dragonturtle Posted June 15, 2016 Share Posted June 15, 2016 Long winded and probably redundant, but I didn't see anything in a search. So here goes... ISSUES- Recruiting settlements has no real payoff besides opening an alternate ending to the main quest.- Building settlements has no real payoff besides an achievement and/or self satisfaction of building a really nice settlement. SUGGESTION- I'd like to suggest a mod where recruiting AND building settlements has a direct impact on the MM faction in the gameworld. I'm aware there are MM faction mods already, but this mod changes the gameworld based on gradual in-game achievements by the player. DETAILS- I'm over a decade removed from my modding days, so I don't know the technical possibilities here. But suppose we have a relative strength modifier (RSM) that is determined by the following:# of recruited settlements # of settlers in each settlement size of each settlement (I realize this can be cheated by building swathes of useless stuff, but this is a mod for RPGers, not meta gamers) happiness of each settlement- A higher RSM will affect the following:Decrease MM radiant quest frequency!!! (the shutup Preston variable) Increase frequency of MM patrols Increase strength of MM patrols (level of MM relative to player, number of MM, better equipment) Decrease "defend the settlement" frequency Increase chances of a Defend The Castle-style multi-phase attack on a major settlement.- #4 is based on the fact that a strong MM faction would likely deter the small bands of raiders and whatnots from attacking them. #5 is based on the fact that a particularly valuable settlement (based on size, resources, settlers) would be tempting for a "boss" to gather an invasion force to seize it. So... on VERY rare occasions (several in-game months cooldown), have a multi-phase invasion by mutants, raiders, gunners, etc. on a high value settlement, with the boss showing up on the last wave (leveled behemoth, PA raiders, gunner vertibird, etc). Or attack the settlement with lowest defense/value ratio. Player can decide when to start the defense by talking to Preston and/or Ronnie who can temporarily teleport to the settlement (fast forward 4 hours after saying "yes we're ready"). Hopefully scaling the invasion to player level won't be too hard, this is supposed to reward and not punish the player for their effort. REWARDS- It would be nice to give the player some tangible rewards besides phat loot. How about permanently increasing settlement capacity by 2 settlers? The MM just turned aside an invasion, everyone will want to join! *************************** If you've read this far, thank you! I don't think I ever post here, and I probably won't again until the next Bethesda game, so if these ideas tickle any talented modder's fancy, please run with it. Link to comment Share on other sites More sharing options...
Nevercallmebyname Posted June 15, 2016 Share Posted June 15, 2016 Yeah I'd love to have this. I hate discovering that all my hard work on something serves no purpose. In fact my last play-through I just gave each settlement the minimum and then never spoke to them again cause what the fut ever they're not going to do anything for me in return and I don't play nice characters. Link to comment Share on other sites More sharing options...
mrudat Posted January 1, 2017 Share Posted January 1, 2017 Given the minutemen are described as citizen soldiers, though I'm not sure the modern incarnation matches that, I'd like it if instead of randomly generated NPCs being summoned/created as minutemen you instead get your own settlers from the nearest settlements; they would be armed and armoured by you, and if there is available power armour, should arrive wearing it (and return it to a power armour station when they return home). Given the historical definition of minutemen, there shouldn't really be patrols of minutemen, instead we should have minutemen appear similarly to the mysterious stranger; random exterior battles (where there are friendly NPCs that could have called for help) should have minutemen appear with a fairly low chance. As far as I am aware the "Defence" value counts as a relative strength modifier; turret attack power and guard posts don't really align well with how much damage each is capable of delivering to an enemy NPC, and doesn't take into account static fortifications, ie. a wall around the settlement, sniper nests, turret placement, buildings protecting vulnerable resources, etc. I'd like to have summoned minutemen automatically appear for a "defend the settlement" quest. Ideally they would spawn from the direction of their home settlement (or more properly the direction from which a provisioner would have arrived from said settlement), with more minutemen turning up over time as the attack continues, in order of distance from the settlement under attack. I'd suggest that a percentage of the settlers should appear, so a larger settlement can provide more fighters. A defensive value could be calculated from the size of the other aligned settlements, decreasing with distance as they will take longer to respond, and thus provide less of an deterrent to attack. Perhaps up to (population * happiness) / 4 settlers being available at a minute's notice? Perhaps assign each available minuteman a base defence value of 6 (equivalent of three guard posts, which can be manned by one settler). Modify that rating by 1/r^2 where r is the number of in-game minutes it will take for each detachment of minutemen to arrive at the given settlement? I'd include the local settlement in that calculation, so you get a defence boost of (population * happiness / 4) * 6 just based on the