What should bethesda put in dlc as far as settlements go

Post » Mon Nov 30, 2015 10:05 am

Easier task setting for settlers, and also what tasks they are appointed to already..and some one said mannequins

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Jessie Rae Brouillette
 
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Post » Mon Nov 30, 2015 10:51 am

More build objects, smarter settlers, and a better way to manage supply lines.

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Kortknee Bell
 
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Post » Mon Nov 30, 2015 8:31 am

faction settlements - Think synth cities, brotherhood outposts, raider settlements..

various unique buildings with associated settlements..

Brotherhood - tech patrols that bring you interesting items..

Synths - Augment shop for the player/settlers? It might be neat to have settlers are cyborged up to defend your settlement.

raiders - Raiders gotta raid. Cap/item/crop/slaves generated by raiding parties.

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Bloomer
 
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Post » Mon Nov 30, 2015 9:49 am

I would like to be added:

  • either a tool to level out ground or make it so the foundations can be as tall as you want them to be
  • faction based building for bos, institute and railroad
  • better settler management system ui
  • more metal building e.g. metal stairs and floors
  • brick and stone options
  • buildable robots for defense and traders
  • material shipment trader stalls (expensive stall so cant get it starught away)
  • ability to repair prewar structures like castle and your prewar home
  • vault 111 surrounding area turned into a settlement or have it joined onto sanctuary
  • windows
  • safe/vault for income generated from all settlements
  • player locked objects like doors chairs and beds to prevent npc from using them
  • elevators
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Greg Swan
 
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Post » Mon Nov 30, 2015 9:40 am

Wall and ceiling mounted turrets
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Alessandra Botham
 
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Post » Mon Nov 30, 2015 3:28 am

Sandbags and other things, like maybe more turrets and prefabs.

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bonita mathews
 
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Post » Mon Nov 30, 2015 10:18 am

A few new settlement locals maybe something like clear out an infested vault or subway station better UI for settlers & electricity & more mods for weapons & armor would be outstanding

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Gemma Archer
 
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Post » Mon Nov 30, 2015 8:03 am

I'd settle for these.

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Benjamin Holz
 
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Post » Mon Nov 30, 2015 2:40 am

Ok a few more came up with after some more construction work

Let me demolish the Ruined Buildings in locations like Tenpines and County Crossing and clear them back to the foundation like I can with the ruined buildings in Sanctuary
Let me Scrap/store/Move all existing Shacks and components at settlements (Hangmans, Tenpines, County Crossing etc)
Fix Non scrap-able Environment items (Trees, Cars, etc at certain Settlement locations)
Provide a power conduit that passes through walls so I don't have to find a gap in a wall to bring power lines into a large building to extend lighting coverage
Give me some visual indication of power coverage so I can plan wiring and conduit placement.
Fix lighting issues where I have to remove and replace lights to get them to work.
Allow me to remove scenery items like small shrubs and bushes that cause clipping issues. If I can remove a tree then a shrub should be no problem.

Let me Move/Scrap/Store the lanterns on the floor at locations like Sanctuary and County Crossing that cause clipping issues
Ditto for the small dirt piles at some locations
Let me use the empty planters at Graygarden and Greentop to plant crops
Let me scrap/store/move unused planters at these locations (currently will only let me scrap the used ones)
Let me build new planters
Let me build walls with Windows
In general if I can scrap it I should be able to build it
Let me build Greenhouses and have them improve crop growth and yield.
Show me where Provisioners are on their assigned trade route, or at the very least tell me when then are at their destination so I can find them and make any changes I need to their route and give them new armour and weapons.
Improve the ability to place items (try placing an antique globe on a table and you will see what I mean)
Stop NPCs wandering into where I am trying to place items so I have to wait for them to leave before I can continue building
Allow me to see (either on the compass or the Map) where my Companion or other NPC is. So when Dogmeat barks I can find where on earth he is.
When I cant place an item because it is clipping something show me clearly what it is clipping with.
Allow me to assign a settler as a Handyman who will repair items that are damaged in an attack but prompt me with a message showing what resources are needed so I can prioritize what he should repair and what he should leave.

Allow me to assemble several parts together and then "Group" them so I can move the whole assembled unit in one piece.

OK here is a big one, allow me to experiment with construction and builds to see what works/fits and what doesn't but do not build it or use resources until I exit Workshop mode. Give me a confirm message when exiting showing the total of all resources that will be used (but only for the items I used not the ones I discarded during that session), if I accept.
So many times I have wanted to build something and have constructed most of it only to discover several key bits wont fit so gave up but had used a bunch of resources on parts I no longer needed. This would allow people to be much more creative with their settlement designs.
For example I would like to completely redo the building layout at Hangmans Alley but not all of the exiting structure is movable or Store-able so I want to experiment with what I can do that will work in with the structures I cant do anything about without wasting resources building components and discovering that ultimately it wont fit and I want to go back to how it was. I can Save prior to construction and revert if it doesn't work but being able to try different layouts without keep saving would be a big help.

Will see what more I can come up with

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Chenae Butler
 
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