johnafrica Posted March 24, 2014 Share Posted March 24, 2014 (edited) Hello! First of all, I don't know if all of this is even possible to do within the game's limitations. It's pretty much just an outline, but it's something I (and possibly others) would love to see.So what I want, is a mod that adds industry to the excellent Real Time Settler mod by Arcoolka. If you have not tried it, I encourage you to do so. It gives you a whole new game within the game, and gives you the opportunity to be the mayor of your own town. If you are not familiar with it, you probably won't understand too much of this. I'd like this to create more of an "endgame" to the RTS mod. RTS Industry Expansion Wouldn't it be nice to be able to turn your not-so-small-anymore settlement into a production hub? I mean, you are already fully able to do so within the original package, but it doesn't quite have the immersion it could have. You are now fully able to produce six million jets and sell them to Motor-Runner, but quite frankly, it does feel a bit like cheating. I would want to add something to this. Read on if you're interested. I want to add...*drumroll* Industrial caravans. At this point, you are able to trade the raw goods your settlement harvests to the various factions. I want to add to this list, but use actual in-game items, rather than just trading numbers. How, you ask? Well, this is the part I'm not sure if works within the game mechanics or not. But I'm sure the idea could be circumvented into some sort of working system. When you produce weapons in your workshop box, the items will automatically be teleported into freight containers (described below) when they reach a certain number (100? 500? 1000?).When your industrial caravans comes to your base, they will pick up the items in the container, haul them off, and the next time they arrive at the corresponding settlement, they will sell them. Money goes into the Brahmin Bess inventory, like all other profits. The prices on the items sold should be reduced to at least 1/8 or so of the original courier's sell price, to imitate some sort of production cost and bulk discount. Either that, or to pay into the Business Manager (see Trade Office below), either way would work, the latter would be even more immersive, but I also suspect, more difficult. The caravans will only take the items that corresponds to their client, so building several of these containers would probably be best. I'll get back to this. I've compiled a list of the possible buyers below: Fiends: Chems (negative rep with Khan's, because drug dealers usually dislike other drug dealers)Van Graff: Energy Weapons (negative rep with Gun Runners due to competition)Gun Runners and/or Mick and Ralph: Guns (negative rep with Van Graff for the same reason)Brotherhood of Steel: Food, or maybe electronical components (negative rep with the NCR)Boomers: Heavy weapons (negative rep with Mr. House - or any other faction that suits better)Followers of the Apocalypse: Medicine, like stimpacks, radaway, med-x, etc (positive effect with Freeside, no drawback)Omertas, Chairmen and White Glove Society: Alcohol and tobacco(negative rep with the Followers) So. You are still reading, so you must be interested somehow. Either that, or very bored, but either way, I'm going to continue, by telling what we'd need for this. Other than some skilled modders, lots of patience and enough coffee to kill a brahmin. NEW BUILDING: Trade OfficeThis is a building that uses one (1) settler to run (Business Manager), where you have a computer that you can use to run your business and set up your industrial caravans. Placed orders will also show here. In the equipment box upon spawning this building, there'll be (apart from the random decorative junk), freight containers. These are called stuff like "Energy Weapon Container", "Heavy Weapons Container", etc. One for each category of goods. When placed, these are the ones that the manufactured items gets teleported into, and also the ones the corresponding caravan will pick up their goods at. If the part about teleporting goods become a problem, the player could always put the goods into these manually, that also works. Or employ a settler into becoming a teamster, and have him pick up and place goods, also an idea, if it's possible. That solution would probably be the best one of the lot. I'd like, but not sure if it is even possible, to have the various clients place orders on the computer in your Trade Office. Say, for example, that the Van Graffs order 500 plasma rifles, then you'd be given a bonus if you can supply them with those. Maybe by be given a random uncommon weapon of level appropriate class (that you can put into production) and a lump sum of caps. NEW BUILDING: Mercenary OfficeYou can't honestly say that you'd send caravans carrying thousands of caps worth of weapons/chems/whatever armed only with a cute smile and good intentions? No, sir!This here would be a building of the standard RTS format, where you can hire mercenaries. It will also require a settler to run the shop (Mercenary Manager?). Mercs does not require food, but cannot work as anything else. Would also be cool if the premade merc models looked a bit more rugged than the normal settlers, though I'm not sure if the game lets you do that. When idle, they'll hang around in the bar if you've built one. Mercs comes with slightly better gear and weapons than your average RTS settlers, and could cost a generous sum to hire. I'm thinking 10000 caps per employee. Expensive? Yeah. But industry isn't supposed to be cheap, and you'll make this back soon enough. It should also be possible to equip these mercs with the apparel of your choice, just like normal RTS settlers. So, what is an industrial caravan?An industrial caravan will have to be tougher than regular caravans. These does not travel between towns, but only back and forth from the player's settlement (or fortress if you've been at it long enough) and to their client. One Industrial Caravan should consist of:1 caravan worker (as already present in the game)3 mercenaries5 brahmin Yeah, they'd be expensive to set up. But hey, this isn't something you do right off the bat until your settlement is thriving. Another unessential idea is to employ your idle mercenaries on gun work for smaller sums of caps (500-3000 caps), depending on the job, where they go away for a couple of days, and have a very small chance of getting killed. This would be useful when you've built all of your industrial caravans, but still want to increase the productivity of your town. This could also be managed from the computer in the Trade Office. If anyone who's crazy enough to take on this project needs names for the mercs (as they have in RTS), I will gladly oblige by making a huge list of those. I could also create faces for the mercs, I'm pretty good at that, but I don't know exactly how, so you'd have to rip them out of savegames.Types of missions could be things like assassinations (big pay, higher risk), defending farmsteads (low pay, low risk), bounty hunting (medium pay, medium risk), bodyguard services (low risk, low pay), external caravan escorts (low/low), things like that. So this is my vision of what would've been a really cool addition to RTS. It's a pretty tall order, I know that, but I'm sure there would be other out there who enjoys RTS as much as I do. Accepting this request would surely make you the hero of million, no, BILLIONS of Fallout players out there! I am sure I'm gonna come up with new ideas and concepts to this, so expect edits. Until then, have a glorious day! Edited March 24, 2014 by John_Africa Link to comment Share on other sites More sharing options...
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