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(Based on Wonders of the world):
Summary:
Imagine a scenario where ILS would be a Wonder Plot & carry costs/drawbacks/difficulty factors that would make it in the end feel like a more well balanced inclusion, though it's hard for something to be that powerful as a super automatic supply line system. It could require more Food/Power & heavily penalize Defense since they're like stockpiles of resources from Supply lines so would be super attractive to Raiders seeking supplies, a big target. I would imagine something like ILS being an Advanced Wonder Plot for the first one to set up its logistics network, then Wonder Plot for the others. This plot type would be for very enthusiastic Sim Settlements players for whom the settlement management via Sim Settlements has essentially become the main point of their gameplay in Fallout 4. This could allow for powerful, game changing effects but without disrupting balance by having settlement management serve as a balancing check. Dis-repaired Wonder Plots likely would then penalize Happiness. You will need a very well managed settlement to run multiple Wonder Plots, adding each one will up the difficulty of managing the settlement. Generally the player will want to overdo it & have a surplus on every category before wanting to use multiple Wonder Plots. This would contribute to a Settlement's identity since you could most likely only have a few Wonder Plots at most on any given location, my thinking is it would be like this for accommodating them & not having them become inactive/dis-repaired:
An Advanced Wonder Plot could be an only 1 of the build plan per game(or maybe once per worldspace), these could be kind of comparable to the hardest to unlock Advanced Industrial plots. To place it elsewhere you would have to remove the existing one. These would have very high costs & be a challenge to accommodate. You likely would need minimum of 90 or 95 Happiness, 95% employed/housed, 100% defense and all while having penalty like -50/-75/-100 to one of the categories like Defense. One idea I have is for these is for Faction themed ones to track how many of the Radiant Quests you've done. Perhaps could have unlocked benefits based on progression? If someday there are Faction Plots, they could be made to require these or synergize with these and you'd only be able to pick one faction to associate with the particular settlement(Minutemen being a possible exception to this rule). For instance if you had a BoS F.O.B. in Starlight you wouldn't be able to also build an Institute one.
Summary:
- Plot ideas that may not fit well into the other types. Or simply for plots with powerful/complex functionality. Could be considered a "catch-all" category for script-centric plot ideas that don't clearly belong to an existing category.
- Only one of each Wonder Build Plan can exist per settlement(tear it down to build another/relocate it)
- Only one of each Advanced Wonder Build Plan can exist per game or perhaps per worldspace.
- Requires minimum Happiness to function, can also require minimum levels for the other settlement meters. The more powerful the effect, the higher this requirement will be and the more difficult it will be to fulfill via Dynamic Needs penalties. Could offer strong effects but player must manage their settlement well and fulfill settler needs. If settlement needs are not sufficiently fulfilled the plot goes into Dis-Repair making it both penalize Happiness as well not provide any of the special effect functionality so long as it's in Dis-Repair. Scripts are often where things can get OP so this is a balancing system to try to preserve intended Sim Settlements balancing for those who don't disable Dynamic Needs.
- The plot itself is a goal for builders who want the effect & in turn makes settlement management a more significant goal. This would also encourage the player to expand across multiple locations as much as possible, if enough of these existed someday then the player will want to make settlements across the Commonwealth to support them. Non builders will have more incentive to set up City Plans everywhere, especially since City Plan Mega Pack will mean there's going to be an abundance of them. Multiple of them could help allow the player to shape their gameplay via Build Plan selections on Sim Settlements Plots.
- Wonder Plot's Power Pole:
Imagine a scenario where ILS would be a Wonder Plot & carry costs/drawbacks/difficulty factors that would make it in the end feel like a more well balanced inclusion, though it's hard for something to be that powerful as a super automatic supply line system. It could require more Food/Power & heavily penalize Defense since they're like stockpiles of resources from Supply lines so would be super attractive to Raiders seeking supplies, a big target. I would imagine something like ILS being an Advanced Wonder Plot for the first one to set up its logistics network, then Wonder Plot for the others. This plot type would be for very enthusiastic Sim Settlements players for whom the settlement management via Sim Settlements has essentially become the main point of their gameplay in Fallout 4. This could allow for powerful, game changing effects but without disrupting balance by having settlement management serve as a balancing check. Dis-repaired Wonder Plots likely would then penalize Happiness. You will need a very well managed settlement to run multiple Wonder Plots, adding each one will up the difficulty of managing the settlement. Generally the player will want to overdo it & have a surplus on every category before wanting to use multiple Wonder Plots. This would contribute to a Settlement's identity since you could most likely only have a few Wonder Plots at most on any given location, my thinking is it would be like this for accommodating them & not having them become inactive/dis-repaired:
- In the Early Stages of a new settlement: No more than 10% of job plots could be Wonder Plots, assuming the player is really smart about settlement management. Advanced Wonder Plot won't be doable. You would have to turret spam to fulfill defense requirements and this won't be able to be met by caps income. It wouldn't be doable without cheating.
- Moderate Settlement: Once it's essentially like a Level 2 City Plan or a Level 1 that is approaching upgrade could have 20-25% of Job plots be Wonder Plots. Advanced Wonder Plot might be doable.
- Late Game Settlement: This is the settlement that's a Level 3 City Plan or similar very developed settlement. Happiness is likely firmly at 100 or at least in the 90's, production is really high in all areas. You're getting loads of caps, extra crops from surplus food, enough Defense that attacks are rare and scrap production is firing on all cylinders. At this point it could potentially support up to 1/3rd of Job Plots being Wonder Plots. One Advanced Wonder Plot will be doable and maybe even a second.
- This is talking probably on ballpark average. A really powerful Wonder Plot may be something challenging to support even for a late game settlement & there might be tamer ones that are a little easier to support. Range in costs/difficulty would be from similar to an Advanced Industrial Plot up to what might sufficiently balance ILS if it were hypothetically going to be in Base Sim Settlements or Plots Mega Pack(Very or perhaps even extremely high costs & difficulty).
An Advanced Wonder Plot could be an only 1 of the build plan per game(or maybe once per worldspace), these could be kind of comparable to the hardest to unlock Advanced Industrial plots. To place it elsewhere you would have to remove the existing one. These would have very high costs & be a challenge to accommodate. You likely would need minimum of 90 or 95 Happiness, 95% employed/housed, 100% defense and all while having penalty like -50/-75/-100 to one of the categories like Defense. One idea I have is for these is for Faction themed ones to track how many of the Radiant Quests you've done. Perhaps could have unlocked benefits based on progression? If someday there are Faction Plots, they could be made to require these or synergize with these and you'd only be able to pick one faction to associate with the particular settlement(Minutemen being a possible exception to this rule). For instance if you had a BoS F.O.B. in Starlight you wouldn't be able to also build an Institute one.