The settlement system in FO4 holds the potential to be a game in it's own right. With some mods, I found it to be what draws me back over and over. One of the coolest gaming experiences I've had was with settlements in FO4. I found that I always lose myself building and managing settlements. My game becomes going out to find mats for building, then killing raiders for guns and armor to upgrade and equip settlers for defense. Then building artillery. I found I was actively going to raider hotspots or special areas with sepcific mats just to slaughter everyone and take everything to build my settlements, building a small nation of loyal settlers, arming them into militias that patrol and attack enemies near towns. I realized that in my own way I had become a wasteland raider warlord, raiding people who were just trying to survive in order to promote my own people's safety and lives over the others. I realized that this was exactly the Old World attitude that spiraled into the resource wars that caused the nuclear war in the first place. Me, an artifact from the Before Times, preserved on ice and returned to bring old values into a new world, and repeat the same cycle of violence. I had become that bad guy, the evil in the wasteland. Sure, my settlements were booming and people were happy, but... at what cost to everyone else? And I realized that every playthrough ends up being the same pattern for me. That's a moment when a game made me truly reflect on myself in a way most games never do.
Try out Sims Settlements 2 mod, makes settlement building/management everything it ever could have been and the lore quest that accompanies it is better made than half the quests in the game.
I love it, i start out as a mercenary everytime that decides that this world is mine. As I tell myself "the world is yours chico" and then proceed rebuilding the commonwealth in my image.
@Ayoosi I cam, I saw, I conquered. That is literally how it would be in real life post apocalypse. No different from the past. It's probably why we play games in modern day because the opportunity to do that in real life today is not feasible, but the desire to actualize yourself in that manner is a genetic legacy.
It is pretty front and center. Tho some people still argue it’s a side mechanic and you can just not use it so it doesn’t matter. Personally I think they should’ve made Fallout 4 a regular fallout game and cut out the settlement building as a whole. I think they could’ve made a separate game, kind of like Fallout tactics, that worked with the settlement system. Have the map set up like a checkerboard with 4 factions in the corners. Take, build, populate, and hold settlements across the map in strategic locations. Certain settlements could be near certain resources like an old arms factory, a quarry, or a large river. I think if they made a whole game for you to play Risk with settlement building in the Fallout world it would’ve been great. Having it attached to a half baked fallout story doesn’t work. Fallout 4 feels like they were trying to do two things at once and didn’t finish either of them.
I particularly appreciate the idea of more advanced Power Generators leading to more attention from the Insitute or Brotherhood. This could be extended to pretty much every faction, with a particular resource attracting different attackers: A.) Raiders & Gangs come for your Caps B.) Rust Devils come for your robots C.) The Brotherhood comes for your Power Armor & Laser weapons D.) Tribals come for your food & water reserve E.) Super Mutants come to kidnap settlers for..."reproduction"
Those would be amazing if they were in the game. It would go a long way to make the settlements feel important. Getting better means more risks for that settlement. This should’ve been in the game it would’ve added a lot.
A simple water solution would be a rain catch system. And the walls problem would be absolved by simply moving the spawn points a bit farther from the settlement edges.
Let's remember,at this games launch most players were on consoles. Very taxing,and walls take,on a big settlement, what 60 to 70 percent of build space
PWR Passive Water Resources is a mod that can of introduce the watter collection system, SSK Move Workshop markers kind of fixes spawn points bya lolowing them to move them yourself. A little sad this will not be available for consoles though.
I think the biggest miss to me is that settlements only happen when you are involved. Imagine raiders or civilians randomly building their own settlements out in the waste that you can discover. They could have random ideologies or trust of outsiders.
When the robot expansion came out, I just filled my settlements with robot workers and nothing of value was lost, didn’t have to listen to a bunch of repetitive inane comments every time I was crafting stuff
Honestly robots make amazing provisioners for your supply lines, and I use them at some settlements rather than settler's to make a few supply line hubs.
That’s what I have to assume yeah. I actually looked into the feasibility of digging a well in Massachusetts to see how easy it would be with where the sea level and groundwater is. It’s technically possible like I said in the video, I just find the infinite water spigots to be immersion breaking for me.
The biggest sin of the Settlement system is it's the reason why the Commonwealth feels so lifeless. There are only 2 "cities" so that players have the empty space to build, and the resources the system uses takes away from resources that could have been put into the existing Settlements to make them feel alive. That said, currently doing a "build all Settlements" playthrough and the Commonwealth actually feels like people exist there now, and I'm dreading entering Goodneighbor or Diamond City now, because my 20 pop. Settlements are so much more dynamic
Not a bad video. Some good points made. Settlements can be a little strange at times. Shame the focus was on making small farms over actual urban settlements.
they had to, fallout 4 cannot handle more then 20 characters loaded in a scene very well, unless you lift said limits but even then, 20 is a safe number
The shame of technical invitation. With the hardware we have now you could probably have massive city’s with thousands of NPC’s if it were isometric but now we expect dialogue and voice acting so we get 2 settlers and some Tato’s
Bethesda isn't in the business of building worlds that make sense, they never cared about things like internal consistency, justifiable mechanics, balanced economy, understandable NPC motivation, etc. They implement things that have no reason to be there, that can't be there, that have nothing to sustain and support their existence in the world or that have no consequence for existing, they just thoughtlessly add gameplay elements without integrating them to the world, they're just there for the sake of being there, and sometimes Bethesda doesn't add something that would have made perfect sense and would have added to the immersion, an example that bothered me was the total absence of latrines/toilets in Skyrim, I know this is probably nitpicking for most people but if there are kitchens, bedrooms, there's even a bathhouse IIRC, why no toilets? I remember finding one latrine in a cave, I think it was the one and only place in the world where people could relieve themselves...
Well said. My thoughts exactly. The video I put out today on goodneighbor goes over a lot of this actually. It looks like stuff is being set up and there are schemes and plot lines happening in the background but it’s all by chance and Bethesda doesn’t do anything with it.
I can only imagine that the reason there are settlements in those locations, and not elsewhere, is because they have good soil, and underground water. although there is a trailer park near Fort Hagen that I expected to be a settlement location the first time I cleared it out. I do wish that we could eventually start populating ruined towns with people, to make even bigger settlements. Although that would mean you eventually run out of scavenging areas.
You know after watching your video it occurred to me that they bothered putting weather patterns and rain in this game. So rain water collection would have also been a viable method for land locked settlements.
How do you only have 2 subscribers? (3 now), this video is so well made, and I agree with every point. As regarding the Guard system, training/experience could be an extra level to consider, you could even hire mercenaries to help bolster your defence (though should you miss a payment they become raiders).
That’s a great idea. Classic mob mentality of well keep you safer than the rest unless you miss a payment. Add in some classic New Reno gang activity back in fallout.
Also with the water; don’t forget about desalination, with coastal settlements you can just boat loads of water purifiers in the sea and get pretty much infinite water, water purification and desalination are two different things and the same machine shouldn’t be able to do both. Plus it messes with the games balance because water purifiers in sanctuary (the first settlement) give you infinite money, you just need the scrap to build them. With the local leaders 42:40 that idea isn’t too far fetched sim settlements rise of the commonwealth has a local leader system so all you’d need is to marry that system with something like what’s in crusader kings 3 with the royal court, the only thing that could make this stuff difficult is the fact that fallout 4’s settlements system doesn’t have set buildings because it’s free form building like minecraft rather than a restricted building system like in assassins creed black flag and assassins creed 2 where at the end of the game you get to pump money into a town to get new buildings.
Would also be cool to have settlements be built around the type of leader you choose plus you’re characteristics. Imagine being a scum bag in fallout 4 doing slave runs for Nuka world leaders. Over time as you do more and more quest you’re settlement’s start acting in ways your character does unless they have a strong leader like a companion. Imagine Piper in charge of a settlement with a slaver sole survivor the settlement would eventually mutiny and leave you electing piper as leader. Vice versa you choose a generic Gunner as your leader as time goes on they begin capturing mutants and other Waste landers to sell off. Or say your character is a technical wizard and can make ammunition from fertilizer, lead and other goods as you make more and more ammunition or explosives from said material more and more waste landers with a similar skill set start building fun the settlement as a massive weapon and ammunition manufacturer and being able to share or sell the settlement as a whole to different factions. Giving the location to the minute man leads to heavy presence of T-45 scouts low enemy spawns with a an increase caravan presence. Giving it to the brotherhood could lead to you being ranked up in the chain of command being given special privilege and having t-60 Clad paladins escort you through the wasteland and being able to request either material or unique ammunition from the brotherhood and getting a steady supply as long as the settlement remains open to them. Or being able to remain independent and keeping the resources for yourself so much. Potential!
You are a master. Those ideas would be amazing in settlements. I’m editing a minutemen’s video currently but I’ve got a script for a settlement part 2 and a lot of similar ideas are in there. I suggested we could build a vertibird landing platform at a settlement. These could work as brotherhood caravans and connect any other vertibird settlements with recourses. Since we already see them engaging enemies, I’d have a smoke grenade like the one for the minutemen’s artillery; except it summons a vertibird and 2 or 3 brotherhood paladins to your location. Your ideas are fantastic. When I make the settlement video part 2 are you cool if I mention some of your ideas too?
@@Sublime_Light If you’ve played state of decay there’s some ideas there that I liked. You could get your community to take over different locations they would boast some aspect of survival like getting them to set up base in a farm wouldn’t increase security but would outlet food daily for your main base. It would be cool if off screen (as to not burden the hardware) you could send your settlers to different pre ear buildings that had different utilities maybe the institute would be interested with steel and other building materials for expansion other ground, maybe the brotherhood is making all they’re power armor in the capital wasteland and it’s becoming too expensive to run their supply lines, and would pay for a consistent source of new units to be produced. Some stuff that would be a great implement in any apocalyptic game but especially fallout
I haven’t played state of decay but I’ll be checking it out after that recommendation. I’m definitely going to play into resources each settlement needs for my settlements part 2 video. You’ve got some amazing in depth ideas. I really appreciate the feedback. You should make a video on it. You’ve got great ideas homie. We need more in depth thought put into Fallout because right now Bethesda writes fallout like a silly marvel movie. They cannot seem to capture the bleak ruthless wasteland from 1, 2, & New Vegas.
