Gus Smedstad
New Member
- Messages
- 2
I recently experimented with a low-Charisma survival game. For the most part, Sim Settlements and in particular the Logistics add-on made this workable for a while. That is, until I started loading up with enough gear that carrying capacity was a problem.
In Survival, no fast travel and reduced carrying capacity make really cleaning out a location a problem. Every time you reach capacity, it means a long slog back to the nearest settlement, and then a slog back to the location. Which is rather immersion breaking, particularly if it's on a quest that supposedly has some urgency.
Salvage Beacons are a great solution, but the Local Leader requirement forces you to take Charisma 6 for almost any build. Rather than remove the Local Leader requirement, or forcing the player to use the console to cheat, maybe you could add the beacons for sale at junk vendors like Carla? Thus the player doesn't get them for free, and players who do take Local Leader can build their own at a reduced cost. Obviously you wouldn't want to set the price too high, since you don't want building and selling Beacons to be an money-making industry.
In Survival, no fast travel and reduced carrying capacity make really cleaning out a location a problem. Every time you reach capacity, it means a long slog back to the nearest settlement, and then a slog back to the location. Which is rather immersion breaking, particularly if it's on a quest that supposedly has some urgency.
Salvage Beacons are a great solution, but the Local Leader requirement forces you to take Charisma 6 for almost any build. Rather than remove the Local Leader requirement, or forcing the player to use the console to cheat, maybe you could add the beacons for sale at junk vendors like Carla? Thus the player doesn't get them for free, and players who do take Local Leader can build their own at a reduced cost. Obviously you wouldn't want to set the price too high, since you don't want building and selling Beacons to be an money-making industry.