![]() Merchants would have a 50% chance of surviving each trip alive, and a 75% chance of keeping their goods. I also don't see how it's possible to conduct trade with DC, and how DC would be viable without trade. And then that would attract Raiders like a magnet. More realistic would be a large caravan once a month, armed to the tits, everyone grouping together for mutual defence. Both Settlements and supply lines imply a Wasteland that's bordering on harmless. They should all be dead long before you arrive. Given how hostile the Wasteland is, neither Settlers nor Provisioners should survive. And yes the reason for your supply line going down temporarily is likely the provisioner getting knocked down. Yes the supply lines should be harder to create and maintain. You could probably fudge that by pairing lists associated with the settlements for provisioner's source and destination, but to actually have an attack happen out on the road, you've then got the problem of where to spawn everything, since the game normally handles that with preset spawn points. Technically speaking, I think it could get very fiddly trying to work out which particular areas count as being along the path of a given route when there are literally hundreds of possible connections you can make between settlements (so you can't easily just make a list and assign different areas to particular paths). But if a caravan destroys an attack in a certain area that should mean that particular "line" should be pretty secure for maybe a week or two. This is in survival mode I don't know if it applies to others. ![]() When I kill off all the raiders in an area it takes them quite a while to respawn. ![]() I think the idea of a radiant quest to respond to rumours of an attack being planned on your supply lines could be interesting in its own right, though it could also end up as another source of endless annoyance, since raiders respawn and you can never really keep the way clear.ĭanconnors původně napsal:Agreed there should be a limit to the number of caravan attacks. I agree that raiders should generally be more willing to attack caravans, but having that happen when you're not around would get messy, so currently you just see them when you happen to be around and can get involved. There's no easy way to remotely account for the capabilities of your provisioner otherwise, when they could be anything from a naked, unarmed settler that goes down from a shot or two up to a heavily-armoured deathbot that can tear through squad after squad of attackers and hardly even slows down. The supply lines have been left somewhat abstract, but there's not much alternative to that when the conflicts only actually happen when you're close enough for them to be in the active simulation area around the player. It might encourage breaking pieces like cameras, microscopes, what have you, down into their individual components, so you can carry more REALLY necessary stuff on your back while hoofing it to that next settlement.Īs I recall, a supply line can become temporarily disabled if the provisioner is knocked down in battle (usually), restoring itself once they recover. Tough, yes but the current system is entirely too easy. If you respond you can be killed, and so can your guards. You should get a message from the game: "Raiders are about to attack your caravan from Sanctuary to Starlight Drive In." If you do nothing the attack automatically succeeds, and you lose 50 to 100 units of steel, water, and various plants (the most common payload of the caravans). And raiders should be far more eager to attack a caravan than a heavily defended settlement. When you get it going it should require a minimum 3 or 4 heavily outfitted men to keep it going. You should have to DRIVE your every line through enemy infested territory with a minimum of 5 or 6 heavily armed, heavily armored men. In the first place setting up a supply line is ENTIRELY too easy, especially in survival mode. But the game won't let me send him to Spectacle Island, and, sure enough, when I look on the map the supply line is back on the map. I get to Sanctuary and pick some luckless lummox-the first one who wanted to accuse me of being a synth spy I believe. ![]() No big deal I'll go to Sanctuary and start another one. After I got to the island and started to build things the supplies suddenly ran out and the supply line had disappeared from the map.
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