Fighting over resources in different locations would’ve been cool. Also if one or two settlements had lots of steel available. Or better farmland with less radiated soil. Or a dry location on top of a hill perfect for having many generators as a power plant. Definitely make it more meaningful. “I lost county crossing” or “I lost the biggest supplier of food in the commonwealth”
I think for power they could have made it so the player could go to some of the big power stations in the wasteland like how new Vegas has Helios one and Hoover dam and redirect the power to your settlements
I love every critique suggested improvement you made. I think the system should either be simplified right the hell down and never made plot/quest important or made actually immersive and well thought out, but make it the MAIN focus of the entire games. The main story about synths was terrible anyway, might as well cut it out and put all that effort into the settlement system
Actually a good video from a small creator, thanks for the video and making me question more then I wanted with Fallout 4s lore friendliness - guess someone should go make some mods to fix all the issues in this video 😭
I feel three things could make this system better 1) You order construction work provided you got contact with a faction or person who does the construction work according to what you order. This is similar to how upgrading a house in Elder Scrolls games and fallout 3 works. 2) Your settlement has a rate of food consumption, that can be provided by both crops and whatever food you hunt or scavenge for. Just for reference, one buck hunted is a lot of meat for my family, that’s not just one meal for all five of us. A lot of people don’t understand the scale of 50 to 75 pounds of meat is. 3) You should be able to make the skeletons disappear from your settlements. It’s annoying that you cannot. It’s also immersion breaking to me to have dead bodies in my living space and yet be healthy.
21:25 One thing that most people making post-apocalypse stories sadly don't know is that gasoline and diesel have a shelf-life, and while it applies less to fallout due to the prevalence of fusion and fission, a lot of things the nuclear material resource is used for couldn't be used because of how degraded all of the sources would be 200 years on.
I remember thinking about this a while ago. I thought that the number of "settlements" in the game should remain the same, but the number that the PLAYER could specifically build in, and not just annex should be limited to like 5 or 6 high quality locations.
For me, Fallout protagonists were always solitary men, not social leaders. They did what had to be done to change their small part of the world and then fucked off entirely, never to witness the effects of their actions. It was always poetic in a way.
Ok, you have a new subscriber. Very well done! It’s interesting that many of your ideas to make tech, from power, to turrets, to water purifiers harder to acquire, to water storage, to hunting stations have been added by modders. It illustrates it was all possible. So why didn’t Bethesda make it happen? That’s the million dollar question
Its very sad that every video like this has the inwritten knowledge that anything nuanced is beyond Bethesda's ability. Its been this way for over a decade now. If you made these suggestions to any other studio of their size you wouldn't have felt the need to say "I know these ideas are far fetched" because... Well they're not far fetched for a "pedigree" studio to achieve
That’s absolutely true. People’s standards from them are so low it’s crazy. The defenses for Bethesda are often just “it’s Bethesda they can’t do that” or “Bethesdas engine couldn’t do that” idk when the standard of absolute minimal effort became the status quo for Bethesda games. Just sad
can you take a look at fallout 76, i think ironically f.o76 controls the future lore and direction of the series especially with the new show coming out and the ability to update the game consistently, great video overall, hopefully your channel can grow large enough to influence some change in the fallout community.
Would be cool too to add special settlers and guilds to specialize settlements. Imagine you could recruit some tribals with knowledge of engineering they could maintain and create special weapons and even suits of PA which could than be used as unique trading goods for other faction’s Ike the brotherhood. Or being able to trade off surplus power or other good your settlement scavenges for other vital resources like food.
First off I miss tribals and I don’t know where they’ve gone in Fallout but I want them back. Second using power armor as a brokering chip to access trade with the brotherhood or something is a great idea. They would probably trade hefty supplies for high tech- and if you didn’t align with them keeping open trade with stuff like that would be great. Maybe there could be a resource the institute wants and doesn’t have access to underground for a similar trade. There are so many good ideas out there. Yours are great I’d love to hear more.
@@Sublime_Light Thanks homie I became really interested with the entire trade mechanic that was supposed to be in fallout van Buren but sadly was never introduced. And yeah I miss triable so much too the hang dogs and black foot as well as the cypher tribe were such good ideas for different play styles that sadly never got to be introduced into fallout
@@Dorkeydazethey are one of my favorite parts of fallout. The great Khans have been here since fallout 1 but I think they should’ve made some east coast tribes. Some weird Druid like tribes since it would be cold and heavily forested in Massachusetts and not a desert.
The mod: Settlers Of The Commonwealth adds in unique settlers, my friend F4LLOUT_Gaymer uses them a lot in her game. They really add a lot of diversity to settlements.
Hunting system No armor and pipe gun = radroach and bloatfly with occasional dog or molerat Leather and 10mm/.44 = more frequent molerat and dog + occasional radstag or brahmin Metal and Hunting/Lever-Action/Double-Barrel = Radatag and Brahmin + occasional mirelurk Combat Armor and Rifles/shotguns/AR/HMAR/most high end weapons = Mirelurk + occasional deathclaw and yao guai. Bonus: if you have the cannIbal perk they can bring back ghoul, super mutant, and human flesh. That ones just a for fun though Also for generators, it’d be more likely that settlements would use ethanol, which can be made from CORN!!! While fusion generators would be of course powered by fusion cores. And finally, there is a shelter mechanic for beds, its just buggy.
I wish settlements where you can actually send them as soldiers/settlers to attack BOS/Institute and take territory etc...Instead of doing everything yourself.
Most of these problems are due to Fallout 4 trying to be two completely different games at once. The ideas you suggest do work well in City Building games, but all have the flaw of distracting players away the "I'm a Badass Adventurer" aspect of an RPG. To implement your ideas would also involve changing the story and mechanics of the world map to support the base building - which I am in favor of. Each quest would have to be rewritten for the goal of developing your settlement rather than getting involved in other people's stories. This is also why the "find my son" story falls flat. You the General would need the ability to send troops to explore the map, instead of doing it all yourself. Rival factions would also need the ability to move and develope their territory to compete with your settlement.
I agree. Personally I don’t think settlements should be in a fallout game. That’s why in the intro I ask if you wanted a post apocalypse sims game to take up disk space in what was promised as a fallout title. I think they could’ve made it work but they shouldn’t have made it half the game like they did. Because it subtracts from the story and the world. I know the reason we didn’t have as many towns and cities as most fallout games is because they think settlements make up for them which I staunchly disagree with.
I’m definitely planning a brotherhood video. Since they’ve had completely different values from game to game. I’m a big fan of the first two games and Bethesda brotherhood is nothing like they were originally written as. Honestly I think Bethesda should’ve just made up their own faction with power armor rather than changing the brotherhood to fit their story with each new game they release. Idk about the railroad or the institute. If people ask me to then I might. But otherwise I plan on leaving them alone since they seem to be confused on their identity already.
Actually the generators are fine, as long as you have corn. Ethanol is a thing that is used to make what you would call gas, so imma give them a pass on that but you still need a lot of corn and I wish we had more wind and water based power, and solor should be very very hard to use in my opinion lol
The entire water section i find kinda weird. Like a good half of the map is already covered in water, be it rivers and the sea, be it swamps and a flooded town. The game also takes place in fall so, there's a lot of rain. its not that hard to imagine that there is a lot of relatively clean water available at any given moment. The commonwealth is also not a bare desert like everything on the west coast is and its not poisoned(at least not to such a degree) like the capital wasteland. So Saying that "since i can plop a water pump anywhere in Boston and get unlimited water i should be able to do the same thing in other parts of the wasteland" is just stupid. I do agree that in same cases like the red rocket you shouldn't be able to put wells but there's also the fact that it makes the game more fun as it doesnt limit the player in the settlement configuration.
I'm 6 months late so you'll never see it. But I just wanted to say. Maybe if Bethesda put a purpose behind the settlement route system that THEY MADE AND INCLIDED to get water and food to settlements that need it. That would be neat. It's right there.
Yes I agree. I’m actually working on a video at this moment that looks at assassins creed origins design for their towns and settlements. Looking at how they make so much sense. They exist in areas that supply them with resources. Like resource collection and material manufacturing would take precedence in where a civilization could be. Certain towns are food towns. Where 90% of the area is just farmland. And if you look around the world you’ll see these farms are what supports the nearby military bases and towns. Most games (like fallout 4) just have people exist in places because the devs want a town there. And the settlements are the embodiment of this senseless world design. I think it should function like origins towns. Where they started with the land first and asked where and how could people survive. And then built the town based on the environment around it rather than the reverse. Fallout 4 does none of that. People just exist on nothing and for no reason.
One, having one main quest use a settlement does not make the settlement system a main gameplay feature ,its still a side feature that you can choose to play with or skip. two most of what this video is recommending makes the settlement system more complex and more micro intensive on the player , which i think is a bad idea since there are so many settlements , making the settlements simple like how they are in game is alot more enjoyable to play with.
I agree that one or two main quests requiring you to engage with the settlement system doesn't make it a main feature. However, for those players that do want to engage with it there should be far more depth and nuance to it. It's clearly wanted, seeing how many mods there are that do just that.
the biggest problem with bethesdas fallout is how linear it is, sure you have 4 different factions in fallout 4, but every ending is the same, the only difference is whether you blow up the institute or not. fallout 3 has a similar problem with only 2 factions and the game really obviously wants you to play the BoS route. the thing with interplays fallout is it prioritizes being an RPG over its gameplay. interplays fallout has amazing gameplay, but far better story, writing and character build. fallout 4 actually removes the RPG aspect, sure as a completionist i dont mind F4s perk system, but as a RPG enjoyer, F1, F2, F3, and new vegas are peak, primarily F1, F2, and FNV edit: to add on, i believe fallout 4 prioritized power armor, i mean they made power armor a wearable tank, they made all the weapons slightly larger, the "assault rifle" if you can even call it that, is clearly meant to be used with power armor, but the new problem is that they also made power armor hard to use because you needed constant fusion cores. so most the game you wont even be in power armor. and finally i personally think that bulkifying power armor does not retcon power armor, it has been bulky since fallout 1 and 2, however i believe power armor was smaller in fallout 3 and new vegas entirely because engine limitations, f1 and f2 got away with it because its 2d, f4 and f76 got away with it because its modern games with modern engine. f3 and fnv couldnt get away with it because 2008 engine
I think you're just a bit nitpicky about how much food the settlements in Fallout 4 are growing. Sizes of settlements are always scaled down in Bethesda games compared to what they would be realistically; Whiterun is the quintessential example. They are nowhere near what the size of real cities would be due to game limitations, and as such the amount of food being grown would, realistically, equate to more than just, a dozen stalks of maize.
