When to recall dwellers

Post » Sun Feb 14, 2016 5:04 pm

Right now I have Jericho, who has been out for over 2 days. He has 3 stimpaks left and a whole bunch of radaways.


When is it the best time to recall dwellers? And yes, I am trying to break the 60hr threshold.

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Ladymorphine
 
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Post » Sun Feb 14, 2016 1:13 am

10% health left and no stim packs! You have to sit on it but I would simply time his stim pack use (check every 30 mins, I think it averages about 2 an hour) and make sure you are around well in time to make sure he is not ganked!

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MR.BIGG
 
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Post » Sun Feb 14, 2016 9:24 am

You have to recall them when you notice they stop finding items.
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Sun of Sammy
 
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Post » Sun Feb 14, 2016 3:50 am

Dont look at the radaways unless your Dweller has very low endurance (anything under 10 gives you radiation poisoning after a while, maybe even under 11). How many stimpacks have you given him when he left, how long has been gone exactly at this time, then do the math on how many stimpacks he more or less uses per hour. Then you can easily calculate when you should recall him. Personally I think if you have the caps to revive him, just let him go until he dies, then revive him. By that point he should have more than enough caps to compensate for whatever it cost you to revive him, plus you're not sending them out for caps anymore anyway; you're sending them for loot.

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Hayley O'Gara
 
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Post » Sun Feb 14, 2016 3:09 pm

Google "timed events fallout shelter" and read about when the timed events are.


If you don't think they will live to the next timed event, then recall them or wait till they die and revive them and then recall them.


I think the last good events before the guard depot at 60 hours are the events at 20 and 30 hours...and there is a new Mr. Handy timed event at 75 hours...
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Samantha Wood
 
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Post » Sun Feb 14, 2016 10:14 am

Somewhere between 60 and 100 hours is best ... since the maximum inventory is 100 items there is little benefit to run them beyond that ... after the National Guard Depot even at a little past 60 hours there are no more notable events ... generally I run them until they get down to 0-1 STIMs (or are dead)

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Victor Oropeza
 
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Post » Sun Feb 14, 2016 2:15 am

Update, he is now getting some good loot. (making me smile). He is at lvl 50 has the second best power armor in the game and the Infiltrator. Like you guys said I am going to leave him out until he dies or hits 60hrs. Whatever comes first. I will update when needed.

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Silvia Gil
 
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Post » Sun Feb 14, 2016 6:47 am

Note that the National Guard Depot event doesn't always occur right at 60 hours ... it should be within the first 15 minutes of that hour though ... also the chances are hit and miss ... even with 55 explorers I come up dry a lot

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Dominic Vaughan
 
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Post » Sun Feb 14, 2016 4:25 pm


I'd say:



The longer they stay on the waster, the faster they chug stims and rad-aways but the better loot they find; but you must also play with the time you have, and what access you have to the game (for example, I have a FS on my phone, but I also play on a tablet). My phone is always with me, so I have a much higher control and can always load the game for a couple of minutes, but my tablet is not accessible for several hours while I'm away from home



You must not play against milestones, but mainly against your access time to your playing device, the more control over your device, the more risks you can take, but you must still expect the unexpected (OMFG, battery down and forgot the charger at home...) If you are confident your wanderer will reach a specific milestone (60hr National Depot, 75hr Mr Handy) without dying, then go for it. If you don't quite think if your wanderer will reach a milestone, then it depends on your device's "general" accessibility.



If you need 5h to reach a milestone but can connect for a couple of minutes every hour to check, then you may go for it, but if you must decide to either recall NOW or leave your wanderer ten more hours in the wastes until you have the chance to check your tablet, then you're gambling his/her survival probabilites against the chances tha he/she'll wind that Depot and succeed on the SPECIAL check. 9h later you may find him alive and kicking, or a nice tombstone and a 3000 cap revive cost. Of course, If you're swimming in caps, you simply don't mind.



TLDR: The more access you have to your playing device, the more risks you can take.

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Laura Shipley
 
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