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About Leaving Salvage Beacons in Dangerous Places

Catallaxis

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So an obvious modification to Salvage Beacons would be to add some kind of risk that your salvage team will fail to retrieve their intended cache, but the hard problem is how to do this.

Seems to me that certain locations should be flagged as "Dangerous", and dangerous locations should carry a risk of failure. Moreover, the player should be alerted to the possibility of failure when placing the beacon, so that they have the opportunity to abort the action.

What this means is that there would still be a risk free option, but just that the player may have to carry their junk around a little while longer before they can take advantage of it.

The problem is how to recognise whether locations are dangerous are not. Some are easy--some locations are always dangerous and others are more or less always safe. However, others are only sometimes dangerous. Perhaps locations that are tagged as "Cleared" should be risk free. Maybe some locations should be so dangerous that salvagers simply refuse to go there.

The risk of failure should be generally small. Maybe specific locations can have a higher chance of failure, but mostly it should be small, otherwise people would just never use beacons in dangerous locations.

Sure you've thought of this already.
 
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Ooh, this ties into my thought, that you might get a quest to go help out a salvage team that was 'in trouble', if you 'fail' you lose the salvage. But i'm not sure how fallout4 generates events in the background and i guess this would need a permanently running script of some sort?
 
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