective. Now i'm using Kremths tooth because i have the perks that increase my damage and it's only 2 weight.



Maybe bethesda should have weaknesses for each type for enemy. So when you come across an enemy a certain type of melee weapon is most effective against that enemy. But i'm not sure how people would feel about that.

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Alex Vincent
 
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Post » Sun Jan 17, 2016 8:20 pm


Oh that be would so cool if there were moonbase quests. I remember there was speculation about that, before fallout 4 came out bethesda released a picture which was like a history board, and somewhere in the picture it showed people on the moon with guns. Many people were thinking whether a DLC would be based on the moon. Also, there has to be an underwater DLC or quests, bethesda can't have that much of the map without any locations or stuff to do, apart from looking at things.



With the settlement, i would love that if i didn't get as many "kidnapping quests" or "help we're scared of feral ghouls that are on the other side of the map even though we have a bunch of heavy laser turrets and stuff".

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Krista Belle Davis
 
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Post » Sun Jan 17, 2016 10:31 pm

Oh buddy, its a case of been there and done it. Now for me, its a grinding game like world of tanks

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Jeffrey Lawson
 
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Post » Mon Jan 18, 2016 4:51 am


Weird that you never heard of Robot crafting, it's a common request, and many people want it. The game already lets you have sentry bots as a companion sort of, if you manage to hack them. But that skill depends on a perk that you require too late in the endgame, when you no longer actually benefit from it much. before that you can only have it to attack your enemies but not follow you. Your idea of codsworth is good too, mostly anything related to science and robotics in ways like gives a lot of possibilities.



I am ok with your melee idea too, although I prefer if the game lets you use your favorite one, despite saying in my old post that I dislike that there's a linear progression and little reasons to use more than 1 melee, I actually prefer to use your favorite weapon, what I don't like is that the weapon you have to use is normally the same. There are several times when you feel really attached to the weapon you are holding, so having that weapon progress to a viable way and still be useful is always good. There are not many games that achieve this easily, maybe Dark Souls to a certain degree, but even in Dark Souls, there are a lot of weapons that become useless after Anor Londo, and on NG+. So it's clearly hard to achieve.

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Enny Labinjo
 
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Post » Sun Jan 17, 2016 8:41 pm


lol fair enough.



I do get you though, it can be very boring going through buildings finding a load of junk, only to get like 50 steel. I know i mentioned in the update part that i think the killshot perk should be patched, but lol i've been using the dogmeat glitch. I've just been duplicating the shipment of steel, forget going into the same buildings over and over again when i can make dogmeat cough out another shipment.



But i do think bethesda should think of a way to make it so much easier to get junk, and pc players are probably doing console commands and all to get unlimited junk (i have no idea if they can do that, but i've heard the words "console commands" in many videos so i'm assuming they can do that.

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Soraya Davy
 
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Post » Sun Jan 17, 2016 11:25 pm


lol yeah i've never come across any posts or videos where people have mentioned it. Maybe i've seen it, but i can't remember. I know there was supposed to be an encounter where you find a sentry bot and they're you companion for a short time, but my one bugged out and the sentry bot was just unresponsive.



With melee weapons, for me kremths tooth is the one i'll be sticking with. I used to use a super sledgehammer, but its weight was like 20, and i have so many guns that i like, so the kremths tooth it was.

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Dalia
 
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Post » Mon Jan 18, 2016 2:24 am


I wasn't talking about that specifical one, yeah it works as a companion, but you can also get the last rank in robotics expert perk to get a robot companion. You need to sneak behind them and press the activate button, if you do that unnoticed, they will become companions and you can order them around. It works with all robots too, so asaultrons, and protectrons work as well.

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Kirsty Collins
 
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Post » Sun Jan 17, 2016 10:51 pm

Dogmeat doesn't work anymore. PS4. I done a video on it.

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Alyce Argabright
 
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Post » Sun Jan 17, 2016 5:01 pm


ohh yeah i haven't unlocked them perks yet, but that's pretty cool though.

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Clea Jamerson
 
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Post » Mon Jan 18, 2016 5:48 am

A little copypasta of mine from the bob the settlement builders thread...




A DLC That (part of it) expands how settlement defense works.




