darkedone02 Posted November 24, 2015 Share Posted November 24, 2015 (edited) [Project Anno]: The Resettlement of the whole commonwealth. Description: The settlement system is a wonderful system dispite it's problems, annoyances, and the lack of content that was provided with the whole system, and now I'm starting to see modders developing new things that we could have that already existed into the game, and allowing us to build those on our bases. This is wonderful and hopefully these bright minded people come together to develop someone interesting that I want to see happen. What I want to see is turning this game into a bit of an ANNO experience. If your not familar with the ANNO series that ubisoft and the other past developers before it's acquisitions, it's a game based on colonizating an uncharted land, and building a city on it, as well as a supply/demand system to continue to the growth of the city, making citizens move up from settler to partician, as well as unlock further and further construction options. When messing around with this game, this game give me that feint resences, however it's quite limited on it's own. With basic fundamentals such as providing clean water, growing food, producing power, and making defenses to keep your colony safe, it felt lacking... I was hoping we have some greater means of production, trading within the settlement as well as outside the settlement to establish a chain caravan on goods to diamond city, and other places that needed help, but that didn't happen. I want to change that, I want to make it more better then just pure survival... I want to push for a good decent goal and that is to make the commonwealth rehabitable and cleanse the city from it's filth, a resurrection of a missing city, and the chance to rehabit big towns, and possibly take over diamond town as well and make it even bigger then it already is. This mod that in the planning stages will require a lot of new things to happen, such as development of a tech tree or further enchance the seek and find of blueprints from not just the default magazines, but add new ones in that further unlock new options, as well as some features to transform settlers to traders, scientists, engineers, and other technicians that could benefit from enchancing the settlements out there. The ability to send certain settlers to other settlements that is in dire need of repopulations, and finally adding in a way to turn existing work places such as those factories and get it up and running to mass produce pre-war materials that we could need, or change it to something else. This is going to be one big project that I want to see though, and hopefully once I found my way though learning how to mod fallout and reap though the knowledge that it benefit, I could see if I could make this happen somehow. Would you guys like to see a huge transformation of the settlement system to make it even more challenging, better, and possibly more fun? Further unlocks to enhance the beauty, and have an upgrade system that helps you produce more power, and have better food and water and more? If you got any good decent ideas that could make this mod happen, feel free to post about it. Goals:Production Chain System, a means to an end for developing and utilizating and further means of bettering the settlement system.Supply and Demand Revamped, changing the way how settlements require food and water, by developing an output and input system, producing set results then a regular static amount.Development of a Trade and Warehouse system to store and trade your items with other settlements in the commonwealth.Development of an upgrade system that could benefit the settlement, producing more results from existing objects to produce better results.Expansion plans of enlarging the radius of a settlement, providing more room to grow and utilized the environment for better habitation.Merging the current storyline and quest system to benefit the resettlement system, such as adding blueprints from existing quests, and unlocking resettlement/usage of particular areasDevelopment of a tech tree system, and providing a basic set of requirements of advancement of the settlements.A tier system for settlers to upgrade from merchants, scientists, engineers, and more that could provide better growth of the settlement.A Skill System for settlers to enhance the growth of certain fields of expertise, valuing settlers even more then just regular units. Edited December 2, 2015 by darkedone02 Link to comment Share on other sites More sharing options...
darkedone02 Posted November 25, 2015 Author Share Posted November 25, 2015 What do you guys think? Link to comment Share on other sites More sharing options...
matheryn Posted November 25, 2015 Share Posted November 25, 2015 I think its a fantastic idea and along with the tier'd system you could have blueprints for different building repairs such as roofing restoration for pre existing buildings in sanctuary and also have the coding done so that the settlers have to repair them over time after acquiring the right blueprints Link to comment Share on other sites More sharing options...
darkedone02 Posted November 25, 2015 Author Share Posted November 25, 2015 I think its a fantastic idea and along with the tier'd system you could have blueprints for different building repairs such as roofing restoration for pre existing buildings in sanctuary and also have the coding done so that the settlers have to repair them over time after acquiring the right blueprints Possibly we could add in a multi-constructive stage system, Where baisc stage 1 is it's current form, while basic stage 2, most of the place have been cleaned up, better textures of the house, and some repair, but not all. Stage 3 is when the whole roof has been repaired and more housework such as shelfs and kitchen units are operateable, even some of the house have been repainted. Stage 4 is when everything is finished and fully operatable back like it was during the pre-war era. Each Stage cost extra certain resources to progress, each stage make it's more useful. Citizens who live in a pre-war home should have bonuses on there stats for better living conditions, making them work better and possibly faster on certain fields of expertise. Link to comment Share on other sites More sharing options...