number of settlers. Artillery should count as extra defence for any aligned settlement within range; ideally artillery strikes would be called during settlement defence, though that might be tricky to arrange for intelligently, as it seems that NPCs don't seem to understand collateral damage. I like the idea of a larger attack being built up to attack a settlement being the reason why the time between attacks is longer; I'd prefer to have a sliding scale, rather than a threshold for the size of the attack; perhaps have some way of calculating an appropriate attack power to challenge the available defences, spawn the maximum number of possible enemy NPCs (there's an engine limitation on the maximum number of active combatants), and then keep spawning slightly more powerful NPCs as the earlier ones die until the total attack power is expended? If feasible this would be somewhat multi-stage, in the sense that there are waves of increasingly tough enemies, but should allow for a continuum of attack size, without needing to script out multiple different attack sizes. Perhaps the sum of the levels of all of the attacking NPCs being (10 * defence) + player level? Pick the most dangerous enemy from the level list, then roll repeatedly for the remaining enemies until the sum of enemy NPC levels exceeds the target, sort the list in order of increasing level, and spawn NPCs until you hit the cap on active combatants, then spawn more from the list until done. As for a reward, perhaps each successfully thwarted raid earns a (fractional?) boost to charisma, as this is what sets the population cap; or it could just be done by spawning a new settler in the settlement that was just attacked. I don't believe that there is a mechanism for losing settlers off the top of my head, apart from possibly having them die. As for levelling the minutemen, a large part of that is the quality of arms and armor that the NPCs spawn with, and if you've been outfitting your settlers they should have gear that's close to level-appropriate to the player, even if they themselves are under-levelled. Ideally your settlers would earn XP from their kills, slowly increasing in level over time; as far as I understand things you only get called upon for those raids which are capable of threatening the settlement, and logically (or actually, I'm not quite sure) your settlement fights off smaller raids on a semi-regular basis that you never hear about. This would be another source of XP for levelling your settlers. In theory a more strongly defended settlement regularly fights off stronger opponents, thus increasing the amount of XP the settlers earn. Perhaps be able to build a gun range for earning XP towards the perk for their current equipped weapon? Or perhaps be able to set up training at the castle for passing on your own skills. Link to comment Share on other sites More sharing options...
genolune Posted January 1, 2017 Share Posted January 1, 2017 Long winded and probably redundant, but I didn't see anything in a search. So here goes... ISSUES- Recruiting settlements has no real payoff besides opening an alternate ending to the main quest.- Building settlements has no real payoff besides an achievement and/or self satisfaction of building a really nice settlement. I used to think this too until I realized the following:The game is really meant to be played on survival mode in order for everything to really have weight and make sense. Food, water and shelter are provided at settlements and having pit stops across the map helps a lot in avoiding starvation, dehydration, death, losing a save, etc. They also have the bonus of expanding coverage for the flare gun and artillery support (if built nearby). That being said, there are two mods of interest: Minutemen Overhaul 2.0 and We Are The Minutemen with I think the Minutemen Overhaul 2.0 being the better one from what someone was saying when I was asking around. Some of the things mrudat mentioned could be implemented. Link to comment Share on other sites More sharing options...
lazloarcadia Posted October 1, 2017 Share Posted October 1, 2017 Two things I would add to this. As things have developed since the last posting on this (and yes I know this is Necro'ing an old thread) would be the introduction of Horizon. It is a complete Survival overhaul which makes the development of settlements MUCH more important in the game world as they now produce much of the needed items in the world. Things like adhesives (needed for most mods) come mostly from settlements with the right crops, food is more scarce and valuable, ammo is more scarce and produced in the settlements, fast travel (normally not allowed in Survival mode) is doable between settlements, etc.etc. We are the Minutemen, Fallout Commander (FCOM), and War of the Commonwealth are all excellent mods which add a tremendous amount of life and diversity to the game. Best of all, with the right patches and load order they are compatible with each other. As for "which is better" between We are the Minutemen and Minutemen Overhaul I'd say they were originally being developed along VERY similar lines, to the extend that both authors basically accused the other of stealing each others ideas. Ideally they should have worked together on one mod instead of fighting over two separate ones of course, but such was not to be. That said however some time ago the Minutemen Overhaul was apparently abandoned where as WATM has received continued support. For this reason, if none other, between the two mods I could only recommend WATM in good conscience. Link to comment Share on other sites More sharing options...
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