Instead of "Get your Ass to the settlement and defend it or else!" Settlements may auto-defend themselves. Plus it fixes the annoying quest thing you mentioned by having them actually lead up to something.



Success or Failure:


There are two parts to the new attack system: Percent and Cap. When the timer for intervention ends and the attack begins, a random percent is rolled. If it is above the cap, the attackers succeed. If it is equal to or below, the attackers will fail.


The cap is determined by a number of factors:



  • Happiness (translated into morale) of settlement

  • Defense Rating vs production rating of settlement

  • Presence of Manned Artillery (change: Unless directly fired upon, artillery crew will not abandon their post) in the settlement

  • Settlement is in range of outside artillery.

  • Total Damage Per Second and Armor Rating of all the settlers (minus the artillery crews. This now factors into Defense Rating so it's not just a game of spamming turrets everywhere.)

  • Alliances and progress into the main questline (Minutemen have their castle, someone won the final battle, etc.)

Consequences



The consequences of success and failure would also be different. If the settlement succeeds in defending themselves (either with or without your help), the settlers will then go around to the bodies, take their stuff, and put it into the workbench for you to sort out later (or to use for themselves.) On top of this, if settlers defend themselves a random number of times (or you complete minutemen quests for them a certain number of times), they may become emboldened.



If the settlement fails to defend itself, the consequences are more dire. One of two things will happen:


  1. Pillage: What happens in vanilla but with some variation. Everything is destroyed. Everyone is killed (for good this time. Not just respawning two seconds later) or captured, and they steal everything from your workbench. You are then given a mission to retreive them and rescue what settlers you have left. If you do not succeed this mission in time it is gone forever.

  2. Takeover: Basically, the town is taken over by Raiders or Gunners (does not happen with supermutants or synths). The icon will turn red, the settlers will be enslaved, the turrets will be hostile to you, and you'll have to take it back. If you are the head of a faction, you can enlist their help to take it back with you, but you will have to do this yourself.

Emboldenment:


After a certain number of repelling a certain number of attacks in a row (or completing a certain number of minutemen quests for them in a row) and if the right conditions are met (morale and population are high enough), they may become emboldened. This means they're mad as hell, and they're not going to take this anymore: they're going to get together and bring the fight to the enemy.


When this happens, you'll get a quest called "We the People"/"Tea Party" which will tell you that the settlement is preparing for a counterattack against (place): If you go to the settlement in question, you will have two options: to either dissuade them, or to encourage them. If dissuaded, they will stand down. If encouraged, they will pick a random nearby target that's currently under the control of raiders, super mutants, feral ghouls, etc. and launch their own counter attack (always matching the identity of the last faction that attacked it. If BOS attacked them last, they will go after a BOS target. If it was raiders, they'll go after a raider base. If it was feral ghouls, they'll go after a place full of them.) You can either join this attack (manual) or let them do it themselves. If not dissuaded, they will attack it on their own eventually.



This is pretty much like a defense but on the other side. If you join your settlers, they will seek out and eliminate all opposition in the area in question, even going inside and eliminating them. If you let them attack on their own, it will again be based on a cap and percentage (albeit based only on the settler's numbers, artillery proximity, and armor/weapon ratings.) If the settlers succeed, the base will be cleared and their loot will be added to the workbench.



As before, they will loot and use any weapons they come across, and will also pick up other things they find to take back to the settlement. The battle will end when either all opposition is killed or less than 1/4th of the total settlers remain. If the latter, the attack will fail and they will retreat. Either way, they will place all loot into the workbench.



After a successful counterattack, it will be a very long time before any further attacks or minuteman random missions on the settlement in question take place.



Auto-Equip


If allowed to do so, settlers may equip themselves with guns, ammo, or even ammo pieces from the workbench, swapping out what they have for something superior in DPS. They will check when they get up, go to bed, or after an attack. You can disable this behavior by talking to one of the settlers. They will also not take unique weapons such as the cryolator or the big jim (but they will take randomly generated legendaries). They will also not take explosive weapons such as missile launchers or fat mans.





MISC IDEAS:



  • New Turret Types.
    • Plasma Scattergun turret: Exactly like the shotgun turret but with a plasma scattergun.

