Really enjoying SS2, started a new survival game and pretty near the end of the main story. The SS2 quests have been great, love the Martian ghoul.
A few suggestion would be:
1. 75% of the time I try use a salvage beacon there is no service available, a great QOL improvement would be a notification when the service is available again or its status.
2. Trying to provide enough power to a settlement is difficult: The recruitment plot uses huge amounts of power for seemingly little benefit over a vanilla recruitment beacon. With no/little supply of scrap from SS2 buildings, developing non-SS2 municipal power to try satisfy a small settlements needs is prohibitive, I would suggest power demands be reviewed, particularly for the recruitment plot. If possible I would also suggest that power loss reduces function of military's plots as opposed to fully suppressing their effect.
3. Reward for building settlements: I have built up sanctuary to ~20 settlers, have all recreation plots and all basic needs are satisfied; It took a fair amount of scavenging to build more sensors and power. It has been fun, challenging and the settlement looks great, but if I had just built vanilla settlement with food plots and scavenging stations the settlement would be providing more benefit to me for the investment and saving their wasteland hides. I think an established and happy settlement should be provide ASAMs (or an easy way to have them produced for virtual scrap), meals / some aid items or shipment bills for scrap; I have held off expanding SS2 settlements beyond the South West of the map as it would require a lot of time hunting for scrap to build more ASAMs
4. Shop owners should spend a lot more time at their shops, I seldom get to use their services as they seldom are near their stores
A few suggestion would be:
1. 75% of the time I try use a salvage beacon there is no service available, a great QOL improvement would be a notification when the service is available again or its status.
2. Trying to provide enough power to a settlement is difficult: The recruitment plot uses huge amounts of power for seemingly little benefit over a vanilla recruitment beacon. With no/little supply of scrap from SS2 buildings, developing non-SS2 municipal power to try satisfy a small settlements needs is prohibitive, I would suggest power demands be reviewed, particularly for the recruitment plot. If possible I would also suggest that power loss reduces function of military's plots as opposed to fully suppressing their effect.
3. Reward for building settlements: I have built up sanctuary to ~20 settlers, have all recreation plots and all basic needs are satisfied; It took a fair amount of scavenging to build more sensors and power. It has been fun, challenging and the settlement looks great, but if I had just built vanilla settlement with food plots and scavenging stations the settlement would be providing more benefit to me for the investment and saving their wasteland hides. I think an established and happy settlement should be provide ASAMs (or an easy way to have them produced for virtual scrap), meals / some aid items or shipment bills for scrap; I have held off expanding SS2 settlements beyond the South West of the map as it would require a lot of time hunting for scrap to build more ASAMs
4. Shop owners should spend a lot more time at their shops, I seldom get to use their services as they seldom are near their stores
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