Ehhh... I get the "need to build the teleporter" argument, but it's more a matter of degrees. The main quest requires you to dip your toes into settlement building, and some of the factions have it as well, but it's rather minimal crafting than having to build something notable. I wouldn't agree that it's substantial enough to call a tutorial, though it definitely is using the interface and building something. > "Settlements should be held to the same standard as combat and exploration. FO4's combat and exploration is well made." Oooooh. This is a controversial statement. Not that settlements shouldn't be... I just think FO4's Settlement systems are better implemented than it's combat, by a mile. Combat is largely basic... if not for Fallout 3's being even worse. Exploration is only well-made in the sense of the map itself, and mechanically isn't any different to Fallout 3. Fallout 4's water mechanics cannot be used as justification for situations on the other side of the continent. For much the same reason as the time it takes to walk from one end of the game map to the other not being consistent with real-world distances. It's simplified and unrealistic. California is 25% desert. Boston is coastal. Pumps may not even be connecting to underground water, but to pre-war water pipes. Plus, settlement locations could be "chosen" because they can provide water, where other locations are unavailable because they cannot. Fallout 3's issue isn't a lack of water - there's plenty of it. It's that all that water contains trace amounts of nuclear material, which can have a half life measured in centuries. (And was presumably hit with many nukes, where Boston was simply not as important.) 40 corn stalks is probably not what's actually planted. The map is a tiny fraction of the size of east Massachusetts - 10%. That small field might actually be a very large field. Fallout 4 does have an animal trapping mechanic. It's DLC, but it's still there. Cannibalism... rather than leaving your settlement for greener pastures? A bit edgy. You already lose control of Settlements with critically low Happiness... so that's already a thing, really. Etc, etc. I'm not saying that you're not bringing up actual weird things that happen in the game - realistically, the Settlement system is ludicrously overpowered. I'm saying that video games - in general - do a lot of simplification in order to be fun without being tedious. Fallout 4 could absolutely exclude random water pumps entirely. It could also require you to go to the toilet regularly and wipe your ass with anything nearby because you don't have toilet paper. Yes, they threw some stuff together that took many months of work to get running, and said "good enough". It's not a life sim, and Bethseda aren't known for being highly skilled. It's that simple.
I always believe that and some way , the settles have a hide inventory, because I see them cooking meat , or you are in construction mode they talking between them shores, or argument between couples, or about hope, when you take a companion to your settlements, I hear once he buy a some special alcoholic drink, and option is not for the player, WHAT,!!! I love alcohol, or when the write a letter, I think they write to a love one, saying ( My love I found job, soon our luck gonna change, take care of the kids, I love you, ) or early morning you go to the bar and they eating breakfast, ready for work... yes I don't know why but that makes me happy, is like minecraft, the villagers have items that you can't get anywhere, y settles not perfect, but who I'm to critique them, me the one army men , and my loyal little killing machine, dogmeat,! who I love so much, 🐕 ❤, 😊 ,
It's actually not true that there isn't groundwater under most soil. There is water under most of the earth's surface. The real problem is whether it's safe to drink, how easy it is to get to. Etc. Making that water safe and drawing out enough to support your population would be the real challenge. Of course in more arid environments, concerns about the groundwater supply are greater.
Sir are you unfamiliar with how humans choose settlement locations in real life? Of course there is water underground. Thats why the settlement is where it is.
i agree man, it was an interesting point however a little bit nit-picky in the long run, i think settlements are best improved by the idea of how players could take a more direct hand in building their own base rather than being awarded a single hovel much like f.o3 or new Vagas.
A most thought provoking video. Just curious, are there any Fallout 4 mods that you feel help mitigate some of these shortcomings? Would love to hear your thoughts on it...
The only mods I currently have are to make resources for free and unlimited building limit. So I can just free build anything I want at a settlement for the videos. I really don’t use too many mods- so I’m not too well versed in good ones or bad ones. Im sure there are a lot out there that would fix the things I have problems with; but I think we’d all rather the game do it right first and not need mods to fix it after. If you have any good suggestions I’m all ears man.
10 місяців тому+3
I have been working my way through Sim Settlements 2. It has 3 chapters currently and can be found for free on Nexus Mods. It actually makes the settlement system much more important and involved in the game. It can be a little buggy with different mods so I would suggest installing the SS2 mods and then slowly add in other mods to see if they are compatible.
The mod Horizon is an excellent overhaul that enhances and integrates the settlement system. Better yet adds to versimiltude by having the PC bring a wealth of engineering to the Commonwealth.
I can respect sim settlements 2, plus it adds a little bit of diplomacy between the main factions with the gunners being a legitimate threat. (Plus a few minor factions that the mod brings to the table.)
@@cryoghoulby engineering you don’t by chance mean they have the Caesar’s legion chariots that were cut from the game? That’s wishful thinking but damn do I want chariots with machine guns. I’ll look into that mod that sounds cool. I wish fallout had more post apocalypse vehicles. In fallout 1&2 you would see caravans used the back half of cars with the back wheels and the trunk. I assume Brahman pulled them with a yolk or something. I wish they had brought more designs like that into new fallout games.
Would have been interesting for different settlements to have specialties, and trade with other settlements to fulfill needs. Perhaps Ten Pines Bluff settlers could replace farming with being equipped for hunting, and send out hunting parties to find animals to process. The end result would be leather, adhesive, and meat. Those resources would supply a portion of the food for the settlement, and the rest could be placed into the workbench, or a specialized trading container. Those goods could then be marked for trade with another settlement. For example, Sanctuary Hills could trade excess water for food, since it has a nice big river. That would add an interesting market economy between outposts and make caravans and supply routes actually useful. Add to that ambushes for supply caravans having more dire results as those leave the settlement without living commodities if the provisioner is killed
I'd love to be able to have more specialized settlements. Hunting in Tenpines is good, because it's a more wooded area. Outpost Zimonja could make use of the radio tower. Abernathy would be the major crop and cattle supplier in the area. Sanctuary has water, and large homes for a large population. Starlight Drive-In could be a trader station. Sunchine Co-Op would also make a good spot for a major population center.
@@chadnorris8257 I always make Starlight Drive In my provisioner hub. I try to send all caravans in the NE settlements out through that one, and make the settlement buildings look like an Old West trading town. It's just a tiny slice of character that helps immersion
@@chadnorris8257 OZ's radio tower could be put to use broadcasting radio stations, maybe even one that the player creates from different in-game tracks, or uploaded tracks, and persists within the game. It could be used to increase happiness to settlements nearby or make it easier to find or help other settlements. It could have been used as part of a system to call reinforcements during attacks or even open-world exploring. So many options. I always wished Oberland Station could be used to fortify the rail bridge going north, like perhaps persistant Super Mutant attacks from southern areas funnel through the bridge to attack settlements, but if you fortify OS then you can hold back the attacks and help pacify different regions of the map.
@@Ayoosi Yeah, it feels like a place you'd want a lot of traffic in, either because of shops, or trade caravans, or whatever. I guess the idea comes for it easily because Trudy's is right over the hill, and Carla passes by her shop. Starlight is just an expansion of that.
@@Ayoosiyes. I always give my settlements themes like that. I made some like Caesar’s fort. Others like minutemen or brotherhood outposts. It allows for a ton of creativity and telling your own story. I haven’t done a western theme but I think I will now.
@@TheHamburglarHelpster and maybe each one offered a different resource that could be beneficial to the players chosen faction. Less is definitely better
Whata interesting is a lot of the ideas that you have presented are in Medieval Dynasty in one form or another && it's from a small studio AND only less than 5GB 😅😅
Definitely never considered this...mostly because my game keeps crashing before it can delve too deep hahaha Regarding food...I've usually just assumed the "variety" of food comes from the caravan routes if you decide you want to utilize that feature amongst nearby settlements. for those who just want to make standalone settlements, yea I'd definitely not want to live off solely tato or solely corn diets . ¯\_(ツ)_/¯
God, imagine if the developers were actually TALENTED. Alas, they were barely even competent. I would have loved to see several side quests based on up-gunned settlement guards using the weapons that the player gave them to rebel and maybe turn into a gang of dangerous raiders if you gave them too much gear. It would bring an interesting risk/reward factor to the game; who can you really trust in the wasteland? What if the rebels were mislead? And after you kill their leader they surrender? You could have a choice: forgive them and risk this happening again or purge the ranks and kill anyone who would dare to rebel. Maybe it wasn’t even the guard’s fault and they were mislead entirely by someone who wanted them ALL gone.
Dude I absolutely LOVE building and decorating with mods. But id rather have a FEW settlement areas, than the empty fucking wasteland with a few subpar towns. It was just a cover for lack of depth writing and exploration. You should play Sim Settlements 2 (1-3) for fallout 4. Id love to hear your review. Kinggath really gave the game alot of love with their team made mod. Here is a piece of modding history. One of the most popular mods of F3 was an outpost building mechanic that allowed you to build almost anywhere and would be raided sometimes at different difficulties depending on some factors. (This mod was also popular in New Vegas but I won't say one of the most popular as there are so many amazing mods for NV) Bethesda as usual copied the mechanic with some more details but left it only to specific areas. And then relied on that to mostly carry their game. It was popular right??? So people will love it. I don't understand how Todd was made CEO but at the same time so stupid. People loved being able to do this as a side activity. No one was asking for what they delivered with F4. And I still get so much joy that he is seething that his space game without an identity with a thousand AI generated landscape planets and three towns flopped.
