Suggestion Combat roles for robots

Discussion in 'Conqueror (Mod Suggestions Here)' started by Lemnear, Sep 5, 2019.

  1. Lemnear

    Lemnear New Member

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    It makes no sense to ban Assaultrons and Sentry bots from working as patrols and guards with conqueror.
    Even the dumbest raiders wouldn't use bots equipped with gatling laser and nuclear launcher as scrap collector or farmer. Even more so for Gunner and BoS.

    Ideally conqueror would check robot armor and damage to automatically decide if they are better suited for combat or worker. So we don't end up with protectron farmers assigned to patrol instead of sentries.

    Alternativly make bots freely assignable by players and even with automatic assignment on have them locked in the role and task the player gave them.
     
  2. Rites

    Rites Member

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    Just use them as provisioners. Might not get the bonuses from being a patrol, but it's still fun to have them pop up to defend your vassals and outposts if they happen to be in the area when you are doing a defense mission.

    On a side note, when I was trying the gunners pack, assaultrons/sentry/and Mr gutsy's are valid candidates for patrol. They just don't level up according to the mod description.
     
  3. Lemnear

    Lemnear New Member

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    I use them as provisioners with idks station and didn't convert all settlements to vassals so i can still use them as guards.
    That's just a work around though, it doesn't make bots as useful in conqueror as they are in normal ss.
     
  4. Opi Vali

    Opi Vali Member

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    I have found they have a harder time going to their plots and staying there. They congregate and using the back to work part of the gavel doesn’t really work.
     
  5. Ozirambler

    Ozirambler New Member Patreon Supporter

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    I agree it would be great to be able to build and then assign robots to guards and warriors but I would imagine that would conflict with also recruiting warriors as all the tasks have a maintenance cost in food/caps/ammo.
     
  6. Lemnear

    Lemnear New Member

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    If i'm not mistaken the recruitment script only checks once every 24h ingame time how many new recruits to actually spawn. It's very unlikely for the player to build a bot just on that tick. In the worse case the player made 1 extra soldier and now goes slightly into negative supplies.
    In my opinion that's something easily fixable by allowing us to fire civilians and recruits and disassemble bots.

    I'm torn on maintaince cost.
    Canonically a lot of pre war bots are still in perfect working order when the player meets them. Mr Handy seems to be the most maintenance free of all with Codsworth, Curie, all of Greygarden and Far Harbor Grand Hotel as examples. But there are also fully functional Potectrons in almost every Metro and Assaultrons and Sentries in many military installations or checkpoints.

    From a game mechanics point of view though bots should have caps and material upkeep slightly above warriors while being unable to rank up. At lvl 0 a sentry should be better than a warrior, but with increasing levels warriors should offer more bang for your buck.
    Bots also shouldn't get buffs from armory, field hospital and food buffs like normal soldiers.
     
  7. Ozirambler

    Ozirambler New Member Patreon Supporter

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    Been told that if you get the industrial city mod then you can play as the rust devils faction but that it has new industries that deal with building robot citizens that then do everything that a settler can

    https://www.nexusmods.com/fallout4/mods/23948
     

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