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Fusion Core Mechanics Guild(FCMG)

Which name do you like the most?

  • Fusion Core Mechanics Guild (FCMG)

    Votes: 0 0.0%
  • C.I.T. Engineers Core (CEC)

    Votes: 0 0.0%

  • Total voters
    2
  • Poll closed .

Rojobow

Member
Messages
61
CONQUEROR ADD ON FACTION :Fusion Core Mechanics Guild(FCMG)
possible names?

Uranium BioMech Engineers
Commonwealth Scrap Co.
C.I.T. Engineer's Core

Kinggath just had a play through video where he made an excellent suggestion that there be a mod where in order to Fast Travel you must pay a % of your Fusion Cores. This is sorely needed for an "inbetween" spot between very hard and survivor.1)Survivor with no fast travel is an immense burden in the game when using power armor; especially those of us who use better locational damage or other up scaled difficulties where power armor is reserved for only the hardest battles, sometimes you use all your cores just getting there.


2) Playing on Very Hard with fast travel is far too convenient with power armor on the other hand. Plus the other caveats such as now i don't need to eat, now the enemies are easier, now it destroys my ghoul-meat-packing factory with production line can-assembly! :)

TL;DR
I just added 1 step onto the thought, create a Sim's Settlement Add-on Faction that is oriented around "allowing/guarding" fast travel.
So they are a loosely organized guild that allows you to "warp" fast/travel for a percentage of your fusion core. Taxation of power cores in all major population hubs is sanctioned by on a settlement to settlement basis. Your caps are no good, your weapons are no good. Primarily a good guy faction.
So i thought what if we could create a dynamic fast travel system through a Conqueror faction add-on? Combining the Conqueror Mod & perhaps survival options could allow for different tax % and so much more as Fusion Core Mechanics would be a living & breathing way to balance fusion cores & power armor on two hardest difficulties while also adding a faction that takes settlements and loses them.



I am not a modder, i barely have begun understanding making SS plots, but i wanted to add onto his suggestion and see what others think!







 
Last edited:
CONQUEROR ADD ON FACTION :Fusion Core Mechanics Guild(FCMG)
possible names?

Uranium BioMech Engineers
Commonwealth Scrap Co.
C.I.T. Engineer's Core

Kinggath just had a play through video where he made an excellent suggestion that there be a mod where in order to Fast Travel you must pay a % of your Fusion Cores. This is sorely needed for an "inbetween" spot between very hard and survivor.1)Survivor with no fast travel is an immense burden in the game when using power armor; especially those of us who use better locational damage or other up scaled difficulties where power armor is reserved for only the hardest battles, sometimes you use all your cores just getting there.


2) Playing on Very Hard with fast travel is far too convenient with power armor on the other hand. Plus the other caveats such as now i don't need to eat, now the enemies are easier, now it destroys my ghoul-meat-packing factory with production line can-assembly! :)

TL;DR
I just added 1 step onto the thought, create a Sim's Settlement Add-on Faction that is oriented around "allowing/guarding" fast travel.
So they are a loosely organized guild that allows you to "warp" fast/travel for a percentage of your fusion core. Taxation of power cores in all major population hubs is sanctioned by on a settlement to settlement basis. Your caps are no good, your weapons are no good. Primarily a good guy faction.
So i thought what if we could create a dynamic fast travel system through a Conqueror faction add-on? Combining the Conqueror Mod & perhaps survival options could allow for different tax % and so much more as Fusion Core Mechanics would be a living & breathing way to balance fusion cores & power armor on two hardest difficulties while also adding a faction that takes settlements and loses them.



I am not a modder, i barely have begun understanding making SS plots, but i wanted to add onto his suggestion and see what others think!

While i like the core concept of the mechanic, I'm not entirely sure what the benefit of wrapping it into a faction would be.
 
There's the APC mods with fuel. Maybe a faction around scavenging and repairing APCs for tranport?
 
While i like the core concept of the mechanic, I'm not entirely sure what the benefit of wrapping it into a faction would be.

I suppose to make it more of an RP element while addressing the need.

I like the APCs idea alot! I just want to know if something like this is doable or even possible to pull off. Reducing a power core %/building the characters and dialogue/allowing fast travel_no fast travel.
I just thought he addressed such a critical thing i found in my first Conqueror playthrough on survival i wanted to discuss it with others.
 
What the game really needs is fast travel interactivity. Like Daggerfall, or Dragon Age.

So you click fast travel. The mod takes over, fading the screen to black. It calculates the journey time, then counts down the hours to go. There's a % chance every hour* that the journey is interrupted.

*that's how it would appear to the player. I'd have it fire an interrupt every N+D hours, with large N to prevent repeat interrupts, and a small +D deviavtion.

An interrupt could simply be an enemy fight at a midpoint location.

The APC transport mod has % chance enemy spawns on arrival. However it's not interrupts, but at the end of the journey. I reckon that's to prevent F4SE dependency (adding spawns to the APC world cells).

The mod could also apply this to waits/sleeps ("There are sounds nearby").
 
NB. There is also Immersive Fast Travel, which consumes fuel. A simple xEdit modmod could switch the fuel requirement to fusion cores.
 
There's that one mod that allows you to tag along with provisioners for a fee, so you can fast travel to settlements that are connected without breaking immersion too much. Maybe Idek can add this to his logistics station as a lvl 3 perk?
 
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