SarahAda
Well-Known Member
- Messages
- 927
I've seen this sentiment a lot from people, but i never understand it. i put more effort into managing the HQ then i do most of my other settlements, but less then all my other settlements together, and while i have never made it to the end of the HQ either, that's mostly because my game is dying to script run away about every 30 days like clockwork now. most of my engagement with the HQ is to pop in every few days and fire off new projects, then look around at what projects i want to do next and what resources i need to make that happen, and write myself a note to increase that resource the next time i am at a settlement that might be able to provide it. it's hardly world consuming micromanagement.The whole GNN Plaza micromanagement BS is a game killer for me. [...]
as far as i am aware, that's the point of the HQ, to test your mastery of the settlement building network and give you a place to use all SS2 settlement successes. it lets you get benefits from those settlers who have a 75 endurance because you left them on the treadmill at Abernathy for the past 428 in-game days, you get credit for all those settlements that just pour out food and sprout water like weeds, and you get to burn off some of those industrial outputs as the literal cure for all diseases. it's (probably intentionally) a bit slow compared to the story quests, but it's also not forcing you to play it like the gunner attacks.
SS2 has always been a bit weird. it's a ostensibly system oriented mod focused on settlement building, but also has this rich and detailed story based quest chain in it. that means at least half of your audience is going to be more interested in only half your mod, but it walks the line masterfully, and does a better job of balancing that then Automotron or Nuka World ever did.
i believe Chapter 3 (and i have NO basis for this, i'm a rando speculating here) will start about halfway through How to HQ when the majority of departments are online or just after Doctor in the house, because both of those feel like good places for a competing empire to appear and threaten your new and shaky hegemony. i suspect that the ending of Commonwealth Rising (and at this point, i still don't know what that is) is going to be a "side quest" for people who enjoy engage in the HQ like i do (but don't have a game ending bug every month like i do). again, i am speculating, but the HQ feels like an end game system to me, not the middle of a plot focused trilogy. if any of that is true, it means that the HQ will remain a optional mastery system for end game players, something beautiful you can build into if it interests you, just like it is now.
i will NEVER understand how someone could walk away from a mod as literally game-changing as SS2 because it has one corner end system they don't like, or are too intimidated to even engage with it on the systems terms to decide if they like it in the first place.