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A list of suggestion. Example: Plants consume water.


Sloub

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Game mechanics
  • Stimpack do not heal limb anymore. You need a doctor, or bandage/medic trouss and to have some Doctor perk to help yourself.
  • Some guns and notably automated guns can jam, to fix them, you get to get to your weapons workshop. Revolvers do not jam.
  • If companions dislike you too much, they might decide to leave you and not to fallow you for an amount of time.
  • Dance dislike when you pick junk. Because is the military type and you do not pick junk during an ops.
  • While wearing a power armor you can deactivate the power core, so that you can't run anymore, or jump or whatever, but the energy of the cose is not consumed.
Craft
  • craft-able Night goggles (require science).
  • Can no longer craft purified water from dirty water. Pure water is the job of water purifier.
Items
  • Coats, gloves, and maybe boots, that you can put on top of your armor. Only cosmetic, no DR bonus, also, possibily weight 0.
  • Sturdy Combat Armor is now Combat Armor Sturdy, Heavy combat armor is now Combat Armor Heavy.
The same applies to other armors and weapons.
  • You can type a name, for instance ''Combat armor'' and your inventory will only display Combat armors, nothing else.
//For pc players using autohotkey that are concerned with typing something, use ::suspend in your script (for instance using F1), it will pause your script so you can type.
Settlements
What does not translate in my suggestions: Most of those things should be automated, and the player shouldn't have to babysitt everything.
But for this to happen, you'll need a mayor, sheriff, mechanics, doctor etc.
A good settlement gestion should make a settlement capable of producing enough money to cover its own expanses.
  • Settlers can now, potentialy, have a background: trader, doctor (very, very rare), caravan guard, ex-merc, good cook, mechanic (can fix turrets), scavenger etc.
  • You can name a mayor to your settlements, or people can vote for it. The mayor can bring different kind of bonus if he is trader/doctor/caravan guard/of military background/sweet talker/''scientist''.
  • rename your settlers to actively get them a job: guard, patrol, armor-merchant, cook, mayor, sheriff; in addition you can now tell them where to work, a guard does not need a guard post, a trader does not need those trade post, by using the action key (''E'' vanilla) you point them to their work station. It can be a chair, or whatever.
By naming a settler ''patrol'', he will instantly patrol the settlement and guard it against intruders. A cook will increase happiness.
  • Providers use brahmins, but brahmins do not pop just out of thin air anymore, you have to buy them, then you can use them for caravans. If they don't do caravan jobs, they produce milk, but they also drink water. Although they don't need pure water, dirty will do. Milk increase happiness/lower stress.
  • Real doors: you can name a doorkeeper that will lock the door to outsiders in case of an attack. It should heavily help against ghouls attack, but the door has HP and can be destroyed.
Introducing this change, attackers should now be more numerous and well equipped (with rocket-launchers, fatman etc.).
  • You can have locked doors in your settlement to protect some of your equipement and what not, you can craft settlement keypass and give it to some settlers, so that they can pass those doors.
  • Generators can now be destroyed.
  • Generators consume oil (or something). But do not need oil to be constructed.
  • There can be visitors to your settlements, people that travel and need to spend the night, or curious people that want to see what the settlement looks like.
  • Raiders don't just attack, they first send envoy to tell you or the settlement mayor that they want some part of the cake, if the player or mayor does not comply, then they might attack.
  • Raiders can now look like tourists/travelers and infiltrate your settlement, when inside, they can start to shoot at your people.
  • Your settlers can practice gun, rifles, melee, etc. and become minutemen (more capable of handling themselves during siege).
  • By building a Aid Shop, the tenant of the shop is no longer capable of healing anyone. Only settlers with the doctor background can heal player and settlers.
  • Settlers can contract disease or become radiated. They can also get stress.
  • Having a Doctor assigned to a workstation in a settlement help curing diseased and irradiated settlers.
  • Some objects in settlement can lower stress, some other can increase stress.
  • Machine gun turrets need ammunition (open inventory and place ammo).
  • Settlements now produce a lot more money (from food, scavengers, water supplies, but also mayor background), the player can direct the income to a defined settlement through supply lines to get his share.
  • Can no longer build unlimited water purifier, only 4 top. Only water purifier provide water, the other water supplies is only there to get people proximity water (from water purifiers), but you can now build wells in settlement. Only one well per settlement and it provide 20 dirty water. You can build 1 water purifier on top of the well.
  • Plants (multifruit, melon etc.) now consume water.
  • Each settlement is different in its population capability. Sanctuary seem capable to hold about 40-70 people. While the castle could maintain 30 people, and Tiding-Coops 15 at most.
  • Settlement can now build their ''radio/ham station'', this allow them to launch distress call when they are attacked (which get the player to be notified through his pip-boy. If there isn't any in the settlement the player will not be prone that the settlement is under attack. If the player fast-travel to the settlement, it might be too late.
  • You can tagg some objects in the world so that scavenger teams from your settlement pick them up. You need to have built a ''ham-station/radio station'' and it to be active (someone working on it) so they pick your coordinate and dipatch a scavenger team.
  • /SPOILER - castle -/Minutemen artillery now consumes special, craft-able amunition (with the right perks), and only Minutemen (because they have the training) can man them.
  • /Maybe/ A new kind of generator that use power cores.
Edited by Sloub
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First of all, mannequins to showcase clothing & normal armor.

To top that off, a way to change the uniform of the minuteman into another outfit. (By using a specific mannequin for example)

 

Settlements would need sanitation. (Showers that work with a pump mechanism & makeshift toilets)

 

A small nuclear plant object for settlements that would be able to charge fusion cores. (Will cost a huge amount of nuclear material) ( Only available after stealing the plans from the Institute)

 

Specific gathering stations. A station that would smelt bullet shells for lead for example. Or a computer disassembler to gather circuits.

 

A specific "Bar" sign object to determine where the settlers would go to between 8 pm and 1 am.

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  • 1 month later...

i love these suggestions and i would like to stress this one!! :))

 

 


  • There can be visitors to your settlements, people that travel and need to spend the night, or curious people that want to see what the settlement looks like.

 

To immersion! (i need this translated into proper latin)

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