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Suggestion Walls lack purpose

MadGax

Well-Known Member
Messages
306
What are the point of walls other than aesthetics or choke-points?
There is a mod called autodoors that locks the gate when an enemy triggers a sensor, forcing your settlers onto the walls em-battlements instead of running out the gate into the wide open like a crazy raider

Are there any plans to keep settlers from running out the front gate in every single settlement conflict?
Can Conqueror be used to make walls em-battlements useful?
 
Want to make sure they never pass the gate? Bury a flatbed trailer from Decorations> Vehicles >Shiping just below the ground under the gate. They will not path over that.

Conqueror is about busting walls anyway, not keeping settlers behind them.
 
Why even bother to build walls then?
Just leave everything wide open, ya know, like in the real world populated with raider's, ghouls and deathclaws.
 
What are the point of walls other than aesthetics or choke-points?

Mechanics wise, they have no point. Attackers will eventually just teleport through them. Attackers will spawn inside them. Best you can hope is that walls will funnel attackers towards other active defenses. Otherwise, it's looks.

Classic post by tankthing ( this thread is fun read btw):

Walls provide no real benefit from a game mechanics point of view.

I'm not saying I don't wall some of my settlements but it's a purely aesthetic choice because of immersion, not something factored in as a defense mechanic in the game. Modding can set walls to provide a defense bonus but the mods are inconsistent and simply add a bonus to a piece. I could wall my settlement with busses for example and have an equally effective wall with zero defense bonus even though busses would be far more sturdy than flimsy plywood junk walls.

This is likely why the developers didn't choose to accord walls any sort of defense value coupled with some like me who frequently use junk walls internally in the settlement for multi-story buildings who could cheese the defense system easily by just making the walls and sinking them below ground if I didn't want them to show up.

That is the vanilla game. Stupid or not, it's what we have.

From a purely technical point of view, both DC and GN are in special cells that don't have attack spawn points. That's why you get a loading screen when entering either of them and also why they don't see attacks on the interior. You can actually escape an attack by going inside and the enemies won't follow.

Walls add to the poly count of settlements and can be a problem for that reason in the form of a resource drain on the player's machine.

Walls won't prevent attackers from entering the settlement even a little. If they can't path in, they'll teleport. As previously stated, the most they can do is channel attackers into the guns and even then you'll likely still get spawns near the workbench half the time.

What practical value do you think walls bring that hasn't been covered already?
-emphasis mine.

But then comes Conqueror.

Now walls do have a use and it's to keep you, the pc, out of a settlement.

Every defensive advantage you thought or imagined provided by walls finally comes into play, but only against you and your raiders.

I could imagine some mad disaster artist of a city planner making one completely walled off, no entrances. Settlers, civilians, normal attackers would get in and out business as usual. But it would be impossible for you to take the settlement without a jet pack.
 
Thanks, that puts some perspective on it. I have known about the uselessness of walls for quite some time.
I had worked around the issues with attackers spawning in the settlement and making NPC's use walls by auto locking the gate with mods.
I once defended Sanctuary with about 25 NPCs against a group of 40 souped up supermutants with 5 behemoths from covenant walls. Battle lasted for like 10-15 minutes and i lost half a dozen leveled up NPCs.
That's what I would like to see in city building for Conquer.
 
Are there any plans to keep settlers from running out the front gate in every single settlement conflict?

Totally, fixated on the front but spaced on the end of this post, sorry.

making NPC's use walls by auto locking the gate with mods.

You could maybe swap out the gates the CP uses for auto locking ones? I guess you'd want to wait until level 3 though.

Also, I wonder if the walls themselves are the root problem. Maybe the settlers' AI is trying to get a line of sight on the attackers? I don't wall off my settlements (the maintenance cost for walls is build budget and I can't afford it) and some of my settlers will often actually just stand around oblivious to a fight. Except the ones with baseball bats: They'll rush into in fight with a reckless abandon.

I once defended Sanctuary with about 25 NPCs against a group of 40 souped up supermutants with 5 behemoths from covenant walls. Battle lasted for like 10-15 minutes and i lost half a dozen leveled up NPCs.

That sounds great!
 
You ridiculing me for this seems a bit ridiculous.

I talk to my settlers all the time :crazy

I even dress them up and make them do funny things :lol

Any reference to the humor of it all is just good natured silliness :mosking

We are grown people playing with digital representations of a post apocalyptic world for hundreds of hours if not more. hahahaha, Ridiculing is a harsh word. Ridiculous is spot-on.
 
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Thanks, that puts some perspective on it. I have known about the uselessness of walls for quite some time.
I had worked around the issues with attackers spawning in the settlement and making NPC's use walls by auto locking the gate with mods.
I once defended Sanctuary with about 25 NPCs against a group of 40 souped up supermutants with 5 behemoths from covenant walls. Battle lasted for like 10-15 minutes and i lost half a dozen leveled up NPCs.
That's what I would like to see in city building for Conquer.
Walls as settlement defense and strategy are one of the most underwhelming aspects of FO4. Used to spend lots of time on building walls and choke points (something that was functional and important part of AoE gameplay), but have essentially stopped doing so in my first SS-RotC-IR playthrough (btw @kinggath bought PC to specifically play these mods). Truth be told, battles are more fun as the enemy NPCs don’t get stuck doing stupid things (IMO, really poor team attack/defense strategy) and I don’t get frustrated because the non-synth enemies teleport through the walls.
 
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Want to make sure they never pass the gate? Bury a flatbed trailer from Decorations> Vehicles >Shiping just below the ground under the gate. They will not path over that.

Conqueror is about busting walls anyway, not keeping settlers behind them.
OMG! You, sir, are a bonefide genius. I just tried this in Sanctuary - they normally bolt out and down the street and get friendly fired from my turrets - now they just stand there, at the threshold and join in with the massacre.....
What a great tip!
 
I had an small mod that turn the junk gate into an actual door that locks itself when the settle,ent is under attack, that mixed with plataforms in the walls made that my settlers would most of the time just shoot from the walls instead of rushing like suicidal idiots.

Eventually they made the glorious eletric doors so now I just press the button and the settlement goes on siege mode. far better than updating a mod every time beth decides to screw F4SE.
 
Siren with one of those logic gates connected to the garage door thing. Siren goes off, garage door closes, all my settlers are fairly safe yet have guns in hand as we wait for the attackers that aren't picked off by turrets to teleport in
 
The mod "get off my buildzone" makes enemies spawn outside the buildzone, outside of your walls. I attach the door mechanism to the siren, and the gate shuts.
 
Now walls do have a use and it's to keep you, the pc, out of a settlement.
In non allied, non-subjugated settlements, they’re still an aesthetic as there’s currently no (one time) check of who you are before you walk in and take everything not flagged as owned. In my experience thus far this means all crops... not a trivial thing early in game.
 
The mod "get off my buildzone" makes enemies spawn outside the buildzone, outside of your walls. I attach the door mechanism to the siren, and the gate shuts.
thought about getting/enabling that mod but was unsure if it had some unexpected impact on SS and Conquerer. You’ve have no problems?
 
I haven't actually studied it carefully to see if it works perfectly, but it doesn't seem completely ineffectual.
 
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