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Artillery plot and perhaps faction plots

Keaba

Member
Messages
71
So i found what can be best discribed as a bug but is really just ss2 doing what it is supposed to be i cannot place minute men artillery in any settlment that has unoccupied plots of any sort whice as someone doing a rp character who takes being the general very serious is mildly infuriating but i realize this would be a faction benefit thing so i was thinking alongside an artillery plot perhaps a small brotherhood guard post for people who play that faction that spawns a knight settler the railroad could get something similar that spawns a heavy and the insitute could get a emergency relay plot that will spawn afew gen 1 synths who are instantly replaced if killed because relay if any of these get made perhaps make characters at the various faction hq's that we need to talk to first who will say something along the lines of "hey i hear you use asams to build towns around the commonwealth it just so happens i designed something for those you could use if you ever need help"
 
Other ideas for faction plots could be the church from floatsam and jetsam for ss1 for the c.o.a a fishing industrial plot for far harbor a small observitory rwc plot for acadia a bar for the operators torture chamber for the diciples and a animal pwn martial plot for the pack that contains a goulrilla or something to that effect o haven't seen it yet but im guessing the power armor shop still has the atom cats logo on it so that cover them good neighbor could have a chem dealer plot diamond city could have a noodle stand bunker hill already has the caravan station unlockable so perhaps that as a plot but at this point my suggestion is going from just a suggestion to more of a wish list
 
i endorse the idea of having a martial plot with artillery that you unlock by doing the old guns quest.
 
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