First off, I'm loathed to complain about anything about SS because I love it so much and you all have done such marvelous work.
But... while I love the idea behind this scenario, it really missed the mark for my playthrough:
Just my two cents. Cheers,
-Thorncrag
But... while I love the idea behind this scenario, it really missed the mark for my playthrough:
- First, it occurred in Sanctuary, which at the time for me was my most fortified outpost with 163 defense.
- Second, the quest script seems to have "un-discovered" Sanctuary preventing me from fast traveling to it. If this is a bug, it should be fixed. If this was intentional out of a desire to prevent players from fast traveling to the targeted settlement, I have to say I don't understand the rationale or its implementation.
- The Gunners also spawned inside the workshop house which doesn't really make sense to me given the checkpoints they would have had to pass. I assume this isn't related to spawning limitations in the game but rather because the quest wanted the settlement to have already been fully taken over.
- While I like the idea that the comm hub might give them special access or some sort ability to infiltrate, it does not make sense to me that any of my human settlers would allow gunners in unopposed given the a) nature of the gunners and b) the trouble that we experienced with them already throughout the questline. After all, communication exists outside the comm hub.
- Perhaps the quest should do a check of the settlement's defense and happiness level when choosing which settlement this occurs in, assuming it is not scripted to occur in Sanctuary (if it is, perhaps it shouldn't).
Just my two cents. Cheers,
-Thorncrag