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Suggestion Commander Trait Suggestions

kinggath

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Patch 4.1.5 brought in Commanders - which have Major Traits, Minor Traits, and Weaknesses. They are very similar to Leaders, but basically ignore all of the vanilla mechanics and focus entirely on new things introduced with Conqueror!

Here's a breakdown of all of the current Traits as well as the NPCs we configured as Commanders in Conqueror: https://simsettlements.com/web/wiki/index.php?title=Leaders_and_Commanders (Commander Traits are after the Leader Traits section)

Let's talk about your ideas for additional traits, whether they be specific ideas for names and functionality, or just some ideas about other effects we could apply.
 
So, I'm not sure how others would feel about this, but I think a trait that allowed the robot followers, and the other non-human followers to recruit others of their "race" would be a good trait.
 
What about spy master who can reduce the number of combatants when attacking and have a weakness that increases it or increases the probability of more attackers when you are defending
Edit have demolition expert who blows up the turrets at the start of a attack or equips troops with explosives bullets
 
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Night Ops/ night raids

Bonus to your attackers between the hours of 6pm-6am

Cannibal (similar to another trait I think)

Enemies are in a panicked state when attacked from Outpost with this commander
 
Simular to the cannibal one above but bloodthirsty - causes fear when attacking but will suffer losses every day when not
 
Guess I think to much lol but what about some other ideas I had
Major unique trait - artillery (boomer) : unlocks a special defence plot for outpost and defender's of there outpost are armed with heavy weapons (Ronnie shaw comes to mind)
Major trait - animal king/queen : has a small force of that animal type to guard them (the roach king and antagonizer come to mind with this one as examples)
Minor trait - tribal : outpost provides herbal remedies of drugs
 
Ooooh, I like picking my brain at things like this.
I don't know much about the mechanics-side but I've read briefly through the linked wiki page.

Here are some I've come up with quickly:​

Traits
Visionary - Provides +10 Morale Boost [3]
Confidant/Confidante - Reduced likelihood of specialist units attacking your settlement [4]
Suppressor
- Immune to being overthrown [5]
Resourceful - All settlement functions require -15% resources to operate.
Innovator - Receives a random trait, which changes weekly
Buzz - Chance to spread/add positive traits to those under command.
Enemy of My Enemy - Chance to bring allies from different factions during assault/defend
[7]
Quick Learner - This recruit levels faster
Hypeman - Raiders will never flee from an assault/defend
[8]

Weaknesses

Addict - The raid party will not receive their chems for buffs [6]
Outcast
- Increased likelihood of being overthrown and replaced as leader/commander [1]
Hot Mess
- All plots receive -15% penalty in production
Conspirator - Chance to turn the settlement against you [2]
Downer - Chance to spread/add weaknesses to those under command.
Instigator - Chance to turn some Raiders hostile against each other during an assault/defend

Blabbermouth - Increased likelihood of specialist units attacking your settlement [4]
Masochist - Begins (failed) raids without your consent
Triggerhappy - Cannot capture settlers in an assault. Raiders ordered to kill all
Party Pooper - Settlement happiness is capped at 80%
Limited Training - Recruit rank leveling is capped down by 1 in Training Yards
Explanations
[1] - For some sort of popularity mechanic? Where a leader/commander can fluctuate in popularity and if their rating falls low then they get replaced automatically by a random settler.
[2] - Causing player to having to retake the settlement.
[3] - Major trait version of "Speechwriter".
[4] - Or ALL attacks, in general? Positive named Confidant/Confidante and negative named Blabbermouth - because they would be intel-related names, i.e. the point of specialist units attacking you.
[5] - Just as in explanation [1] - this would be for some sort of popularity mechanic.
[6] - Or a percentage of the party.
[7] - e.g. Fighting the Brotherhood faction can trigger temporary Triggermen allies during assault/defend.
[8] Now, this isn't talking about fleeing from combat when injured and then returning - This would be for some other mechanic where Raiders get so demoralized during a failing raid, that they straight-up run away (deserters). PS: The name for this specific trait should be something other than "Hypeman" but I gotta leave as I'm writing this.