Logically nobody should be alive in any Fallout game as the radiation levels are to high and it is in everything, a rad storm would be enough to end a life. In reality iodine is what is required to help with radiation sickness yet it's not used or even crafted but it's a game so logic in such things is not required. As far as the water is concerned the commonwealth was not from the BC era before the great war, it was a modern city with water pipe lines running through all of it underground, so placing a water pump is not far fetched for a game as that is what Fallout is. The crops are also irradiated and as such have mutated into whatever they are within the game, the size of one carrot should feed a whole family. In reality to grow successful crops one would need three fields, one in use, one in fallow and one in preparation, but fallout is a game, reality is not required and the pixel people also eat meat they cook at cooking stations and they eat meat when sitting in a diner booth, they also eat noodles while standing at a bar. The trappers in (B)far Harbor are cannibals so they don't only hunt animals. Why do you even play games?
The settlement system? I love it but there is really no purpose in it. You do not unlock any resources, except maybe crops. See I really wish I could be part of the development team making Fallout 5. Think if when you create a settlement you could assign it to a faction. When you did you would get some special building options for that faction. This would also give you more affinity with that faction. The settlement as it grows would then have missions to unlock more building options specific to that location to unlock resources, like a new saw blade for a lumber mill to get free lumber. Also think of special characters unlocking things in settlements, like a carpenter might have access to better furniture increasing the happiness of the settlement. You would also get a unique building plan for a place for them to live and work out of. They could be a doctor, or a school teacher, or a chemist... They would unlock resources, building options, increase happiness, increase faction affinity, give you access to special gear, be a trader, make ammo... I would also love to see more things for the settlements like sanitation (toilets and showers), heating, nicer shelters, drier shelters... all affecting the happiness and health of your settlement. This would impact its growth, not your Charisma. As the settlement grows it could start making the area around them safer. Instead of the faction setting up checkpoints like after you beat the main missions the settlements would as they get big enough. Have more missions for the settlements too, not just the ones like Preston had. Have them want buildings near by cleared out, like a factory or a hospital. Have them want things to repair things for those or to provide power. I almost do not want players to build the settlements themselves, but instead help get the stuff the settlers need and they build it. You would see a small village grow and advance every time you do stuff for them. New buildings are built automatically based on this and things change as more stuff becomes available. This would be based mostly on the location and modified by the faction assigned to them, what missions are completed, and any special characters living there. Really is one person going to build a whole settlement... no. Let you unlock special character homes as rewards from factions maybe. Then the settlements could be far more dynamic with elderly and children... and have things look more finished and detailed and actually look lived in... Like a family home with Grandma in a rocking chair on the front porch working on a quilt while grandpa is napping and mother is hanging up cloths and dad is milking a goat... Have people patrolling around The other big thing would be more random encounters as there should be travelers wandering around. I hate feeling that my character is the only customer for most of the shops and venders in the game. Also the buildings you clear should have a secondary use... maybe faction take them over or neutral groups. Think of University Point in Fallout 4. The Synth drove the traders out. Having them return would be great. Then again there might be little difference between them and one of your settlements. The other thing I really like the idea of is games that have zones of control. That you could start drive out other factions and that they could take back areas and such. A village being raided could be switched from say Brotherhood of Steel to a raider faction and you loose not only the village, but the affinity for the Brotherhood that you had gained and several of the buildings are destroyed and population killed so even if you took it back right away the village would take a while to build back up. But if you had checkpoints under your control it might be harder for those raiders to get past and until the checkpoints are taken out the village is safe and less nasty encounters will occur in these controlled areas and friendly random encounters will be more common. I also think most guns and such should be less reliable, possibly break or jam, and be less effective, but legendary weapons would not suffer from these problems. And many mods would have to be found but could be swapped off of a gun and onto another. Think... a 10, 20, 30, 50, or even a 100 round double drum for 5.56 will likely fit pretty much any gun made to use 5.56. Maybe have raiders and such that use pipe weapons just drop gun parts and building and modifying these guns just take these parts, a work station, and a crafting skill level. You could have some crazy things like a 12 gage revolver using incendiary rounds and with a laser pointer... and a chainsaw attachment. I was thinking kind of like the last Metro game crossed with Fallout 4 kind of vibes. Of course the better workstations would only be =in certain settlements after unlocking them with missions or special characters... But think of something like Fallout 4 with a larger map and a MUCH bigger impact on the story based on your affinity with the different factions and have multiple outcomes for missions, especially the main missions. And more involves follower missions like Bethesda did with some of the Starfield NPCs. Also AI dialog for villagers and travelers that could have their dialogue based on the location, the weather, the time of day, what factions you have affinities with or are enemies with, what locations are near by... or even have small Preston like missions in exchange for less common items. You could ask them directions and they might give them. If you are doing survival they might give you food and water or let you rest there. They might tell you jokes or stories or lore. They might even have information on other factions. AI voices and AI controlled mannerisms would make these encounters great. Maybe they would play a game of cards with you. That is what Fallout 5 should be.
Eh....... Why do you take parts of the game so seriously....? It is a game, and doesnt have shit to do with realism. Nice video anyway, because we all like fallout (4)
I think you have a lot of good ideas and some very good points but to be honest a lot of these solutions are both very large scope and would honestly be pretty annoying as a player. Having all these quests and requirements and such sounds cool until you remember how annoying it is having 50 settlements getting attacked all the time in just the base game alone
I think I'm gonna have to disagree on this one. Most of what you're suggesting sounds like it would require vastly more complex programming on what's already a very ambitious and bug-prone system, and would be a stretch even for a more competent developer to achieve. The complexity of it would also necessitate making the settlement system the main focus of the gameplay, rather than the side content it already is. (And yes, it is side content. Being forced to engage with it twice does not make it part of the core gameplay loop). Many of your suggestions also boil down to making it more realistic and attention-demanding. It's already annoying having to grind to a halt every 5 minutes to go and defend finch farm or kill raiders in corvega assembly plant for the 700th time. Adding more stops between those to go around every settlement cleaning the water purifiers would basically bring all progress to a grinding halt.
Interesting vid. But I feel like u overthink it. But that can be fun too. Sometimes I think how the institute people not getting sick from outsiders coming in when they live so sterile 😂
Horizon mod adds a lot of logical stations. But you are asking for logic from lazy writers that expected without proof that all players would ignore the story, which is really bad, and just go C.O.D on things.
Place anything everywhere , conquest , sim settlements , placeable clutter , AWCKR or whatever it’s called now a days and then use your imagination and trust and believe bro you’ll be able to build civilizations also if you like a specific settlement but don’t like what’s there get a flat settlement mod for that one place like I got a clean and clear starlight drive in mod so I can build whatever I want there just a blank flat landscape bro I won’t hold you its hard to get into fo4 modding but trust me I have 150 mods on my Xbox the literal limit I’m on the mini fridge Xbox and bro it never has problems I’ll be in downtown Boston straight stroking my shi notbing will happen and most of my mods are overhauls like modern weapons ghillie suits bullet physics along with weather changed and forest mod my game is basically stalker with cod shooting I can even lean and replace the plates in my vest like in warzone and I’m on Xbox bro don’t underestimate it even on console you can have a great game I literally have slaves do my bidding and can call in air support or power armor like in titan fall there’s countless other things I’ve added to it but seriously take the time out of your day to get your load order in check it’ll make the game run so smooth also get an unlimited build mod you’ll need that to build things like I have this huge slave farm where it’s just basically a huge factory with 40 settlers and a huge hub for them all to drink and gather around in after hours it’s very immersive too and nothing feels like cheats or out of character it’s all in the realm of possibility
@DuxSanctiHadriani if you cant tell I’m literally addicted to this game I have a serious problem I’ve done everything there is and still can’t get enough I literally have a 389 days and 18 hours played in it on my main account because this mods this game is the end all be all game nothing compares
Sorry, but most of what you are asking for is just pointless. The reality is, most of the people in the game world would die from exposure and disease, walls can be overcome, people rarely build settlements in places they haven't already found water, settlers obviously have access to food outside the settlemnt to supplement or they would be dead already. There are games with these types of syatems already, but Bethesda wasn't building that type of game. You could make a much better video, talking about how you would like to see a game with more focus on settlement management and realistic scenarios building off of FO4 ideas. The whining in this video, along with your lack of real world knowledge on most of the subjects you touch on, makes it little more than an attempt at clout chasing.
This man is providing a treasure trove of ideas for any "immersive settlement" mod maker.
exaclty
The settlement system in FO4 holds the potential to be a game in it's own right. With some mods, I found it to be what draws me back over and over. One of the coolest gaming experiences I've had was with settlements in FO4. I found that I always lose myself building and managing settlements. My game becomes going out to find mats for building, then killing raiders for guns and armor to upgrade and equip settlers for defense. Then building artillery. I found I was actively going to raider hotspots or special areas with sepcific mats just to slaughter everyone and take everything to build my settlements, building a small nation of loyal settlers, arming them into militias that patrol and attack enemies near towns. I realized that in my own way I had become a wasteland raider warlord, raiding people who were just trying to survive in order to promote my own people's safety and lives over the others. I realized that this was exactly the Old World attitude that spiraled into the resource wars that caused the nuclear war in the first place. Me, an artifact from the Before Times, preserved on ice and returned to bring old values into a new world, and repeat the same cycle of violence. I had become that bad guy, the evil in the wasteland. Sure, my settlements were booming and people were happy, but... at what cost to everyone else? And I realized that every playthrough ends up being the same pattern for me. That's a moment when a game made me truly reflect on myself in a way most games never do.
Try out Sims Settlements 2 mod, makes settlement building/management everything it ever could have been and the lore quest that accompanies it is better made than half the quests in the game.
I love it, i start out as a mercenary everytime that decides that this world is mine. As I tell myself "the world is yours chico" and then proceed rebuilding the commonwealth in my image.
@@blah8934 Same ✌️
@Ayoosi I cam, I saw, I conquered. That is literally how it would be in real life post apocalypse. No different from the past. It's probably why we play games in modern day because the opportunity to do that in real life today is not feasible, but the desire to actualize yourself in that manner is a genetic legacy.
