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Alternative to conqueror for SS2

Damsous

New Member
Messages
1
Sorry for my bad english.

I think SS1 and conqueror its enough for the people who want play as a Commander of an invading forces.

My suggestion its to implent a different mechanic where the player try to rebuild the commonwealth with the choosen vanilla faction (minutemen/BOS...) and give other mechanic/opportunity for the player.


My main idea is to make the player settlement capturable/destroyable by hostile faction with different impact depend on who is the attacker, for exemple if the player didn't move to a settlement under attack and if the settlement is not able to defend itself the consequence can be like this :

-Super Mutants : They will kill all the settler, destroy everything and grab a % of ressources (depending how much contenair are in the settlement), so the settlement will be completly reset.

-Raiders : They will grab a % of ressources, kill and capture few settler + few damage on building, turret... The raiders are not a big deal but they will increase the frequency of their attacks every time they succeed in plundering.

**-The Institute : They will capture skilled settler, without doing so much collateral damage (only the turret and martial plot settler will be killed), and also capture every synth settler.

-Gunners : They will capture the settlement, kill the settler that are assigned in defending plot, convert few settler as gunner, and and take prisoner.

**-BOS : Same thing as the gunner but they will be able to turn more settler to join their cause, and also make this faction like advance and secure, so they will capture the settlement from the airport and progress carefully to the nearest settlement.

-Ghouls : They will kill all the settler and stay idle in the settlement until its cleared by the player.

-Wild life (Deathclaw, dogs...) : They will kill(eat) few settlers then leave, maybe do a similar Raiders mechanic, each time they run a succesfull attack they will attack more frequently and they will return more and more numerous.

-Children of Atoms/Pillars of the community : They will capture the settlement and convert the settler.

-Rust Devils : Same thing as the raiders but they will capture all the robot in the settlement (note i dont know if its possible but if yes they can make a copy of the captured robot then come back with a copy of the robot created by the player).

**-The Railroad : Like foreign action, infiltrated settler turn hostile inside the settlement they capture synth settler and destroy few building plot.

-Triggerman : They will try to take over a settlement that generate a huge amount of caps, same mechanic as the railroad they build their forces inside the settlement, maybe increase the chance to trigger the triggerman action depending on the caps/low happiness ratio, so a settlement that generate a lot of caps with a low happiness have a huge chance to pop a triggerman action.

** This faction will not being in action unless the player have chosen one through the questline.

Maybe i forget few F4 faction, but its just an open idea and not mandatory, its just to give an idea on how each faction can interact with the player.
 
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