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New Settler Roles and Ideas


tritonforge

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Requesting new settler roles/jobs; CK is almost out!

 

What do we want to see settlers doing?

 

Roles:

- Priest (as annoying as skyrim Heimskr), moves around settlement with open book and preaches; can script other settlers to idle nearby momentarily to listen, raises settlement happiness because some people need faith in the wasteland

- Fisherman, sits where you assign and fishes

- Bartender, does bottle tricks and uses wash cloth to clean glasses

- Entertainer, plays drums on upside down pails/plays a guitar/sings at microphone; can script other settlers to dance animation nearby momentarily

- Hunter, same patrol style as guards, wanders and kills creatures, loots the meat

- Supervisor, walks around telling people to get to work ("No lollygagging")

 

Overhauls:

- settlers can go crazy; randomized event where random settler asks you for jet and promises it's just to try it once. if you give him jet eventually he will become addicted and scream "I can't take this anymore!" and attack the other settlers. giving him addictol right away will prevent this.

- settlers try to recruit you into other factions; a minuteman whispers to you "Hey General, hear me out for second? We're a dying breed...etc"; depending on charisma you can convince him off the idea or let him bring you to a raider/BOS/Institute/etc camp

- settlers fist fight each other for items/food; raider script

- settlers talk to each other; in skyrim NPCs could converse with each other. why do fallout NPCs just walk around and talk to themselves or to you when you're not looking at them? should include NPC flirting, arguing, discussing, etc

- settlers play around; randomized idle animations where an NPC shoots a tin can, sits down and plays chess with another NPC, junk jets a basketball at a hoop or a bowling bowl at the nearest bowling pin

- settlers commit crimes; what makes a settlement immersive? the tendencies of a community without government. a random NPC will sneak and pickpocket another settler, or fist fight to the death over an item. if the player comes upon this randomized event, he/she will have to issue an order for justice by fee or death or exile from the settlement. you will have to pick a side and choose who was in the wrong.

- settlers can get sick; random settler can become ill and will remain in stretcher bed/gurney if you have built one. they will be removed from the settler count and will not work. This way, when you see that your population decreased you can't assume that someone was killed. They can be cured by the player stimpacking them (easier to script)

- settlers can get paid; as a bottlecap dump function, since end game wealth is often gamebreaking. should be an option to pay out a large sum to each settler (500 bottlecaps per settler) which will increase settlement happiness temporarily by +1 per 10 settlers (20 settlers = +2). this option is optional but gives you a reason to spend caps.

Edited by tritonforge
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