@@blah8934 I believe so too. That's why I loved the open world and settlements part so much, because it showed me parts of myself in a new way
They were biting off so much with the settlement system that I think the entire game should’ve revolved around it and not Shaun and the Institute
It is pretty front and center. Tho some people still argue it’s a side mechanic and you can just not use it so it doesn’t matter. Personally I think they should’ve made Fallout 4 a regular fallout game and cut out the settlement building as a whole. I think they could’ve made a separate game, kind of like Fallout tactics, that worked with the settlement system. Have the map set up like a checkerboard with 4 factions in the corners. Take, build, populate, and hold settlements across the map in strategic locations. Certain settlements could be near certain resources like an old arms factory, a quarry, or a large river. I think if they made a whole game for you to play Risk with settlement building in the Fallout world it would’ve been great. Having it attached to a half baked fallout story doesn’t work. Fallout 4 feels like they were trying to do two things at once and didn’t finish either of them.
I particularly appreciate the idea of more advanced Power Generators leading to more attention from the Insitute or Brotherhood. This could be extended to pretty much every faction, with a particular resource attracting different attackers:
A.) Raiders & Gangs come for your Caps
B.) Rust Devils come for your robots
C.) The Brotherhood comes for your Power Armor & Laser weapons
D.) Tribals come for your food & water reserve
E.) Super Mutants come to kidnap settlers for..."reproduction"
Those would be amazing if they were in the game. It would go a long way to make the settlements feel important. Getting better means more risks for that settlement. This should’ve been in the game it would’ve added a lot.
The muties have no vats for dipping though. They'r eliterally just flushed down the institute's toilet or some shit.
A simple water solution would be a rain catch system.
And the walls problem would be absolved by simply moving the spawn points a bit farther from the settlement edges.
Or mad max it with dew collectors and maggot farms. There’s so much post apocalyptic lore that the developers just chose to ignore.
Let's remember,at this games launch most players were on consoles. Very taxing,and walls take,on a big settlement, what 60 to 70 percent of build space
PWR Passive Water Resources is a mod that can of introduce the watter collection system, SSK Move Workshop markers kind of fixes spawn points bya lolowing them to move them yourself. A little sad this will not be available for consoles though.
I think the biggest miss to me is that settlements only happen when you are involved.
Imagine raiders or civilians randomly building their own settlements out in the waste that you can discover. They could have random ideologies or trust of outsiders.
You're telling me generic hanging bodies and bags of red meat aren't settlements?
When the robot expansion came out, I just filled my settlements with robot workers and nothing of value was lost, didn’t have to listen to a bunch of repetitive inane comments every time I was crafting stuff
Honestly robots make amazing provisioners for your supply lines, and I use them at some settlements rather than settler's to make a few supply line hubs.
One could argue that these settlements were placed where they are because settlers settled down on top of underwater aquifers?
That’s what I have to assume yeah. I actually looked into the feasibility of digging a well in Massachusetts to see how easy it would be with where the sea level and groundwater is. It’s technically possible like I said in the video, I just find the infinite water spigots to be immersion breaking for me.
Me trying to picture the brotherhood of steel in orange t45 armor sets digging up wells.
The biggest sin of the Settlement system is it's the reason why the Commonwealth feels so lifeless. There are only 2 "cities" so that players have the empty space to build, and the resources the system uses takes away from resources that could have been put into the existing Settlements to make them feel alive.
That said, currently doing a "build all Settlements" playthrough and the Commonwealth actually feels like people exist there now, and I'm dreading entering Goodneighbor or Diamond City now, because my 20 pop. Settlements are so much more dynamic
Not a bad video. Some good points made. Settlements can be a little strange at times. Shame the focus was on making small farms over actual urban settlements.
they had to, fallout 4 cannot handle more then 20 characters loaded in a scene very well, unless you lift said limits but even then, 20 is a safe number
@@reaverfang377 I always slash limits and the game works for me. It would be nice to not have all settlements work as farms too though
The shame of technical invitation. With the hardware we have now you could probably have massive city’s with thousands of NPC’s if it were isometric but now we expect dialogue and voice acting so we get 2 settlers and some Tato’s
Bethesda isn't in the business of building worlds that make sense, they never cared about things like internal consistency, justifiable mechanics, balanced economy, understandable NPC motivation, etc. They implement things that have no reason to be there, that can't be there, that have nothing to sustain and support their existence in the world or that have no consequence for existing, they just thoughtlessly add gameplay elements without integrating them to the world, they're just there for the sake of being there, and sometimes Bethesda doesn't add something that would have made perfect sense and would have added to the immersion, an example that bothered me was the total absence of latrines/toilets in Skyrim, I know this is probably nitpicking for most people but if there are kitchens, bedrooms, there's even a bathhouse IIRC, why no toilets? I remember finding one latrine in a cave, I think it was the one and only place in the world where people could relieve themselves...
Well said. My thoughts exactly. The video I put out today on goodneighbor goes over a lot of this actually. It looks like stuff is being set up and there are schemes and plot lines happening in the background but it’s all by chance and Bethesda doesn’t do anything with it.
I can only imagine that the reason there are settlements in those locations, and not elsewhere, is because they have good soil, and underground water. although there is a trailer park near Fort Hagen that I expected to be a settlement location the first time I cleared it out.
I do wish that we could eventually start populating ruined towns with people, to make even bigger settlements. Although that would mean you eventually run out of scavenging areas.
But then atp you should have traders who can infinitely supply you with shipments
You know after watching your video it occurred to me that they bothered putting weather patterns and rain in this game. So rain water collection would have also been a viable method for land locked settlements.
How do you only have 2 subscribers? (3 now), this video is so well made, and I agree with every point. As regarding the Guard system, training/experience could be an extra level to consider, you could even hire mercenaries to help bolster your defence (though should you miss a payment they become raiders).
That’s a great idea. Classic mob mentality of well keep you safer than the rest unless you miss a payment. Add in some classic New Reno gang activity back in fallout.
Also with the water; don’t forget about desalination, with coastal settlements you can just boat loads of water purifiers in the sea and get pretty much infinite water, water purification and desalination are two different things and the same machine shouldn’t be able to do both. Plus it messes with the games balance because water purifiers in sanctuary (the first settlement) give you infinite money, you just need the scrap to build them.
With the local leaders 42:40 that idea isn’t too far fetched sim settlements rise of the commonwealth has a local leader system so all you’d need is to marry that system with something like what’s in crusader kings 3 with the royal court, the only thing that could make this stuff difficult is the fact that fallout 4’s settlements system doesn’t have set buildings because it’s free form building like minecraft rather than a restricted building system like in assassins creed black flag and assassins creed 2 where at the end of the game you get to pump money into a town to get new buildings.
Would also be cool to have settlements be built around the type of leader you choose plus you’re characteristics. Imagine being a scum bag in fallout 4 doing slave runs for Nuka world leaders. Over time as you do more and more quest you’re settlement’s start acting in ways your character does unless they have a strong leader like a companion. Imagine Piper in charge of a settlement with a slaver sole survivor the settlement would eventually mutiny and leave you electing piper as leader. Vice versa you choose a generic Gunner as your leader as time goes on they begin capturing mutants and other Waste landers to sell off. Or say your character is a technical wizard and can make ammunition from fertilizer, lead and other goods as you make more and more ammunition or explosives from said material more and more waste landers with a similar skill set start building fun the settlement as a massive weapon and ammunition manufacturer and being able to share or sell the settlement as a whole to different factions. Giving the location to the minute man leads to heavy presence of T-45 scouts low enemy spawns with a an increase caravan presence. Giving it to the brotherhood could lead to you being ranked up in the chain of command being given special privilege and having t-60 Clad paladins escort you through the wasteland and being able to request either material or unique ammunition from the brotherhood and getting a steady supply as long as the settlement remains open to them. Or being able to remain independent and keeping the resources for yourself so much. Potential!
You are a master. Those ideas would be amazing in settlements. I’m editing a minutemen’s video currently but I’ve got a script for a settlement part 2 and a lot of similar ideas are in there. I suggested we could build a vertibird landing platform at a settlement. These could work as brotherhood caravans and connect any other vertibird settlements with recourses. Since we already see them engaging enemies, I’d have a smoke grenade like the one for the minutemen’s artillery; except it summons a vertibird and 2 or 3 brotherhood paladins to your location. Your ideas are fantastic. When I make the settlement video part 2 are you cool if I mention some of your ideas too?
@@Sublime_Light
If you’ve played state of decay there’s some ideas there that I liked. You could get your community to take over different locations they would boast some aspect of survival like getting them to set up base in a farm wouldn’t increase security but would outlet food daily for your main base. It would be cool if off screen (as to not burden the hardware) you could send your settlers to different pre ear buildings that had different utilities maybe the institute would be interested with steel and other building materials for expansion other ground, maybe the brotherhood is making all they’re power armor in the capital wasteland and it’s becoming too expensive to run their supply lines, and would pay for a consistent source of new units to be produced. Some stuff that would be a great implement in any apocalyptic game but especially fallout
I haven’t played state of decay but I’ll be checking it out after that recommendation. I’m definitely going to play into resources each settlement needs for my settlements part 2 video. You’ve got some amazing in depth ideas. I really appreciate the feedback. You should make a video on it. You’ve got great ideas homie. We need more in depth thought put into Fallout because right now Bethesda writes fallout like a silly marvel movie. They cannot seem to capture the bleak ruthless wasteland from 1, 2, & New Vegas.
would’ve been cool if there was some new institute technology that detects underground water sources and there are only 1-2 sources of water
Fighting over resources in different locations would’ve been cool. Also if one or two settlements had lots of steel available. Or better farmland with less radiated soil. Or a dry location on top of a hill perfect for having many generators as a power plant.
Definitely make it more meaningful. “I lost county crossing” or “I lost the biggest supplier of food in the commonwealth”
I think for power they could have made it so the player could go to some of the big power stations in the wasteland like how new Vegas has Helios one and Hoover dam and redirect the power to your settlements
Also a chance to fix to fix broken lines to spread it would have been so cool.
I love every critique suggested improvement you made. I think the system should either be simplified right the hell down and never made plot/quest important or made actually immersive and well thought out, but make it the MAIN focus of the entire games. The main story about synths was terrible anyway, might as well cut it out and put all that effort into the settlement system
Good to see new channels like your, hope to see new video soon
I’m only at the 9 and a half minute mark and so far everything you’ve said would require Bethesda to build a game engine that actually functions
"When you start to play Fallout 4 you'll start to appreaciate fresh produce!"
