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Spartanfox01

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Everything posted by Spartanfox01

  1. That is really what I'm looking for with the framework of Rise of the Commonwealth attached to it so we can build and share cities or have like a default tier of how a raider settlement looks compared to a Gunners settlement. And so on and so on.
  2. Yeah I just wish some very basic would exist like that. I feel like you have a good idea of what I mean. Id pay those modders a G to see that actually happen. I've also never played Nuka World yet. I have the DLC but haven't gotten to it. I've actually played for about 400 hours and haven't beaten the game yet. Main quest I mean.
  3. I really would love if someone would show me if this is a thing yet. I don't know how it hasn't So the settlements in my mind are cool. Sim settlements made them better but I also think that the mod Rise of the commonwealth is one that really makes Sim settlements for me. Here's the thing why stop there? Take that mechanic in rise of the commonwealth, the one that let's you assign a settler as a mayor and do that for the other factions in the commonwealth. What I really mean is those empty settlements all over the place, let the factions that be Main Factions Minute Men Insitute BOS Railroad Gunners (With the modders non hostile mod) Minor Factions Raiders Super Mutants Others? Infestation Factions (Non-Buildable factions) Wild Dogs Feral Ghouls Insect Hives DeathClaw Nests (Baby Claws) Have all those able to capture empty and occupied settlements. Build there own cities with Sim Settlements and Rise of the Commonwealth. I always thought this would be a very revolutionary overhaul. Even if it takes away from the Minutemen questlines I think it still has a lot of content to add. It could definitely go in any direction from there. I have plenty of ideas but that basic concept is really all I want to see. The Commonwealth is so sleepy. There are all these heavyweight factions all around not capturing the strategic points it really seems like a missed opportunity that should have been a thing in the game. Tell me what you think. ADD to it. OR show me where this is a thing!
  4. Who else is sick of the weak mods coming out of the Nexus these days?? Literally no game changers what so ever.
  5. I haven't played that game but I love the idea. Each faction would need a mother base in this case. Maybe even minor factions would have one and would roam trying to aquire one. (super mutants) I really like this though thany you.
  6. First edit PART 1 (Freindly Faction changes) My initial idea for this mod was to bring back some of the true RPG elements of fallout, with a less run and gun feel while keeping it relevant. My biggest target is pointless violence. Example, Why do the Gunner's waste ammunition of one guy who does not make them any money. Them being mercenaries for hire. Also the quest possibilities for this faction are insane to just to think of locations and characters the Gunner's have. All Gunner City/Bases Gunners plaza - Regional HQGreenetech GeneticsHalluciGen, Inc.Mass Bay Medical CenterMass Fusion building (before Mass Fusion or Spoils of War)Mass Pike InterchangePostal SquareQuincyVault 75Vault 95Hub City Auto WreckersSeveral unmarked bases on top of highway system, easily spotted by the windmill.Just northeast of Skylanes Flight 1981Just east of Parsons CreameryAnd the Characters BarnesCommander Bear Private Benson[1] Brett Dunmore (formerly) Captain BridgetBulletLieutenant ClintConners CruzColonel CypressHarrald Private Hart Major Jefferies Commander Kaylor Sergeant Lanier Sergeant Lee Locke Private Martin Monique Dunmore (formerly) Robert Joseph MacCready (formerly)Lieutenant RyanRyderSabot TessaCorporal TorninCaptain WesWinlock Now Imagine the amounts of content this adds for Modders to mess with. Obviously you won't be able to just walk into any Gunner strong hold. It just offers the ability to capture settlements in the name of the Gunners... Part 2 (Joinable conquest Factions) Capture settlement's in the name of many Factions for that Factions leader, with many factions having the ability of you rising through the ranks to become the commanding leader. Friendly join-able Factions The Brotherhood of steel ( opens conquest missions based on tech sites or sites that produce things the brotherhood need) The Minutemen (Work how they originally designed with minor tweaks. Not as weak as they start in the base game, have captured sanctuary. Need help defending it against attack when you come upon them.) The Gunner's ( Opens up Gunner's Rise quest line in the commonwealth more details later)ââThe RailRoad (Opens up Railroad Resettlement) Hancock & His Triggermen (Detail later) The Institute (Not friendly until end game. More detail later)Always Enemy Factions (But can still setup trade) Tommy & His TriggermenAlways Enemy Factions Raiders (Attack and capture settlements with low population and high resource output)Super Mutants (Attack and capture settlements with high population and low defence ratings)Children of Atom (Attack and capture settlements with low population and high radiation value)Rust Devils (Attack settlements with high population of robot settlers)Forged (Attack and capture settlements near factories and with power armor stations)Commwealth Mutants (Attack any settlements with the intent of killing all population automatically un-claiming it for that faction owner.) Now you ask why for all these people. Part 3 (Settlement specific Resources) - settlement locations are added and improved. They will all have a specific resource critical for survival, expansion. Examples, scrap, weapon production, metal( aluminum, steel) This will work in the form of scav tables worked by settlers. Build only 3 per settlement. Offers hundreds of items per day per station. This will work with conquest mod to adding based on surrounding area a item to be harvested. Now your saying but dude that's to op and will ruin the game. Now wait. Part 4 (War) - settlements that have stock piles of resources will be raided by enemy and Waring factions for their booty and can even capture the settlements completely. Taking over production and construct their own style of buildings(not Destroying yours) example super mutant hordes will build spikes and gut bags for all the new dead settlers they've killed. Conquesting factions will run rampant across the common wealth. Warring for reasources of for the sake of war (super mutants). Alliances will be forged money and reasources will change hands if wars are going one way for a faction. The commonwealth population (random spawns) will reflect current powerful enemies and allies. Be as evil and coniving as you wish. Or try to bring the commonwealth together. But remember not all people will ever get along. Epic tower defence like seiges with many new seiges equipments and fortifications. - mini nuke artillery (single + mirv + emp) - concret bunkers - manned machine gun emplacements - Tanks... Prolly not Unique faction npc commanders to barter with. Trading reasources, weapons, men, settlements. Peaceful & aggeresive tactics. Large scale settlement warfare. 50v50 Generated enemy fortifications. Who wants to see this mod? What would you add to this concept? I really sick of seeing people just say hey make me a cool automatic rifle. I'm bored with the mods coming out of the workshop these days.
  7. I've seen a lot of people mod to completely rid the game of the radiant quests but no creative solutions in the game to fix them. In the case of the minute men. I'd suggest on completion of a radiant quest, you recieve a special weekly resource from that settlement.(copper, glass, steel screws circuitry, anything!). It could even be an improvement that opens up that can be worked by that settlement from helping them. The more of that settlements radiant quests you do the more of that supply you get. Intresting and creative ideas like that is what I really want to see. Not just another gun mod. That to though ;)
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