warbrand2 Posted October 10, 2016 Share Posted October 10, 2016 every time I see an APC or tank in fallout 4, I wonder why can't I fix that, I can build freaking robots, turn a pile of rubble into a factory, I have an army at my call but I can't fix a rusted down tank, or vertibird... well why not. So for this I am making a mod request. Note this hole thing will require a heavily moddified script of the power armor to work, as it is a vehicle idea. heavy armor Tanks of the commonwealth this is a vehicle idea, right now I have two vehicle ideas, the APC and the TANK, only the APC is posted in full, with the tank being slightly referenced bellow it. APC.http://fallout.wikia.com/wiki/Unnamed_armored_vehicle :Crafting: The APC requires the player to have science 2, and gun nut 3. as well as 100 steel, 20 gold, 1 circutry, 40 rubber, 10 plastic, and 10 nuclear material. and this is just to craft it at a settlement. :activating: when crafted, the player will find the APC completely useless at first, to get it running the player must enter the back where they will find an FC core box, with 9 empty slots, puting a fusion core in each will power the APC up and allow the player to enter the drivers seat. :function: drivingonce powered, the player can drive the APC over most terrain as it acts as well an all terrain troop transport. though there are limits like not being able to go up sharp climbs or down cliffs (doing so will wreck it causing an mininuke explosion follwed by the player getting ejected out the back, if they do not die, they will find it a wrecked husk which is useless) driving is simple tank controls with WASD, but what makes it unique is its main guns, in the front are 2 5.56 turrets with a limited firing area, and the main gun fires missiles though slower then a missile turret. these 3 guns give the APC a heavy area of effect which is good against most targets. :transport:once powered, the APC will have 4 settler assignment points, which the player can tell a settler to use, this makes it so that when the player enters the APC in said settlement they will see the settlers enter through the back, when the player leaves the APC they settlers will exit from the back, alternativily the player can hold ctrl to put on the breaks opening the back. when not at a settlement the settlers will gaurd the APC or follow the player for a short area. effectivly allowing the player to take in a strike team to hit exterior areas. :storage:the, apc by default would have 2 storage containers next to the driver door, one in the shape of an ammo case, the other in the overhead rack in the shape of a duffle bag. :travel:as the APC can be driven it works similar to the vertibirds as an alternate way to "fast" travel, while in this case the player will have to drive from point A to point B, they can still stop on the way, and will move faster then even sprinting in power armor but not as fast as air travel. :HEALTH:4,000 HPit should be noted your APC is not invencible like power armor it will need repaired and it does require FC cores to work, the difference is, repairing the APC requires you to park it at a settlement with a built repair depot( idea bellow) once parked there the player will have to head to the depot and well repair it, like with power armor the APC will snap to it, from here the player can also reinforce the plating, or change out the turrets.(idea minimal) ::depot::the depot is required to repair both the APC and tank, but it can not be used to build them. that said it is a good place to modify them. APC mod slots platingA plate: 4k HPb plate: 5k HPminutemen plate: 4k HP +50% energy resistancebrotherhood plate: 5k HP + explosive resistance fore gunslmgs: basicMMG: requires 1k .308 rounds, increases damage.HMG: requires 1k .50 call round, drasticly increases damage, but lowers fire rate main cannon40mm cannon: basic fires missilesvulcan cannon: replaces cannon with a 3 barreled minigun, lower damage but higher fire rate, will keep firing as long as a target is in range and sight.mortar: replaces cannon completely with in inset mortor system,(sentry bot back launchers), slow to fire but can shoot targets at long range, a player can craft a laser guide to aim it when not driving making it a good close range artillery. miscflare launcher: requires minute men alliance, when vehicle takes more then 1k damage launchers a flare that calls in minutemen supportvertibird signal radio: similar to teh flare but requires brotherhood of steel allies, calls in a vertibird, requires paladin rank.synth relay: removes ability to assign settlers to it, instead when you hold ctrl, or park it a group of 6 synths will relay in from teh cabin, one corser and 5 g1's.storage bay: removes ability to assign settlers, but adds a power armor station and more storage. HEAVY TANKhttp://fallout.wikia.com/wiki/Unnamed_tank :crafting:way more then the APC :activating:rear back are 2 nine hole FC slots, requires full to run, drains all after 3 RL days. (unlikely to be hit) :function:heavy support, useful only for well dificulty multiplier mods, like the raider overhall. :driving:pretty much same as the APC :GUNS,guns, guns:unlike the APC the tank has a player controlled main gun, which fires 2 shells at the target area, the shells act as a buffed brodsider with a slightly lower arc. along with this the tank would have 2 top mounted turrets, which the player can swap out independently, though the top one starts inactive, and the front one starts with a spot light. :pros/cons:it is much slower then the APC, and has no storage or support mods, that said it has 3x the HP of a max armored APC at min armor and can be modified with upto 6 turrets (wheel gaurd turrets or something). Link to comment Share on other sites More sharing options...
Mbahzv Posted October 11, 2016 Share Posted October 11, 2016 it would be hard to make it drivable Link to comment Share on other sites More sharing options...
warbrand2 Posted October 11, 2016 Author Share Posted October 11, 2016 not really, all it would need for function is to be a heavily moddified power armor with a speed up and slow down variable and different hit box. bethesda has already shown that vehicles are possible in their video for mods, just wish they released that hulking walker. Link to comment Share on other sites More sharing options...
BattiestPluto76 Posted February 22, 2020 Share Posted February 22, 2020 Please make this real. We have drivable cars and apc's that work well enough. Make tanks. Or a drivable settlement tank for 2. Link to comment Share on other sites More sharing options...
BattiestPluto76 Posted February 22, 2020 Share Posted February 22, 2020 There is a drivable apc mod but no tank still. What is the hold up. Link to comment Share on other sites More sharing options...
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