Actually a good video from a small creator, thanks for the video and making me question more then I wanted with Fallout 4s lore friendliness - guess someone should go make some mods to fix all the issues in this video 😭
I feel three things could make this system better
1) You order construction work provided you got contact with a faction or person who does the construction work according to what you order. This is similar to how upgrading a house in Elder Scrolls games and fallout 3 works.
2) Your settlement has a rate of food consumption, that can be provided by both crops and whatever food you hunt or scavenge for. Just for reference, one buck hunted is a lot of meat for my family, that’s not just one meal for all five of us. A lot of people don’t understand the scale of 50 to 75 pounds of meat is.
3) You should be able to make the skeletons disappear from your settlements. It’s annoying that you cannot. It’s also immersion breaking to me to have dead bodies in my living space and yet be healthy.
21:25
One thing that most people making post-apocalypse stories sadly don't know is that gasoline and diesel have a shelf-life, and while it applies less to fallout due to the prevalence of fusion and fission, a lot of things the nuclear material resource is used for couldn't be used because of how degraded all of the sources would be 200 years on.
I remember thinking about this a while ago. I thought that the number of "settlements" in the game should remain the same, but the number that the PLAYER could specifically build in, and not just annex should be limited to like 5 or 6 high quality locations.
For me, Fallout protagonists were always solitary men, not social leaders. They did what had to be done to change their small part of the world and then fucked off entirely, never to witness the effects of their actions. It was always poetic in a way.
Ok, you have a new subscriber. Very well done! It’s interesting that many of your ideas to make tech, from power, to turrets, to water purifiers harder to acquire, to water storage, to hunting stations have been added by modders. It illustrates it was all possible. So why didn’t Bethesda make it happen? That’s the million dollar question
Its very sad that every video like this has the inwritten knowledge that anything nuanced is beyond Bethesda's ability. Its been this way for over a decade now. If you made these suggestions to any other studio of their size you wouldn't have felt the need to say "I know these ideas are far fetched" because... Well they're not far fetched for a "pedigree" studio to achieve
That’s absolutely true. People’s standards from them are so low it’s crazy. The defenses for Bethesda are often just “it’s Bethesda they can’t do that” or “Bethesdas engine couldn’t do that” idk when the standard of absolute minimal effort became the status quo for Bethesda games. Just sad
can you take a look at fallout 76, i think ironically f.o76 controls the future lore and direction of the series especially with the new show coming out and the ability to update the game consistently, great video overall, hopefully your channel can grow large enough to influence some change in the fallout community.
I mean the water table in massachusets isn't THAT low, but it is still a pain in the ass to reach.
I like this, this is good.i miss new Vegas.
Would be cool too to add special settlers and guilds to specialize settlements. Imagine you could recruit some tribals with knowledge of engineering they could maintain and create special weapons and even suits of PA which could than be used as unique trading goods for other faction’s Ike the brotherhood. Or being able to trade off surplus power or other good your settlement scavenges for other vital resources like food.
First off I miss tribals and I don’t know where they’ve gone in Fallout but I want them back. Second using power armor as a brokering chip to access trade with the brotherhood or something is a great idea. They would probably trade hefty supplies for high tech- and if you didn’t align with them keeping open trade with stuff like that would be great. Maybe there could be a resource the institute wants and doesn’t have access to underground for a similar trade. There are so many good ideas out there. Yours are great I’d love to hear more.
@@Sublime_Light
Thanks homie I became really interested with the entire trade mechanic that was supposed to be in fallout van Buren but sadly was never introduced. And yeah I miss triable so much too the hang dogs and black foot as well as the cypher tribe were such good ideas for different play styles that sadly never got to be introduced into fallout
@@Dorkeydazethey are one of my favorite parts of fallout. The great Khans have been here since fallout 1 but I think they should’ve made some east coast tribes. Some weird Druid like tribes since it would be cold and heavily forested in Massachusetts and not a desert.
The mod: Settlers Of The Commonwealth adds in unique settlers, my friend F4LLOUT_Gaymer uses them a lot in her game. They really add a lot of diversity to settlements.
Hunting system
No armor and pipe gun = radroach and bloatfly with occasional dog or molerat
Leather and 10mm/.44 = more frequent molerat and dog + occasional radstag or brahmin
Metal and Hunting/Lever-Action/Double-Barrel = Radatag and Brahmin + occasional mirelurk
Combat Armor and Rifles/shotguns/AR/HMAR/most high end weapons = Mirelurk + occasional deathclaw and yao guai.
Bonus: if you have the cannIbal perk they can bring back ghoul, super mutant, and human flesh. That ones just a for fun though
Also for generators, it’d be more likely that settlements would use ethanol, which can be made from CORN!!! While fusion generators would be of course powered by fusion cores.
And finally, there is a shelter mechanic for beds, its just buggy.
I really like this; I think I’ll adopt this into my settlements.
I wish settlements where you can actually send them as soldiers/settlers to attack BOS/Institute and take territory etc...Instead of doing everything yourself.
Most of these problems are due to Fallout 4 trying to be two completely different games at once. The ideas you suggest do work well in City Building games, but all have the flaw of distracting players away the "I'm a Badass Adventurer" aspect of an RPG. To implement your ideas would also involve changing the story and mechanics of the world map to support the base building - which I am in favor of. Each quest would have to be rewritten for the goal of developing your settlement rather than getting involved in other people's stories. This is also why the "find my son" story falls flat. You the General would need the ability to send troops to explore the map, instead of doing it all yourself. Rival factions would also need the ability to move and develope their territory to compete with your settlement.
I agree. Personally I don’t think settlements should be in a fallout game. That’s why in the intro I ask if you wanted a post apocalypse sims game to take up disk space in what was promised as a fallout title. I think they could’ve made it work but they shouldn’t have made it half the game like they did. Because it subtracts from the story and the world. I know the reason we didn’t have as many towns and cities as most fallout games is because they think settlements make up for them which I staunchly disagree with.
@Sublime_Light I would love a full-length Sim game based on what you're describing.
Interesting video. Well done.
My BOS play through I built the teleprorter at the airport, didn't need to mess with the minute men that much
Yeah they aren’t mandatory but the game definitely pushes you to them right from the get go
@@Sublime_Light are you going to be fixing the rest of the factions?
I’m definitely planning a brotherhood video. Since they’ve had completely different values from game to game. I’m a big fan of the first two games and Bethesda brotherhood is nothing like they were originally written as. Honestly I think Bethesda should’ve just made up their own faction with power armor rather than changing the brotherhood to fit their story with each new game they release.
Idk about the railroad or the institute. If people ask me to then I might. But otherwise I plan on leaving them alone since they seem to be confused on their identity already.
Have you tried modding to get what you want?
Actually the generators are fine, as long as you have corn. Ethanol is a thing that is used to make what you would call gas, so imma give them a pass on that but you still need a lot of corn and I wish we had more wind and water based power, and solor should be very very hard to use in my opinion lol
The entire water section i find kinda weird.
Like a good half of the map is already covered in water, be it rivers and the sea, be it swamps and a flooded town. The game also takes place in fall so, there's a lot of rain. its not that hard to imagine that there is a lot of relatively clean water available at any given moment.
The commonwealth is also not a bare desert like everything on the west coast is and its not poisoned(at least not to such a degree) like the capital wasteland.
So Saying that "since i can plop a water pump anywhere in Boston and get unlimited water i should be able to do the same thing in other parts of the wasteland" is just stupid.
I do agree that in same cases like the red rocket you shouldn't be able to put wells but there's also the fact that it makes the game more fun as it doesnt limit the player in the settlement configuration.
I'm 6 months late so you'll never see it. But I just wanted to say.
Maybe if Bethesda put a purpose behind the settlement route system that THEY MADE AND INCLIDED to get water and food to settlements that need it. That would be neat. It's right there.
Yes I agree. I’m actually working on a video at this moment that looks at assassins creed origins design for their towns and settlements. Looking at how they make so much sense. They exist in areas that supply them with resources. Like resource collection and material manufacturing would take precedence in where a civilization could be. Certain towns are food towns. Where 90% of the area is just farmland. And if you look around the world you’ll see these farms are what supports the nearby military bases and towns.
Most games (like fallout 4) just have people exist in places because the devs want a town there. And the settlements are the embodiment of this senseless world design.
I think it should function like origins towns. Where they started with the land first and asked where and how could people survive. And then built the town based on the environment around it rather than the reverse.
Fallout 4 does none of that. People just exist on nothing and for no reason.
@Sublime_Light Wooo you saw it. Hopefully that new video is done by the time I'm all done binging all your videos haha!
@@ghoulcity3981 hell yeah man
One, having one main quest use a settlement does not make the settlement system a main gameplay feature ,its still a side feature that you can choose to play with or skip. two most of what this video is recommending makes the settlement system more complex and more micro intensive on the player , which i think is a bad idea since there are so many settlements , making the settlements simple like how they are in game is alot more enjoyable to play with.
I agree that one or two main quests requiring you to engage with the settlement system doesn't make it a main feature. However, for those players that do want to engage with it there should be far more depth and nuance to it. It's clearly wanted, seeing how many mods there are that do just that.
Thus whole settlement thing , could its own game. Both a Sims game and also shooting rpg game
6:59 They DID have a well. The pumping equipment for it just got stolen too.
the biggest problem with bethesdas fallout is how linear it is, sure you have 4 different factions in fallout 4, but every ending is the same, the only difference is whether you blow up the institute or not. fallout 3 has a similar problem with only 2 factions and the game really obviously wants you to play the BoS route. the thing with interplays fallout is it prioritizes being an RPG over its gameplay. interplays fallout has amazing gameplay, but far better story, writing and character build. fallout 4 actually removes the RPG aspect, sure as a completionist i dont mind F4s perk system, but as a RPG enjoyer, F1, F2, F3, and new vegas are peak, primarily F1, F2, and FNV
edit: to add on, i believe fallout 4 prioritized power armor, i mean they made power armor a wearable tank, they made all the weapons slightly larger, the "assault rifle" if you can even call it that, is clearly meant to be used with power armor, but the new problem is that they also made power armor hard to use because you needed constant fusion cores. so most the game you wont even be in power armor. and finally i personally think that bulkifying power armor does not retcon power armor, it has been bulky since fallout 1 and 2, however i believe power armor was smaller in fallout 3 and new vegas entirely because engine limitations, f1 and f2 got away with it because its 2d, f4 and f76 got away with it because its modern games with modern engine. f3 and fnv couldnt get away with it because 2008 engine
I would love to make settlements forwording bases for the other factions.
men , u are right , the food system always problem's me alot , why not just use those rat or maurlurk meet for food source .
