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Make Local Leader perks vital for SS2 settlements

MikeCripps

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I think it'd be nice for RP purposes to lock Caravan plots behind Local Leader level 1 perk and Commercial plots behind Level 2. Unlocking those perks is super important in the base game as the Caravan network (and then shops) make a huge difference to your settlements. At present it's possible to build the Caravan plot as your first plot and then it makes upgrading / city plan building pretty much trivial due to the shared resources.

Players who don't want to roleplay in that way can always use the holotape or city terminal to unlock the plots independently.
 
Not for me.
Like, not at all.

I get tired of so many perks being the barrier to so many essential game functions.
In fact, one of the reasons I like SS so much, is I DON"T have to do this.

Example new game;
Lets see, I need gun nut, armorer, local leader and oh yeah, almost every cool thing needs science....

Every character starts to look the same.

Now, this would be fine if we had other options - I mean, why can't I pay arturo to mod my guns for me? Or teagan to upgrade my armor?
Even James Bond had his Q.

So, if other players want this (I could be in the minority here) - then I would 100% want to be able to turn them off.

NOTE: I am not saying I want a free ride (far from it, I play a very hardcore game with rare loot and very dangerous combat) - I just want other means to achieve goals. Having to build a caravan plot, or needed a home/population requirement for a store is fine.
Making me build my character a specific way - no thank you.

To each their own, but I vote a big NO THANK YOU.
 
Supplemental post:

I don't want local leader (or ANY other perk) to be a gateway to mod content.

Now, having said that - if something is easier or faster - (but not better) THAT I am 100% ok with.
(like local leader makes commercial plots upgrade faster, etc.).
 
I believe it was a conscious decission by the developer team NOT to lock caravans behind the perk. Looking at it from the point of view of the story of Phase 1, you (the player character) are not necessarly a great leader yourself. You are more of an enabler. You help people to build up their settlements. And these settlements might end up in the hands of capable leaders and mayors, possibly much more capable in leading communities than yourself. So it's the people who rebuild, and at some point start to set up caravan routes...
 
Yeah, those are fair points @pakman, I definitely see what you mean about the perk gates making all characters feel the same (although in my latest playthrough I didn't take Gun Nut early and had to scavenge mods from weapons in the field which was kinda cool). I still think there's scope for having the caravan services unlock later as I see it as trivialising the resource gathering, but you've convinced me that it shouldn't be locked behind a perk (the idea that taking the perk could make them unlock or upgrade faster is interesting too!).
 
Yeah, those are fair points @pakman, I definitely see what you mean about the perk gates making all characters feel the same (although in my latest playthrough I didn't take Gun Nut early and had to scavenge mods from weapons in the field which was kinda cool). I still think there's scope for having the caravan services unlock later as I see it as trivialising the resource gathering, but you've convinced me that it shouldn't be locked behind a perk (the idea that taking the perk could make them unlock or upgrade faster is interesting too!).

I am glad I did not come across rudely or anything like that - I just get tired of characters being cookie cutter on local leader, science etc.
I think the option to buy upgrades was a miss from bethesda - as it could have given more diversity in character builds, and given a caps sink at higher end...(i.e. npc's doing gun mods cost more by the rank of gun nut they represent....).
 
I can say for sure, we purposefully chose not to lock any of the Sim Settlements 2 content behind the Local Leader perk. We didn't like the idea of forcing everyone down a Charisma build just to play our content.

But don't worry! Jake is plenty charismatic enough to do the job of the perk.

(However, do feel free to still take Local Leader if you like! You may find a few alternate paths whilst playing if have the perk.)
 
yeah i have to say no to that too.

Those perks are such a drain on your character.
Gunnut armorer science local leader
thats 14 perkpoints that are mandatory for playing to the point i actually cheat them in since they eat so many levels that coould have been spent on perks that actually shape the player.
I would rather see such things tied to quests and NPC aquisition.
 
Those perks are such a drain on your character.
Gunnut armorer science local leader
thats 14 perkpoints that are mandatory for playing to the point i actually cheat them in since they eat so many levels that coould have been spent on perks that actually shape the player.
I would rather see such things tied to quests and NPC aquisition.
I feel same.
But don't worry! Jake is plenty charismatic enough to do the job of the perk.
That's my headcanon, characters like Jake & back in Conqueror Jammer simply having incredible stats & ability.
 
I pretty much always play with Local Leader. That being said, I completely agree that it should not be a requirement. As a matter of fact I would move the Caravan plot to be unlocked extremely early on in the quest (SS2 actually tells you that caravans are the life line of settlements). However, the early caravan plot would only share a percentage of resources between settlements and not the full amount. Also the type of resources shared should be tied to the caravan plots level (since it unlocks early it should be easier to level up at least to level 2) and then there could be an added perk to the caravan and comms plot if you have Local Leader lvl1, also an added perk to Commercial plots for lvl2. Which might make you want to get those perks or you might not care and still have the plots do their thing.
But honestly for those of us starting pretty basic in a new game, not having resources on a settlement to do the most basic crap is annoying. Maybe I don't want to build any food plots in Red Rocket and have Abernathy supply all the food instead, well one caravan plot on each would do that and give scrap to Abernathy for more farms
 
Players who don't want to roleplay in that way can always use the holotape or city terminal to unlock the plots independently.
Or you could roleplay that it requires the perks you want and not impose your way of playing on others.
 
Very bad idea for me.

Commercial Network is the main goal of SS2, so better to start as soon as possible

There is already constraints on merchants if you want to up them, why one more on the plot?
 
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