    • Minigun Turret: Self-powered turret with a minigun. Requires Gun Nut 4.

    • Gauss Turret: Very powerful, but very slow firing.

    • Javlen Missile Turret: Variation of the missile turret. Missiles Fire Upward, then land back down on enemies. This means these turrets can be safely put inside walls or in the center of buildings.


  • Robots well, there's already a mod that does this. But I'll just add one more:
    • Eyebot: Wanders around your settlement. When engaged in combat, it sets off an alarm, alerting all turrets and settlers.


  • Better Faction Rewards for settlements
    • Siding with the institute will allow you to build a Teleporter. This acts like the Guild Guide in Morrowind, letting you teleport to any settlement that has one built plus the institute. It also allows the same teleportation fast travel advantage as you get with the institue. Also allows for Institute tileset. Also you can build synths as settlers. Like the Robots of Graygarden they count towards the pop, but don't require bedding, food, or water.

    • Siding with the Minutemen will allow you to build an upgraded Artillery piece. Completing Our Powers Combined and Defend the Castle (2) gives you a binoculars to call in artillary instead of the clunky grenades. Finally, for taking the castle you get the Armory/Tavern. This structure will generate/attract minutemen that will not count towards your population, but act as guards and come running when you use flares.

    • Siding with the Railroad allows.... okay not quite sure what kind of reward the Railroad would give you. Possibly the ability to create a safehouse?

    • Siding with the BOS allows for the creation of the Recruitment post. This will generate BOS Guards for your settlements. Also, you get the Vertibird landing pad, which a day after it's built will generate a vertibird that will defend the settlement if attacked and allow you to use the vertibird transport without having to call one in.


  • Change the way Artillery works. Instead of 1 shot per ... what is it, 10 seconds, and each canon giving an additional shot right after the other, now all the aritllary peices get 2 shots, and they fire right after another in sequence. So if the smoke becon is in range of 6 art peices (3 in 2 settlements), It won't take 60 seconds to fire. It'll fire the first 3 from ones settlement as soon as they're locked on (one right after the other), then the other ones as soon as they're locked on. Also, swap the functionality of the artillary grenades and the flare gun. Cause the grenades are just clunky to use for calling in artillary and the flare gun is pointless.

  • Minutemen that are summoned by flaregun can be recruited as followers for a while to storm a building.

User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Mon Jan 18, 2016 1:01 am

Nice ideas and thoughts.



I have a couple to add -



Harvesting Scrap Everywhere


I'd like to be able to harvest logs/tree stumps/cars/tires etc anywhere in the open world (outside of settlements)...have it act like plants and flowers, so you harvest it, and the model could appear in a degraded form until it respawns.



Vault-Tec DLC


A dlc on Vault-Tec - could have us investigate their secret lab, where the top guys were kept. Some of them could have chosen to mutate into other humanoid creatures more powerful in some way; also we could perhaps join Vault-Tec as a faction and start our own experiments on settlers.

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kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Mon Jan 18, 2016 4:23 am


This is really good, this would make the game so much more interesting and fun.




Lol the railroad bit was funny, what would they actually give us if you sided with them? Another railway rifle?



I actually did side with the railroad though, only because i considered the gen 3 synths like humans, they were self aware, they could dream (lol) and they were near enough the same to a human, except maybe a slight difference in the brain.



With the minutemen, i got locked out of that quest without even realising. I thought about siding with the institute, but i would have only done that if i could let the railroad live and also give the synths a choice on whether they want to stay and work with the institute or if they want to leave. I would still give them the choice to do both, like if they want to have a look outside then go ahead, but work starts at 9 am! But of course, this is a very specific request but i would have liked it if i had this option. With the BOS, i don't think there would have been a way to convince elder maxson that synths are just like humans (well this my opinion on synths), so i guess i would have gone down the same route.



Ok i went a bit off track there lol, but yeah that would be very interesting.



I would love to try out pillage, although i wouldn't want it to keep happening every two minutes like radiant quests. But wow, what you wrote there is really good. I hope that somehow makes it into the game.

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Janette Segura
 
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Joined: Wed Aug 22, 2007 12:36 am

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