I found Sim Settlements 2 to be my person solution to settlement immersion.
I think you're just a bit nitpicky about how much food the settlements in Fallout 4 are growing. Sizes of settlements are always scaled down in Bethesda games compared to what they would be realistically; Whiterun is the quintessential example. They are nowhere near what the size of real cities would be due to game limitations, and as such the amount of food being grown would, realistically, equate to more than just, a dozen stalks of maize.
Ehhh... I get the "need to build the teleporter" argument, but it's more a matter of degrees. The main quest requires you to dip your toes into settlement building, and some of the factions have it as well, but it's rather minimal crafting than having to build something notable. I wouldn't agree that it's substantial enough to call a tutorial, though it definitely is using the interface and building something.
> "Settlements should be held to the same standard as combat and exploration. FO4's combat and exploration is well made."
Oooooh. This is a controversial statement. Not that settlements shouldn't be... I just think FO4's Settlement systems are better implemented than it's combat, by a mile. Combat is largely basic... if not for Fallout 3's being even worse. Exploration is only well-made in the sense of the map itself, and mechanically isn't any different to Fallout 3.
Fallout 4's water mechanics cannot be used as justification for situations on the other side of the continent. For much the same reason as the time it takes to walk from one end of the game map to the other not being consistent with real-world distances. It's simplified and unrealistic. California is 25% desert. Boston is coastal. Pumps may not even be connecting to underground water, but to pre-war water pipes. Plus, settlement locations could be "chosen" because they can provide water, where other locations are unavailable because they cannot. Fallout 3's issue isn't a lack of water - there's plenty of it. It's that all that water contains trace amounts of nuclear material, which can have a half life measured in centuries. (And was presumably hit with many nukes, where Boston was simply not as important.)
40 corn stalks is probably not what's actually planted. The map is a tiny fraction of the size of east Massachusetts - 10%. That small field might actually be a very large field.
Fallout 4 does have an animal trapping mechanic. It's DLC, but it's still there.
Cannibalism... rather than leaving your settlement for greener pastures? A bit edgy. You already lose control of Settlements with critically low Happiness... so that's already a thing, really.
Etc, etc. I'm not saying that you're not bringing up actual weird things that happen in the game - realistically, the Settlement system is ludicrously overpowered. I'm saying that video games - in general - do a lot of simplification in order to be fun without being tedious. Fallout 4 could absolutely exclude random water pumps entirely. It could also require you to go to the toilet regularly and wipe your ass with anything nearby because you don't have toilet paper.
Yes, they threw some stuff together that took many months of work to get running, and said "good enough". It's not a life sim, and Bethseda aren't known for being highly skilled. It's that simple.
I always believe that and some way , the settles have a hide inventory, because I see them cooking meat , or you are in construction mode they talking between them shores, or argument between couples, or about hope, when you take a companion to your settlements, I hear once he buy a some special alcoholic drink, and option is not for the player, WHAT,!!! I love alcohol, or when the write a letter, I think they write to a love one, saying ( My love I found job, soon our luck gonna change, take care of the kids, I love you, ) or early morning you go to the bar and they eating breakfast, ready for work... yes I don't know why but that makes me happy, is like minecraft, the villagers have items that you can't get anywhere, y settles not perfect, but who I'm to critique them, me the one army men , and my loyal little killing machine, dogmeat,! who I love so much, 🐕 ❤, 😊 ,
It's actually not true that there isn't groundwater under most soil. There is water under most of the earth's surface. The real problem is whether it's safe to drink, how easy it is to get to. Etc.
Making that water safe and drawing out enough to support your population would be the real challenge.
Of course in more arid environments, concerns about the groundwater supply are greater.
Sir are you unfamiliar with how humans choose settlement locations in real life? Of course there is water underground. Thats why the settlement is where it is.
i agree man, it was an interesting point however a little bit nit-picky in the long run, i think settlements are best improved by the idea of how players could take a more direct hand in building their own base rather than being awarded a single hovel much like f.o3 or new Vagas.
A most thought provoking video. Just curious, are there any Fallout 4 mods that you feel help mitigate some of these shortcomings? Would love to hear your thoughts on it...
The only mods I currently have are to make resources for free and unlimited building limit. So I can just free build anything I want at a settlement for the videos. I really don’t use too many mods- so I’m not too well versed in good ones or bad ones. Im sure there are a lot out there that would fix the things I have problems with; but I think we’d all rather the game do it right first and not need mods to fix it after. If you have any good suggestions I’m all ears man.
I have been working my way through Sim Settlements 2. It has 3 chapters currently and can be found for free on Nexus Mods. It actually makes the settlement system much more important and involved in the game. It can be a little buggy with different mods so I would suggest installing the SS2 mods and then slowly add in other mods to see if they are compatible.
The mod Horizon is an excellent overhaul that enhances and integrates the settlement system. Better yet adds to versimiltude by having the PC bring a wealth of engineering to the Commonwealth.
I can respect sim settlements 2, plus it adds a little bit of diplomacy between the main factions with the gunners being a legitimate threat. (Plus a few minor factions that the mod brings to the table.)
@@cryoghoulby engineering you don’t by chance mean they have the Caesar’s legion chariots that were cut from the game? That’s wishful thinking but damn do I want chariots with machine guns.
I’ll look into that mod that sounds cool. I wish fallout had more post apocalypse vehicles. In fallout 1&2 you would see caravans used the back half of cars with the back wheels and the trunk. I assume Brahman pulled them with a yolk or something. I wish they had brought more designs like that into new fallout games.
Got my last achievements a couple days back, i will never play without sim settlements ever again
Remove settlements altogether. It's an RPG, not fucking Minecraft.
I agree
Settlements are why it's hard for me to play fallout 4 I find it so boring and yet most of the map is dedicated to it.
Yeah. Seems like they made fewer towns because they figured settlements would make up for it. Super lame
@@Sublime_Light Mind you I'm a drooling casual a Skyrim enjoyer so that's very telling HOW disappointing it is if even I didn't like it.
I bet he's fun at parties.
Mad at having to build 1 thing is fucking wild
Would have been interesting for different settlements to have specialties, and trade with other settlements to fulfill needs. Perhaps Ten Pines Bluff settlers could replace farming with being equipped for hunting, and send out hunting parties to find animals to process. The end result would be leather, adhesive, and meat. Those resources would supply a portion of the food for the settlement, and the rest could be placed into the workbench, or a specialized trading container. Those goods could then be marked for trade with another settlement. For example, Sanctuary Hills could trade excess water for food, since it has a nice big river. That would add an interesting market economy between outposts and make caravans and supply routes actually useful. Add to that ambushes for supply caravans having more dire results as those leave the settlement without living commodities if the provisioner is killed
I'd love to be able to have more specialized settlements. Hunting in Tenpines is good, because it's a more wooded area. Outpost Zimonja could make use of the radio tower. Abernathy would be the major crop and cattle supplier in the area. Sanctuary has water, and large homes for a large population. Starlight Drive-In could be a trader station. Sunchine Co-Op would also make a good spot for a major population center.
@@chadnorris8257 I always make Starlight Drive In my provisioner hub. I try to send all caravans in the NE settlements out through that one, and make the settlement buildings look like an Old West trading town. It's just a tiny slice of character that helps immersion
@@chadnorris8257 OZ's radio tower could be put to use broadcasting radio stations, maybe even one that the player creates from different in-game tracks, or uploaded tracks, and persists within the game. It could be used to increase happiness to settlements nearby or make it easier to find or help other settlements. It could have been used as part of a system to call reinforcements during attacks or even open-world exploring. So many options.
I always wished Oberland Station could be used to fortify the rail bridge going north, like perhaps persistant Super Mutant attacks from southern areas funnel through the bridge to attack settlements, but if you fortify OS then you can hold back the attacks and help pacify different regions of the map.
@@Ayoosi Yeah, it feels like a place you'd want a lot of traffic in, either because of shops, or trade caravans, or whatever. I guess the idea comes for it easily because Trudy's is right over the hill, and Carla passes by her shop. Starlight is just an expansion of that.
@@Ayoosiyes. I always give my settlements themes like that. I made some like Caesar’s fort. Others like minutemen or brotherhood outposts. It allows for a ton of creativity and telling your own story. I haven’t done a western theme but I think I will now.
I would like it better if it was just around 5 big settlements
@@TheHamburglarHelpster and maybe each one offered a different resource that could be beneficial to the players chosen faction. Less is definitely better
You are asking too much of Bethesda. They don't even know what their game engine can handle
I was wondering why this was 50 minutes and after he spend 5 of it repeatedly harping on how stupid the wells are I understood
Whata interesting is a lot of the ideas that you have presented are in Medieval Dynasty in one form or another && it's from a small studio AND only less than 5GB 😅😅
Definitely never considered this...mostly because my game keeps crashing before it can delve too deep hahaha
Regarding food...I've usually just assumed the "variety" of food comes from the caravan routes if you decide you want to utilize that feature amongst nearby settlements.
for those who just want to make standalone settlements, yea I'd definitely not want to live off solely tato or solely corn diets . ¯\_(ツ)_/¯
Do you have mod recommendations?
No I do not. I don’t use any mods besides unlimited building resources and building space
God, imagine if the developers were actually TALENTED. Alas, they were barely even competent.
I would have loved to see several side quests based on up-gunned settlement guards using the weapons that the player gave them to rebel and maybe turn into a gang of dangerous raiders if you gave them too much gear.
It would bring an interesting risk/reward factor to the game; who can you really trust in the wasteland?
