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I completely agree with that. Even for people who "mastered" the normal settlement building, HQ is still a new system. Though not sure what the % of people running into that scenario is. I know it WAS a lot when HQ first came out... And the tutorial haven't changed much if at all. So by some logical manipulations I could come to a conclusion that yes, this is still the case. What changed is that HQ got more content, a couple new quests, some minor (or not) tweaks to make it an enjoyable and worthwhile experience. Getting involved with the HQ system is still the same.My point is that it's entirely possible to make it up to HQ without self-teaching yourself ANY of the mechanics of the mod, and then suddenly you have no choice but to go back through and learn TWO slightly different systems at the same time
well, it does. the whole story revolves around building settlements. The HQ, the happy feedback and references from NPCs everywhere, from Hubert to Fiona. In the vanilla your settlements are used only once in the main story, that's defending the Castle from Institute. Not counting the Sanctuary revival project and getting ownership of a few rundown shacks (don't have to do anything with them).but it also says the mod provides a "reason" to build your settlements
Maybe there could be some more "user-friendly" settings like "not using scrap logistics" (that one is probably the most misunderstood of all), "having more water and food in HQ by default" (recent update did a step in that direction), "projects only cause department energy and no resources" (would that finally satisfy everyone?...). Not suggesting "all rooms cleaned and built", that sounds ridiculous to me. Though I might catch some flack for saying that and some people do want it to be that way.