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Settlements Expanded Project


Doedel

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What do you guys think about a warfront? And by that I mean a large military base or outpost that is under constant threat of attack. Allowing the player to come in, and fight their way through hordes of enemies in hope to reclaim a lost artifact? This is just my idea but heres an in depth look at it.

 

-10 - 20 sections

-For each section completed the small outpost in the beginning will give you money

-Is not scaled for low levels and therefore is best completed in small bites as the player progresses in levels or as a serious challenge for a max level character.

-each section increases in difficulty. The first section may have 1 or 2 raiders but the 5th or 6th section may contain several super mutants in a close quarters fire fight.

-The final room is the grand finale featuring a large scale and extremely difficult fight that may take a few tries to complete. Because steamrolling your way to amazing weapons is kinda boring.

-After dispatching all of the enemies you are given a choice. Hand the artifact over to the soldiers and receive a reward that may include perks, caps, ammo, and such or keep the deadly super weapon for yourself and show those soldiers that you keep what you earn.

 

Now in this type of mod you could include a type of respawn so that the player can do it all over again for fun, caps, or some other reward or something. This is just an idea I had bouncing off my head for awhile that I thought could add a little something that would be fun to do over and over again to give the game more replay, not that it doesn't have plenty xD. I'm not amazing with the geck yet and I only just started college to study Game and Simulation programing so all I really know how to do at the moment is build so rough versions of areas and do minor tweaks.

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Well this sounds like a great idea too me, im not sure if this has been mentioned (i didnt feel like reading through 7 pages of posts) but as my name is Dave i would love to see something done with the Republic of Dave lol

 

Perhaps make it so you can become the leader then its name could change to the "Repbulic of "Player"", add a couple more buildings and a couple more citizens, maybe a shop and a doctor plus a work shop.

 

Anyways, just a though, ill be looking forward to this one!

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  • 1 month later...

Sounds good so far Doedel!

Really liking how you're trying to keep the feel of the areas.

Just a few suggestions, and I know plants have been suggested earlier, but the settlements could do with more in the way of sustenance, i.e. tilled fields, growing irradiated cabbage/corn as seen in fallout 1. Also, maybe some village wells, or some sort of pulley system for Arefu to get water from beneath the road (I know this would be irradiated but that could be explained/for the ghouls only).

There could also be things like sheets of tarp hung above houses etc for collecting moisture, and perhaps script some simple npcs to check on them.

IMO this would really add depth and increase the believability of the settlements.

Plus, why does nobody have the desire to keep warm at night? Maybe some pre-war portable radiators (rare, though) and fires could make an appearance.

 

Keep up the good work anyway, I like what you've shown of Arefu. :)

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  • 2 weeks later...

Hi.

 

Sorry about the quiet. I haven't been active in a couple of months due to "other obligations".

 

I've recently (ie today) been starting to rekindle efforts to get some sort of collaboration for a settlement expansion project going. I've had a couple of people I've been talking with and right now I'm working out where this project is at (and if it's even at anywhere).

 

I'm still interested in this, however. Basic "construction" of Arefu is completed, new NPCs added, all navmeshes finalized. However I've run into problems with Dialogue and scripted events/triggers, both of which are out of my current scope of modding. As such I don't feel comfortable "releasing" Arefu_Expanded without being able to do it properly, as in being able to have limited Dialogue for new NPCs and proper event triggering (namely, NPCs only appearing after the Family quest has been completed).

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