What if the rebels were mislead? And after you kill their leader they surrender? You could have a choice: forgive them and risk this happening again or purge the ranks and kill anyone who would dare to rebel. Maybe it wasn’t even the guard’s fault and they were mislead entirely by someone who wanted them ALL gone.
Dude I absolutely LOVE building and decorating with mods. But id rather have a FEW settlement areas, than the empty fucking wasteland with a few subpar towns. It was just a cover for lack of depth writing and exploration.
You should play Sim Settlements 2 (1-3) for fallout 4. Id love to hear your review. Kinggath really gave the game alot of love with their team made mod.
Here is a piece of modding history.
One of the most popular mods of F3 was an outpost building mechanic that allowed you to build almost anywhere and would be raided sometimes at different difficulties depending on some factors.
(This mod was also popular in New Vegas but I won't say one of the most popular as there are so many amazing mods for NV)
Bethesda as usual copied the mechanic with some more details but left it only to specific areas. And then relied on that to mostly carry their game. It was popular right??? So people will love it.
I don't understand how Todd was made CEO but at the same time so stupid.
People loved being able to do this as a side activity.
No one was asking for what they delivered with F4.
And I still get so much joy that he is seething that his space game without an identity with a thousand AI generated landscape planets and three towns flopped.
Despite all the flaws fallout 4 has, at least it's trying out new things, unlike cod
Logically nobody should be alive in any Fallout game as the radiation levels are to high and it is in everything, a rad storm would be enough to end a life. In reality iodine is what is required to help with radiation sickness yet it's not used or even crafted but it's a game so logic in such things is not required. As far as the water is concerned the commonwealth was not from the BC era before the great war, it was a modern city with water pipe lines running through all of it underground, so placing a water pump is not far fetched for a game as that is what Fallout is. The crops are also irradiated and as such have mutated into whatever they are within the game, the size of one carrot should feed a whole family. In reality to grow successful crops one would need three fields, one in use, one in fallow and one in preparation, but fallout is a game, reality is not required and the pixel people also eat meat they cook at cooking stations and they eat meat when sitting in a diner booth, they also eat noodles while standing at a bar. The trappers in (B)far Harbor are cannibals so they don't only hunt animals. Why do you even play games?
They didn't dig infinite water wells because it would bug their settlements and break everything. Duh 😂
The settlement system? I love it but there is really no purpose in it. You do not unlock any resources, except maybe crops. See I really wish I could be part of the development team making Fallout 5. Think if when you create a settlement you could assign it to a faction. When you did you would get some special building options for that faction. This would also give you more affinity with that faction. The settlement as it grows would then have missions to unlock more building options specific to that location to unlock resources, like a new saw blade for a lumber mill to get free lumber. Also think of special characters unlocking things in settlements, like a carpenter might have access to better furniture increasing the happiness of the settlement. You would also get a unique building plan for a place for them to live and work out of. They could be a doctor, or a school teacher, or a chemist... They would unlock resources, building options, increase happiness, increase faction affinity, give you access to special gear, be a trader, make ammo... I would also love to see more things for the settlements like sanitation (toilets and showers), heating, nicer shelters, drier shelters... all affecting the happiness and health of your settlement. This would impact its growth, not your Charisma. As the settlement grows it could start making the area around them safer. Instead of the faction setting up checkpoints like after you beat the main missions the settlements would as they get big enough. Have more missions for the settlements too, not just the ones like Preston had. Have them want buildings near by cleared out, like a factory or a hospital. Have them want things to repair things for those or to provide power.
I almost do not want players to build the settlements themselves, but instead help get the stuff the settlers need and they build it. You would see a small village grow and advance every time you do stuff for them. New buildings are built automatically based on this and things change as more stuff becomes available. This would be based mostly on the location and modified by the faction assigned to them, what missions are completed, and any special characters living there. Really is one person going to build a whole settlement... no. Let you unlock special character homes as rewards from factions maybe. Then the settlements could be far more dynamic with elderly and children... and have things look more finished and detailed and actually look lived in... Like a family home with Grandma in a rocking chair on the front porch working on a quilt while grandpa is napping and mother is hanging up cloths and dad is milking a goat... Have people patrolling around
The other big thing would be more random encounters as there should be travelers wandering around. I hate feeling that my character is the only customer for most of the shops and venders in the game. Also the buildings you clear should have a secondary use... maybe faction take them over or neutral groups. Think of University Point in Fallout 4. The Synth drove the traders out. Having them return would be great. Then again there might be little difference between them and one of your settlements.
The other thing I really like the idea of is games that have zones of control. That you could start drive out other factions and that they could take back areas and such. A village being raided could be switched from say Brotherhood of Steel to a raider faction and you loose not only the village, but the affinity for the Brotherhood that you had gained and several of the buildings are destroyed and population killed so even if you took it back right away the village would take a while to build back up. But if you had checkpoints under your control it might be harder for those raiders to get past and until the checkpoints are taken out the village is safe and less nasty encounters will occur in these controlled areas and friendly random encounters will be more common.
I also think most guns and such should be less reliable, possibly break or jam, and be less effective, but legendary weapons would not suffer from these problems. And many mods would have to be found but could be swapped off of a gun and onto another. Think... a 10, 20, 30, 50, or even a 100 round double drum for 5.56 will likely fit pretty much any gun made to use 5.56. Maybe have raiders and such that use pipe weapons just drop gun parts and building and modifying these guns just take these parts, a work station, and a crafting skill level. You could have some crazy things like a 12 gage revolver using incendiary rounds and with a laser pointer... and a chainsaw attachment. I was thinking kind of like the last Metro game crossed with Fallout 4 kind of vibes. Of course the better workstations would only be =in certain settlements after unlocking them with missions or special characters...
But think of something like Fallout 4 with a larger map and a MUCH bigger impact on the story based on your affinity with the different factions and have multiple outcomes for missions, especially the main missions. And more involves follower missions like Bethesda did with some of the Starfield NPCs. Also AI dialog for villagers and travelers that could have their dialogue based on the location, the weather, the time of day, what factions you have affinities with or are enemies with, what locations are near by... or even have small Preston like missions in exchange for less common items. You could ask them directions and they might give them. If you are doing survival they might give you food and water or let you rest there. They might tell you jokes or stories or lore. They might even have information on other factions. AI voices and AI controlled mannerisms would make these encounters great. Maybe they would play a game of cards with you.
That is what Fallout 5 should be.
Eh....... Why do you take parts of the game so seriously....? It is a game, and doesnt have shit to do with realism. Nice video anyway, because we all like fallout (4)
I think you have a lot of good ideas and some very good points but to be honest a lot of these solutions are both very large scope and would honestly be pretty annoying as a player. Having all these quests and requirements and such sounds cool until you remember how annoying it is having 50 settlements getting attacked all the time in just the base game alone
Will anyone wanna help me make a mod to make co op?…
good ideas, but some of these would not be as easy as you'd think. The creation engine is genuinely awful
I think I'm gonna have to disagree on this one. Most of what you're suggesting sounds like it would require vastly more complex programming on what's already a very ambitious and bug-prone system, and would be a stretch even for a more competent developer to achieve. The complexity of it would also necessitate making the settlement system the main focus of the gameplay, rather than the side content it already is. (And yes, it is side content. Being forced to engage with it twice does not make it part of the core gameplay loop).
Many of your suggestions also boil down to making it more realistic and attention-demanding. It's already annoying having to grind to a halt every 5 minutes to go and defend finch farm or kill raiders in corvega assembly plant for the 700th time. Adding more stops between those to go around every settlement cleaning the water purifiers would basically bring all progress to a grinding halt.
Interesting vid. But I feel like u overthink it. But that can be fun too. Sometimes I think how the institute people not getting sick from outsiders coming in when they live so sterile 😂
Guy thought it was gonna be Sims 4 😂
Horizon mod adds a lot of logical stations.
But you are asking for logic from lazy writers that expected without proof that all players would ignore the story, which is really bad, and just go C.O.D on things.
"promosm"
there's no need to fix the settlements, just don't do missions for the minutemen and don't build anything.
If immersive gameplay is so important then you should try getting a job
All I’m hearing is someone who can’t get their load order fixed 😭😭 stay mad
Place anything everywhere , conquest , sim settlements , placeable clutter , AWCKR or whatever it’s called now a days and then use your imagination and trust and believe bro you’ll be able to build civilizations also if you like a specific settlement but don’t like what’s there get a flat settlement mod for that one place like I got a clean and clear starlight drive in mod so I can build whatever I want there just a blank flat landscape bro I won’t hold you its hard to get into fo4 modding but trust me I have 150 mods on my Xbox the literal limit I’m on the mini fridge Xbox and bro it never has problems I’ll be in downtown Boston straight stroking my shi notbing will happen and most of my mods are overhauls like modern weapons ghillie suits bullet physics along with weather changed and forest mod my game is basically stalker with cod shooting I can even lean and replace the plates in my vest like in warzone and I’m on Xbox bro don’t underestimate it even on console you can have a great game I literally have slaves do my bidding and can call in air support or power armor like in titan fall there’s countless other things I’ve added to it but seriously take the time out of your day to get your load order in check it’ll make the game run so smooth also get an unlimited build mod you’ll need that to build things like I have this huge slave farm where it’s just basically a huge factory with 40 settlers and a huge hub for them all to drink and gather around in after hours it’s very immersive too and nothing feels like cheats or out of character it’s all in the realm of possibility
@DuxSanctiHadriani if you cant tell I’m literally addicted to this game I have a serious problem I’ve done everything there is and still can’t get enough I literally have a 389 days and 18 hours played in it on my main account because this mods this game is the end all be all game nothing compares
Sorry, but most of what you are asking for is just pointless. The reality is, most of the people in the game world would die from exposure and disease, walls can be overcome, people rarely build settlements in places they haven't already found water, settlers obviously have access to food outside the settlemnt to supplement or they would be dead already.
There are games with these types of syatems already, but Bethesda wasn't building that type of game. You could make a much better video, talking about how you would like to see a game with more focus on settlement management and realistic scenarios building off of FO4 ideas.
The whining in this video, along with your lack of real world knowledge on most of the subjects you touch on, makes it little more than an attempt at clout chasing.