ABNDT
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I was wondering what else I might want to see from SS. More Institute or CoA-themed plots would be nice, but that’s something for an add-on pack. What do I want to *do* with settlements that I currently can’t? Aha! Settlers can handle their own houses, farms, even whole city plans, but they still don’t handle their own arms and armor! Furthermore, it would be nice to give my settlers equipment to fit the theme of a particular settlement without having to track it all down in the wasteland. But how to go about this?
Disclaimer: I don’t know how feasible what I’m about to suggest actually is. Here goes!
I was thinking of a system similar to IR’s tech tree. You would build a new type of plot—let’s call it an Advanced Martial Plot—that assigns weapons and armor to your settlers, with the general style determined by the plot design. As the plot upgrades, it doles out new, and generally better, pools of gear. To keep your settlers’ equipment from constantly refreshing, maybe it could also equip them with something in a generally unused slot (a Pip-Boy knockoff, perhaps?) and not try to equip settlers already wearing an arms tracker of Mark [1,2, or 3, depending on the plot’s level] or better. Furthermore, the Advanced Martial Plot might have a control terminal to set a maximum number of settlers that it would equip before going dormant, in case you only wanted to set up a few armed guards, or build multiple plots in one settlement to mix styles. Obviously, a plot that procured weapons and armor like this would need some pretty hefty costs—caps, power, defense, happiness, whatever seems appropriate. Also, cross-plot prerequisites could make sense: want to upgrade your AMP to a style that dispenses laser weapons? Not without a Microfusion Garage!
The “tech” tree might look something like this:
Raider (basic weapons, raider armor)
---- Veteran Raider (better basic weapons, better raider armor)
-------- Rust Devil (ballistic and some laser weapons, robot armor)
-------- Pack (Pack gear)
-------- Operator (Operator gear)
-------- Disciple (Disciple gear)
----Trapper (Far Harbor gear)
-------- Zealot (gamma guns, radium rifles, marine armor)
---- Gunner (ballistic weapons, low-grade combat armor)
--------Gun Runner (high-quality weapons and combat armor)
Wastelander (pipe weapons, clothes, leather armor)
---- Minuteman (basic weapons, laser muskets, assorted armor)
---- Railroad Agent (basic weapons, low-grade Railroad armored coat)
--------Railroad Heavy (high-damage weapons, high-grade Railroad armored coat)
Tinker (modded pipe weapons, clothes)
---- Inventor ("offbeat" weapons, assorted armor)
-------- Advanced Systems (Institute weapons, synth armor)
-------- Scribe's Armory (energy weapons, BoS combat armor)
Obviously incomplete, but you get the idea.
Disclaimer: I don’t know how feasible what I’m about to suggest actually is. Here goes!
I was thinking of a system similar to IR’s tech tree. You would build a new type of plot—let’s call it an Advanced Martial Plot—that assigns weapons and armor to your settlers, with the general style determined by the plot design. As the plot upgrades, it doles out new, and generally better, pools of gear. To keep your settlers’ equipment from constantly refreshing, maybe it could also equip them with something in a generally unused slot (a Pip-Boy knockoff, perhaps?) and not try to equip settlers already wearing an arms tracker of Mark [1,2, or 3, depending on the plot’s level] or better. Furthermore, the Advanced Martial Plot might have a control terminal to set a maximum number of settlers that it would equip before going dormant, in case you only wanted to set up a few armed guards, or build multiple plots in one settlement to mix styles. Obviously, a plot that procured weapons and armor like this would need some pretty hefty costs—caps, power, defense, happiness, whatever seems appropriate. Also, cross-plot prerequisites could make sense: want to upgrade your AMP to a style that dispenses laser weapons? Not without a Microfusion Garage!
The “tech” tree might look something like this:
Raider (basic weapons, raider armor)
---- Veteran Raider (better basic weapons, better raider armor)
-------- Rust Devil (ballistic and some laser weapons, robot armor)
-------- Pack (Pack gear)
-------- Operator (Operator gear)
-------- Disciple (Disciple gear)
----Trapper (Far Harbor gear)
-------- Zealot (gamma guns, radium rifles, marine armor)
---- Gunner (ballistic weapons, low-grade combat armor)
--------Gun Runner (high-quality weapons and combat armor)
Wastelander (pipe weapons, clothes, leather armor)
---- Minuteman (basic weapons, laser muskets, assorted armor)
---- Railroad Agent (basic weapons, low-grade Railroad armored coat)
--------Railroad Heavy (high-damage weapons, high-grade Railroad armored coat)
Tinker (modded pipe weapons, clothes)
---- Inventor ("offbeat" weapons, assorted armor)
-------- Advanced Systems (Institute weapons, synth armor)
-------- Scribe's Armory (energy weapons, BoS combat armor)
Obviously incomplete, but you get the idea.
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