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Send others on radiant quests


dagincourt88

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As a general of the minutemen, it's unrealistic to personally grant favors to each and every settler in the commonwealth. If some settler got kidnapped or if there's a ghoul problem somewhere, I should be able to send a small team to take care of the problem instead of doing it myself.

Sending others to do your quests have some pitfalls

 

-You get a lot less XP when others finish that radiant quest for you.

-There's a good chance they might fail.

-The more obvious one, is that you don't get any loot.

 

You should also have the option to send your current companion along with that team. This improves the odds of success, plus you get a little more XP.

 

What happens when your companion fails the radiant quest you sent him/her on?

 

-You will get a notification that your people have failed.

-Your companion may like you less, depending on personality.

-You may find your companion injured or captured at the quest location.

-If your companion is captured, it will spawn a "rescue companion" quest.

What happens when your companion succeeds?

-Depending on personality, your companion may like you more

-You get more XP than you would, sending regular minutemen.

-Your companion may return with some random loot like ammo, stimpaks, food etc.

All of these have a perk requirement i.e Local Leader rank 3

Edited by dagincourt88
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i agree! what good is being the general, if someone is giving YOU orders... tell preston to go fix the s#*! himself. awesome idea! and the xp loss would balance it out. at the same time though, i think it would still be important for the general to make an appearance at prospective settlements. once you have the settlement though, send a team to deal with issues.

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Yeah! Maybe you'd need a companion to lead the mission if it's meant to be successful. Minutemen aren't really up to the task.

  • Cait needs to do something, she's getting bored in that settlement. Failure makes her grumpy.
  • Codsworth would automatically fail but love you anyway.
  • Curie likes being sent on rescue missions, but dislikes being sent on a killing spree. Even if she's successfull, she hates it.
  • Danse can waltz in and kill everything thanks to his position in the brotherhood. But you have to complete some brotherhood missions first. A recruit doens't give orders to a paladin!
  • Deacon likes rescue missions but will go on any type of mission without complaining.
  • Dogmeat can't lead the minutemen.
  • Hancock can help out with connections to goodneighbor. He can sometimes solve a raider-kidnapping without violence for a lot less money. He will return with tons of drugs if the enemies are raiders.
  • MacCready likes rescue missions but will accept every other job too. He's a pro, so failure doesn't decrease affinity.
  • Nick loves freeing hostages. If he fails that not a problem, he's used to being a hostage.
  • Piper can't help you there, the baddies don't care about press.
  • Preston likes everything.
  • Strong has to do the missions alone, the minutemen won't follow a supermutant. If he fails, he'd feel not being strong enough - not your fault. Strong would always return with fresh flesh, sometimes human flesh...
  • X6-88 just gets the job done.
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I have some stuff I like to add. I don't think there should be a total XP loss. I think that if you are close, but not going in, you will get full XP. If you are at the settlement, you will lose some XP, but still gain enough to really matter. If you are clear across the map, then you would get half the XP you would normally get. I also think that certain companions can handle things better than others.

 

Strong is a super mutant, they won't see him as a threat. He could either convince the super mutants to leave, or kill them all. (I wish he was a Nightkin instead, would make things really fun.)

Hancock, being a ghoul, he can get in, kill the leader, and get out without ever really being bothered by any ghouls. (Of course he would kill all of them, just because they are feral.)

MacCready, because he is friends with the Gunners, even though he left them, he can still get into places, and out, that Gunners hold, and does what needs to be done. (Oh, and for a price, can call in a small group of Gunners to clear a place out.)

Danse, because he is BoS, can call in a squad, and just waltz through, smashing everything he needs to, to get the job done.

X6, unless you destroy the Institute, can clear out a place, and like Danse, can call synth reinforcements to clear out a place.

Preston, like Danse and X6, can call in other units of minutemen, and clear the place as well.

 

I think the rest that Arnaeus has listed. I just wanted to add my own variation on that list. I will say with all kidnappings, that the companion/squad goes in, clears it out to the door, and then you can go through with said companion/squad, and make short work of the whole situation.

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Absolutely brilliant idea, maybe the Radiant quests could be modified a bit, or become multi-stage to reflect on companion's strengths...

Send Deacon, Hancock, Nick or even Piper in first to recon (Greater success chance for mission - But also risky for the scout companions depending on what the situation is, they MAY get caught/hurt. If the recon fails, the enemy will HEAVILY buff their defences)

Preston, McReady and Danse are the squad leaders, leading a team to assault the objective. (Preston better at settlement defence, MacCready better for rescue missions, Danse better at exterminations)
Dogmeat, Curie, Piper and Codsworth available to go with the team as support/medic.

Finally Send Cait, Strong, X6 as the cleanup crew (or an option as extra muscle/fire-support in the attack)

I think doing this is great, but the idea as well is that the Sole Survivor is the Uber-Badass who can solo this stuff, the others need numbers and planning to effectively pull off a mission.

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  • 2 weeks later...

 

Yeah! Maybe you'd need a companion to lead the mission if it's meant to be successful. Minutemen aren't really up to the task.

  • Cait needs to do something, she's getting bored in that settlement. Failure makes her grumpy.
  • Codsworth would automatically fail but love you anyway.
  • Curie likes being sent on rescue missions, but dislikes being sent on a killing spree. Even if she's successfull, she hates it.
  • Danse can waltz in and kill everything thanks to his position in the brotherhood. But you have to complete some brotherhood missions first. A recruit doens't give orders to a paladin!
  • Deacon likes rescue missions but will go on any type of mission without complaining.
  • Dogmeat can't lead the minutemen.
  • Hancock can help out with connections to goodneighbor. He can sometimes solve a raider-kidnapping without violence for a lot less money. He will return with tons of drugs if the enemies are raiders.
  • MacCready likes rescue missions but will accept every other job too. He's a pro, so failure doesn't decrease affinity.
  • Nick loves freeing hostages. If he fails that not a problem, he's used to being a hostage.
  • Piper can't help you there, the baddies don't care about press.
  • Preston likes everything.
  • Strong has to do the missions alone, the minutemen won't follow a supermutant. If he fails, he'd feel not being strong enough - not your fault. Strong would always return with fresh flesh, sometimes human flesh...
  • X6-88 just gets the job done.

 

This would be awesome :)

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