mglushed0 Posted November 25, 2015 Share Posted November 25, 2015 (edited) This is an awesome idea!!! I also want to make it something like a real time strategy game. Improve raider's AI so that they can attempt to TAKE OVER your fallen settlements! After taking over a settlement, they can decide to start building their own base upon it. They can grow food, grow their number, craft their own equipment just like what you can do, and then send waves of attack to your bases!Another thing I want to do is to improve combat system, make more defense system variants, and raider should be able to send different type of units to attack you, like, they can send vertibirds to attack you from above, can send TANKS to attack on ground, so you would need to build proper AT and AA systems.Aaand another thing: Buildings are destructible! So they can use siege weapons/vehicles to destroy your bases. Also buildings are repairable, you can train builders to automatically maintain/repair your building and assets!Ohh and, every piece you can build has their own weight, so you can't just build flying houses and things which wouldn't be balanced!And I would like to implement a building time and building plan system to make it more realistic! Like you can place markers to plan/design the architecture of your building, like placing ghost walls, and after you are done planning, you can start actually building it! And building every piece takes time, you can also assign builders to automatically help you build faster! Edited November 25, 2015 by mglushed0 Link to comment Share on other sites More sharing options...
darkedone02 Posted November 30, 2015 Author Share Posted November 30, 2015 This is an awesome idea!!! I also want to make it something like a real time strategy game. Improve raider's AI so that they can attempt to TAKE OVER your fallen settlements! After taking over a settlement, they can decide to start building their own base upon it. They can grow food, grow their number, craft their own equipment just like what you can do, and then send waves of attack to your bases!Another thing I want to do is to improve combat system, make more defense system variants, and raider should be able to send different type of units to attack you, like, they can send vertibirds to attack you from above, can send TANKS to attack on ground, so you would need to build proper AT and AA systems.Aaand another thing: Buildings are destructible! So they can use siege weapons/vehicles to destroy your bases. Also buildings are repairable, you can train builders to automatically maintain/repair your building and assets!Ohh and, every piece you can build has their own weight, so you can't just build flying houses and things which wouldn't be balanced!And I would like to implement a building time and building plan system to make it more realistic! Like you can place markers to plan/design the architecture of your building, like placing ghost walls, and after you are done planning, you can start actually building it! And building every piece takes time, you can also assign builders to automatically help you build faster! I would like to see this new revamp of an AI system that could take over settlements, rather it someone you are hostile against such as raiders, super mutants, and possibly any other faction your against like Brotherhood of Steel, Railroad, or Institute. Which makes interesting customized designs on the bases they could take over. Each and Every faction should have their own custom design of building bases. Destruction should be a thing and modifiable at the difficulty that the user should take, for example people who want the very easy difficulty would have almost indestructible parts, while those on legendary, your going to feel the pain of repairing the walls that you made, along with the frequency of the raids that happen possibly... Maybe it will feel frustrating but challenges are suppose to be hard, right? For this building plan system, aka the "blueprint mode" system sounds wonderful, I would like to see if I could implement that as well when pressing V then pressing B to see all the blueprinted objects you have set up. I don't know about the building time and the builders yet... most people probably want the instantaneous builds like we currently have, but maybe I could make the system for those who don't want instantaneous builds, and rather have a decent build time system, and assigning construction workers to build it. Link to comment Share on other sites More sharing options...
nathanlevi Posted November 30, 2015 Share Posted November 30, 2015 I think when GECK comes out it would be the time to make a full commitment to changing the way settlements work. I would like more involvement in the Npc's and settlers in general. The inclusion of having certain types of settlers with knowledge of certain skill's or designs would be the start of a great improvement to the whole system. then you could also have a "schematic mode" or such where you sort of map out what construction needs doing and Npc's without assignments or with skill's in that specific type of engineering would get to work and build while you adventure and that also implies that there is a possibility of like legendary settlers / engineers and so on to create and design plans that would be rare and unique and also opens the options of even giving settlers reasons for having a level. ( also means you can teach or imply they grow in there skill and so on the ideas are endless. If you have time watch https://www.youtube.com/watch?v=A34poZ6paGs This guys analysis is amazing and also brings up some interesting idea's about starting as a raider and making your own factions and he's really informative. worth the watch. Link to comment Share on other sites More sharing options...
