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Suggestion (Non-Settlement) Warzones

Rylasasin

Active Member
Messages
143
This idea borrows heavily from Warlike - The Great War of 2287, which itself borrows heavily from the Warzones Series of mods.

Basically, the way these would work: Several areas of the Commonwealth (and possibly Far Harbor and Nuka World) could be designated as "Warzones". Whenever you enter into a Warzone, there are an array of spawn points, up to 4, plus the current defender, all of which will spawn a random number of attackers (5-20). This means up to 4 factions (picked randomly from your available spawn packs) can attack a point all at once. The faction with the last main standing (minus yourself) wins control of the point.

If you abandon a warzone mid-fight, the winner is determined by the faction with the most soldiers remaining.

You can choose to participate in a raid of these places. Doing so works the same as raiding a settlement: you choose how many people you'll want to take into battle with you, and if you defeat everyone else and have some soldiers left over, you win the point. If there are only neutrals/allies remaining, the side with the most soldiers remaining wins the point. If that's not you, you'll have to pay caps to get them to turn it over to you (a LOT of them!) Or trade them for a lot of what their faction requires for recruitment (IE if you're running the Brotherhood pack and they win the point, you'd have to give them a lot of energy weapons.)

Once you do capture it though, you can assign guards to the point much like a vassal. Just like a settlement, you must defend it though. Unlike a settlement, a warzone does not have a control score. Defense missions start when the warzone respawns (itself a setting in the MCM menu).

... Or you could just waltz in and fight people without your faction. You can't capture the point this way though, but it's nice if you just want to have a straight up brawl with no strings attached.

Having control of the point offers a benefit to whatever side is holding it. What that benefit is depends on the point in question.

Proposed points and benefits:
  • University Point: Large increase in caps. Small increase in food and industrial.
  • Quincy: Moderate increase of caps, industrial, and food
  • Radio relay station (one of them): Increased rate of recruitment
  • Concord (only after you establish your outpost with Jammer, or after he's dead), Small Industrial increase (salvage).
  • Fishing Plant (forgot it's name, the one by Coastal Cottage): Large food increase for outposts.
  • Beantown Brewery (only after Tower Tom is dead): Increase in happiness in outposts.
  • Federal Rations Stockpile (only after Red Tourette is dead): Moderate increase in food and industrial
  • Medford Hospital: All outposts gain a free L1 Hospital.
  • Fort Strong: Large increase in industrial.
(If there are any more possibilities let me know.)

Essentially, they are a way to experience/make use of faction packs without having to consistently raid/defend settlements.

(MCM Menu options)

* Enable Warzones: Obvious. Enable this system entirely.
* Enable Warzone benefits: When enabled, Warzones give benefits for the factions that hold them. When disables, conquering warzones has no benefits other than salvage and slaves.
* Individual Warzones: (option branches down for each listed warzones): Essentially disables particular warzones. Useful if you still want warzones, but you have a settlement mod that deals with Quincy or University point.
* Warzones: Min Faction Commit: The minimum number a faction will commit to a warzone. Can be anywhere from 5 to 19. Must be lower than the max.
* Warzones: Max Faction Commit: The maximum number of soldiers a faction will commit to a warzone. Can be anywhere from 6 to 20. Must be higher than min.
* Enable Warzone Defense Missions: When enabled, when you have control of a warzone, you are given a defense mission for warzones once they respawn and once the defense randomizer has run out. When disabled, Warzones defense only starts once the warzone has respawned and you wander into it again, essentially meaning you can do warzone defenses at your leisure.
* Warzones ceasefire timer: Determines how many days after a warzones fight it takes for warzones to begin again. By default this is 5. Minimum is 1, max is 93.
* Warzones defense min randomizer: how many days miniumum after the warzone respawns will conquest wait before giving you a defense mission for said warzone? Min is 1, max is 30. Must be equal or higher than Warzones defense max randomizer.
* Warzone defense max randomizer: how many days maximum after the warzone respawns will conquest wait before giving you a defense mission for said warzone? min is 1, max is 30. Must be equal or higher than Warzones defense min randomizer.
 
It should not activate until your gang is large enough to participate in and actually located in the area.

Meaning If I take trip to Diamond City through areas not in my territory then my gang should not be involved.
 
Well, you wouldn't be able to capture them without your gang anyway, but it would still activate even if you didn't have your gang with you. That way, you could be a passive observer, or just go khorne berserker on everyone's asses and come out of it with loot (kinda like the aformentioned linked mods.)

In fact, one point of this whole thing is the ability to repeatedly encounter enemy factions in battle without the need of even commanding a faction, or going to a settlement.

That, and a way to farm soldier XP and captives.
 
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