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JamesWob

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  1. Something that I immediately wanted to try when joining the game was to be "Evil". Catch Humans, maybe even only humans, and progress that way onwards to the end. However I was very saddened by three main points, the first being the main one: • They cannot use their Guns/Weapons. • They cannot help out in the base bar a measly lvl 1 handiwork. • They cannot use taught moves. I have been openly stating a mod that enabled the caught Humans to behave like their wild-versions with fighting (using guns/grenades/etc) would be SO MUCH BETTER. And to have a camp of people that can do the harvesting/watering/lumber/etc etc etc WOULD ALSO BE GREAT... I really don't know why the Dev's didn't do this already, perhaps like many mod suggestions I’ve browsed here it might be done soon anyway, but here's hoping! A further suggestion could be to vary the humans work-abilities so some do watering, others mining, and so on... However I noticed that in the Pal Extractor you can "buff" 1 human-pal with any of the other types, e.g. to get a 1-star Syndicate Gunner you can sacrifice 2 Expedition Survivor, 1 Syndicate Gunner, 1 Syndicate Grenadier. Perhaps that means they're all the same "Pal" but still worth trying. If they cannot be diversified then perhaps simply giving them all level 1 across the board may work, but I imagine that could get messy as some tasks get favoured over others. (Note: I am aware of "All Humans All Work Suitabilitys LV4 v0.1.4.0" and "NPC Workers" but level 4 on everything/some is a bit OTT for my "Vanilla" current run-through)
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