darkedone02 Posted December 1, 2015 Author Share Posted December 1, 2015 I think when GECK comes out it would be the time to make a full commitment to changing the way settlements work. I would like more involvement in the Npc's and settlers in general. The inclusion of having certain types of settlers with knowledge of certain skill's or designs would be the start of a great improvement to the whole system. then you could also have a "schematic mode" or such where you sort of map out what construction needs doing and Npc's without assignments or with skill's in that specific type of engineering would get to work and build while you adventure and that also implies that there is a possibility of like legendary settlers / engineers and so on to create and design plans that would be rare and unique and also opens the options of even giving settlers reasons for having a level. ( also means you can teach or imply they grow in there skill and so on the ideas are endless. If you have time watch https://www.youtube.com/watch?v=A34poZ6paGs This guys analysis is amazing and also brings up some interesting idea's about starting as a raider and making your own factions and he's really informative. worth the watch. thanks for the link, I'll take a look at it in the future. I wanted specializations for settlers for many reasons, since I want a tech tree that help improve upon things that existed, as well as things that requires a blueprint first as a requirement to research it. I've wanted each specilization to benefit the community, for example if one my settlers excel at the science skills, he can be eligible to become a scientist, and scientist have the ability to give out greater research points to be used to discover certain tech trees, as well as boosting the percentage of discovering hidden upgrades related towards science as well hidden technology that could benefit us. Like for example, a random event of a piece of solar panels from san francisco made it's way here in sanctuary by local traders, one of the scientist been researching the material and unlocked the path towards solar energy, which gains extra power during the day, but halves during the night, it will also halves during certain weather that clouds up the skies such as rad storms and rain. There so many things that I wanted to bring into the table once the geck comes out, I'll be all over it to make this mod come true, it be the best thing that people would love to have... turning the entire wasteland to be the first state to fully become re civilized... Link to comment Share on other sites More sharing options...
ecutruin Posted December 1, 2015 Share Posted December 1, 2015 Hey! This sounds awesome. I also was dissatisfied with the limit of the settlement system. One thing I wanted to look into implementing was having food/water actually be tied to food/water items and not constructions (constructions produce said items when managed by a settler, instead). I think this would encourage the player to take additional food/water when scavenging to their settlements. It'd be nice to be able to add more complex needs to settlers as well as skills to them to have you value individual settlers. I would love to see this expanded beyond that to finding gas cans to actually run generators (leaving wind as one of the only renewable generators). Link to comment Share on other sites More sharing options...
darkedone02 Posted December 1, 2015 Author Share Posted December 1, 2015 Hey! This sounds awesome. I also was dissatisfied with the limit of the settlement system. One thing I wanted to look into implementing was having food/water actually be tied to food/water items and not constructions (constructions produce said items when managed by a settler, instead). I think this would encourage the player to take additional food/water when scavenging to their settlements. It'd be nice to be able to add more complex needs to settlers as well as skills to them to have you value individual settlers. I would love to see this expanded beyond that to finding gas cans to actually run generators (leaving wind as one of the only renewable generators). I was thinking about keeping the food/water system as it is with employement but increase the rate of settlers and changing the food/water system of instead of a non-static number (like our current version), so instead of your tato producing 1 forever, it will instead produce between 2-5 depending how hard your workers productivity and their skill. Advance settlers in the future on argiculture will double the amount of food produce, so you can have like 11 produced on one tato plant, and since the current system allow 6 plants in one, your probably producing 66 food by just one person maintaining 6 tatos, which could feed alot of settlers that be coming in. you will need extra settlers to become engineers,scientist, and possibly military units as well, who could wear power armor, and other weaponry... more professions to assign them... probably if you got one skilled person who could become your supervisor, which help remove some of the micromanagement later on (like the supervisor auto assign settlers instead of you doing it, and you can choose how you prioritizes the positions needed). Link to comment Share on other sites More sharing options...
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