Rad town Obstacles
Locked Crates, Key cards, Broken doors, Snapped cables - Looting rad towns should be more involved than simply visiting every empty room. Gaining access to different parts of monuments will require playing mini-games and using items you may or may not have brought with you - Beyond which lies a guaranteed reward.
I understand what you're aim is, but from a primarily solo standpoint, and given being out of EA at this point, I feel this would hurt solo players chances. Solo players have a hard enough time watching their backs to get decent loot, this will make it harder. The idea of key cards or a note in boxes to apply a code or something sounds like the best route for the lower tier items in smaller lesser rad towns.
Guns/satchels/higher tier components shouldn't be dropping in from barrels on the roads instead only be obtained at areas with the lower tier radiation, and should only drop as a BP or a completely broken item as well as require a work bench to research. People run as a naked and get lucky and hit a barrel and grab a revolver this is imbalance and non-progressive. Instead make a 1-4 shot gun that can overheat and seize, but be craft-able without a bench. Add primitive ammo that can cause backfire and damage to the user.
As I see it at this point the loot boxes are not working in a manner in which they should. Players are looting crates and placing bone, rock or torches in them place holding preventing new loot from spawning. I would like to see the crates work where items can only be removed not added. Another option would be crates that must be broken like barrels must be broken.
For a truly progressive game experience I would like to see more focus on progression of our items, gear and weapons. The methods in which they are found and drop. Clothes should offer weather protection/rad protection. Armor should offer damage mitigation. Add another tier of pants, a new tier of clothes to keep system truly progressive. Give us ability to upgrade the WB instead of crafting a new one and breaking the old one. Certain items ie: military grade should be drop only, this includes armor/building pieces/weapons/components. Some weaker rudimentary base parts like a lower tier ladder hatch that can be upgraded, but I would like to see these create weaker points in a base as well as base walls, for example window and door frame should have less HP than a solid wall, and half walls should add stability to bases if there is a solid floor between them. When people are raiding and blowing walls, material should fall with a potential to damage players.
My proposed progression system outline.
Craft T1 clothes shirt/pants/shoes (resources required. no wb required)
Find B.P. for T2 clothes > research B.P. at R.T.
Use T1 W.B. to upgrade T1 clothes + component & resources > T2 clothes
Find B.P. for T3 clothes > research at R.T.
Use T2 W.B. to upgrade T2 clothes + component & resources > T3
Craft T1 leather armor (W.B. resources + component required)
Find B.P. for T2 Armor > research B.P. at R.T.
Use T2 W.B. to upgrade + component > T2 clothes
Find B.P. for T3 clothes > research at R.T.
Use T2 W.B. to upgrade T2 clothes to T3
As for top tier base parts, guns, gear, ammo should be not be craft-able. Only lower tier weapons should be craft-able.
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