Suggestion about cost.

Discussion in 'Salvage Beacons (Mod Suggestions Here) (Archive)' started by Elzee, May 27, 2017.

  1. Elzee

    Elzee New Member

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    Sorry for my bad English and some machine translation.

    This mod is immersive, but I think using it is a little bit cheating. Especially for survival mode. As the delivery service is so cheap that players don't even have to think about weight.

    Is that possible to cost some caps every time you call the service(Settlers and their brahmans won't do it for free).
    It can solve the problem of excessive bottle cap in a certain extent.

    I think the price at 1 cap per weitht is is moderate.
    (That means I have to pay 50 caps for 50 weight delivery service, and 300 caps for 300 weight delivery service.)
     
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  2. Solidnebula

    Solidnebula Forum Police

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    The idea is the collectors come from your settlement, you are their mayor. As such it is in their interest to help you as you helped them
     
  3. kinggath

    kinggath Well-Known Member Staff Member Administrator Moderator Verified Builder

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    As Solid said, the idea is that your leading your settlers and they should be willing to help the cause.

    At some point, i'll be integrating Salvage Beacons into Sim Settlements and using them will be a little more involved and they won't be available as soon as you start the game (will require doing stuff to unlock them). The goal will be to make you feel you earned access to them and that when you're that far into the game you'll have become tired of doing loot runs.
     
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  4. Rhino

    Rhino Member

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    I like the idea Elzee, helping or not... Braving potential murder every time someone wants 300 shopping baskets picked up would lead to some settlers twitching & drinking to forget the horrors on the open road. Like that time Timmy was chased by a Death Claw for 3 hours while trying to insure the safety of 38 desk fans lol.
     
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  5. chillshock

    chillshock Active Member

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    I actually found the Local Leader requirement to be rather "expensive" already. Just yesterday I wanted to use it to realize that my "just barely enough charisma for lone wanderer" ex-soldier build will never ever be able to craft the beacons. I do love the mod and am really looking for the "salvage beacon plots" (or how ever this will show up) in Sim Settlements.
     
  6. Kefke_Wren

    Kefke_Wren Member

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    So...I have a thought. What about a few versions of the beacons? The version that uses "Local Leader" is for when you're recognized as in charge and people do what you say. For people who don't have Local Leader, there's a version that includes caps in the crafting recipe, as you're not just making it, but including payment for services rendered. There might even be multiple tiers of "pay beacon", that cost varying cap amounts and more or fewer limitations depending on how expensive they are. Cheaper ones might come with a bag (deployable container, which you get back and scraps for its part of the cost) that must be used with them, and only has limited storage capacity. Or they might get you your items at different speeds, depending on whether you're paying for express delivery, or "swing by some time this week".
     
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  7. chillshock

    chillshock Active Member

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    I like the caps for non charismatic characters idea!
     
  8. Munki

    Munki New Member

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    I like the payment idea.
    Salvagers are spawned to stop your precious settlers from being killed so essentially your radio operator is just arranging the pick up.
    Plus lets be honest, as you progress you do become ridiculously rich from investing in shops and settlement taxes so the idea of actually having to manage your revenue stream appeals to me.
    I suppose it could be something added to the holo tape when beacons are folded in to Sim Settlements.
    1 cap per lb sounds fair to me.
     
  9. skodnavn

    skodnavn New Member

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    If the idea is to simulate that settlers are leaving their normal jobs and going on the salvage run, then the "payment" should be whatever they could normally produce during the time they are away.
    So my suggestion is:
    If there are unemployed settlers in the settlement, then there would be no cost for them.
    Employed settlers would require a cost equal to what they could normally produce during the time they are "away".
     

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