I can do this for days but I gotta go​
 
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Field commander: joins the assaults and boost moral for the attack

One man army: let’s you lower the amount of raiders you can bring to 1 and the fewer raiders you bring the stronger the raiders

The Nuclear option: arms all the raiders that join the assault with a fat man and 1 mini nuke

Sniper: (my thinking of Willy one eye) every few seconds 1 settler will get killed, from a sniper or Willy.

Rock star: improves morale and improves work output (people work longer hours cause the party goes from dawn to-)

Heavy duty: most raiders get power armour in assaults.

Air support: brings in vertibirds

Patriot: raiders are so proud of where their from that the deal more damage and when they die they come back to life with the power of American PATRIOTISM (only works once per assault)

The cavalry has arrived: (this is a bit outlandish cause fallout doesn’t have horses or rideable objects) once 50% of the raiders on an assault 5 raiders on mutated horses run through the battle field shooting up unsuspecting settlers.

Attrition: raiders hang back and snipe at the defenders

Siege engineer: both warriors and workers join the assault. Workers build siege towers, setup artillery, build dirt ramps to get over walls and more

Australian: causes the wild life to join the assault (cause in Australia everything wants to kill you) and give the raiders great Australian accents

Goulish: before the attack gouls have been harassing the defenders and killed a few (In the background) but when you arrive you find a few gouls still fighting the settlers (gouls are friendly to you and the raiders but aggressive to the defenders)

Good looking: some defenders join the assault.

Spartan: once most defenders have been defeated the rest will flee

Logistics wizard: let’s you bring as many warriors as you can recruit. (Potentially system melting yea but just imagine taking a settlement with 100+ warriors)

Over confident: you can only bring 5 raiders with you.

Disturbed: will torture captives a lower morale for the civilians.

(Dumb Character idea) Sir Sh*ts-alot: a knight of the round plunger. Master of the toilet role. He uses grenades and explosive… diarrhoea.

On a more serious note His trates could be artillery expert: before attack he could bum-bard the opposition to soften the defenders up a bit.

The smell: morale takes a heavy hit and all raiders and citizens (but not captives require more pay)
 
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Here are some STRENGTHS (You can decide if they're major or minor)

Bloodlust:
Increased Morale boost from successful attacks, decreased morale loss from deaths in combat
Killing Spree: Each kill in an assault (by your raiders) will heal and buff the raider (Based off of adrenaline in survival mode)
Hacker: Some turrets will go berzerk when assaulting another settlement
Wasteland Whisperer: A random animal pack will come to your aid when attacking/defending (Ranging from a bunch of molerats to a deathclaw. They will be passive towards you and your raiders and will leave after the fight)
Butcher: All raiders are equipped with melee weapons according to rank.
Slaver: Slaves are "recruited" over time (Maybe one every day or two, this is for all of you slavers out there).

Now for some WEAKNESSES

Addict: Soldiers are given random addiction debuffs in combat
Wasteful: Increase requirements for soldiers (Just a little, don't want the commander to become useless)
Psychopath: No captives will be generated by the POW plot, and some raiders will be restricted to melee only.
 
Patch 4.1.5 brought in Commanders - which have Major Traits, Minor Traits, and Weaknesses. They are very similar to Leaders, but basically ignore all of the vanilla mechanics and focus entirely on new things introduced with Conqueror!

Here's a breakdown of all of the current Traits as well as the NPCs we configured as Commanders in Conqueror: https://simsettlements.com/web/wiki/index.php?title=Leaders_and_Commanders (Commander Traits are after the Leader Traits section)

Let's talk about your ideas for additional traits, whether they be specific ideas for names and functionality, or just some ideas about other effects we could apply.

perhaps i got it all wrong but anyhow my 2 cents... kind of feel right now Commanders are NPCs with group effect perks. nothing wrong with that. in fact, what's there is really well thought out. having said that, i wish there were something unique that they actually did: produced a special good or involved a special behavior (AI, animation,...) or only NPC enabled to be assigned to a unique leadership/commander plot that enabled something for the faction (akin to armory) or... hold it ... offered voluntary quest (if accepted, defend a checkpoint like one down road from drive-in... PA battle with non-lootable, enemy faction NPCs awaits)
 
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