
Otherwhere |

Finished!
Whoa! Very nice work, RainyDayNinja!
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I've been thinking about how the new Survival Mode will change the game, and like DeathQuaker, I'm worried about how the "save only on sleep" will impact the game. Especially when you're on one of those NPC accompanying missions where they have a tendency not to sneak, aggro enemies, alerting them to your presence, stand in your way, and generally make a Stealth/smart approach impossible. In the new Survival Mode, I need to just take my hits, have PLENTY of stimpacks, drugs, and consumables, and be unable to save my game unless I cross a threshold that forces one. (Unless I can find a bed during that missions to give myself a save, as un-immersive as that is. "Hey, look - I know we're in a rush to get to [X], and there are tons of enemies about - but just let em catch a quick nap - only an hour - and we'll get back to it!")
And I seriously doubt Bethesda is going to do anything to change the ally AI as the behavior they exhibit is just as problematic in their older games.
It makes Lone Wanderer that much more attractive and important!

Turin the Mad |

On PC, the console is your friend.
save yoursavegamenamehere
Example: save EvelynVioletStart
I did so in anticipation of a level 1+ Survival mode playthrough with the upgraded rules. *evilgrin*
Edit: My plan is an entirely Lone Wolf playthrough. I've played nearly all of the companions by this point, lacking only Curie.
(Strong's going to get a .308 migraine.)
Dogmeat's cool and all, but I can't bring myself to take even an uber-dog up against deathclaws, into irradiated death zones, swimming in parasite-and-disease-riddled waters, subsisting on questionable protein sources .... yeah, I'll go get him when I have a new home.
Well, unless Dogmeat is switched back to not counting as a companion. That *might* change things ... but probably not.
Lone Wanderer w/ Strong Back 2 should tack on another 100 carry weight. A full set of Deep Pockets adds another, what, 50 or 60 to that? That and the significant damage boost from Lone Wanderer 3 goes a long way to setting the damage output back to where it should be.
Frankly, the simplest solution for difficulty isn't the current (player damage is reduced) (monster damage is boosted). Simply reduce player health/hit points: 75% @ Hard, 50% @ Very Hard and Survival (in combination with Survival's greatly reduced healing speed). Leave the damage alone, the rest will solve itself. Simpler, so much simpler ...

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Is it weird that I got so sick of hearing Jun's whining that I now have him dressed in a red sequined dress with a gas mask and put him working the tato fields? I feel like I may be bullying my settlers....but it does make me smile when I go to check the fields and see him on hands and knees in that getup, toiling away. Also if you haven't tried it, apparently equipping dog collars on your settlers makes them wear it doubled up on their wrist. Boo....

Turin the Mad |

Is it weird that I got so sick of hearing Jun's whining that I now have him dressed in a red sequined dress with a gas mask and put him working the tato fields? I feel like I may be bullying my settlers....but it does make me smile when I go to check the fields and see him on hands and knees in that getup, toiling away. Also if you haven't tried it, apparently equipping dog collars on your settlers makes them wear it doubled up on their wrist. Boo....
Nicely done.
Typically I go for either hooded spike / cage armor or spike / cage armor and a yellow flight helmet so I don't have to look at his mopey face.
Since I give no figs about either of the Longs, I assign them to their own prefab trailer perched atop a wood foundation beach house style. If they're gonna kill each other, they can do so away from the rest of my mini-onions.

Otherwhere |

I've been doing some Minutemen quests today and realized that the No Fast Travel in Survival Mode will make those really hard to fulfill. I'll get calls for help clear across the map, and then need to report to Preston to complete the mission, and he'll be another long slog to find.
(And why do I need to report my completion to him? I'm the damn general!)

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I've been doing some Minutemen quests today and realized that the No Fast Travel in Survival Mode will make those really hard to fulfill. I'll get calls for help clear across the map, and then need to report to Preston to complete the mission, and he'll be another long slog to find.
(And why do I need to report my completion to him? I'm the damn general!)
If you don't join the Minutemen at the start of the game, refuse Preston's request to help out the first time you meet him, he won't give you any quests. So you don't have to worry about turning them in.
Or maybe if you have preston as your companion when you do the quests he will be right there to talk to to turn it in.

Turin the Mad |

Fallout 4 Steam Beta testers will have the first crack at the new Hardcore Survival mode. Yay. I get to be a test subject.
Wewt!
Finally beat the game on a last-jog-to-the-left via the BoS in order to 'gear up' for the new Survival mode. Taking this one out of the cryo chamber into current Survival mode, emulating the new one via not fast traveling, watching weight VERY closely (scrap it or stash it) and regularly sleeping.
Note that regular sleep can be something of a challenge in some areas.
Once the beta hits/goes live, hoping that a stockpile has been acquired. This playthrough is "Hardcore Lone Wanderer". Puppy is at the gas station, Codsworth is humming in the shrubs and Preston's wondering where the crazy woman is that shotgunned the raiders just outside his bolt hole ran off to.
So far I've wandered down to and cleared out to the vicinity of Fort Hagen (although not inside the Fort). Next step is easterly to snag a syringe rifle. I wanna see how viable this thing can be as a primary/co-secondary weapon.
And, I wanna see a bloatfly pull a chestburster. :D

DeathQuaker RPG Superstar 2015 Top 8 |

Otherwhere wrote:I've been doing some Minutemen quests today and realized that the No Fast Travel in Survival Mode will make those really hard to fulfill. I'll get calls for help clear across the map, and then need to report to Preston to complete the mission, and he'll be another long slog to find.
(And why do I need to report my completion to him? I'm the damn general!)
If you don't join the Minutemen at the start of the game, refuse Preston's request to help out the first time you meet him, he won't give you any quests. So you don't have to worry about turning them in.
Or maybe if you have preston as your companion when you do the quests he will be right there to talk to to turn it in.
Alternately, you can just skip rescuing Preston and the Minutemen from the Museum of Freedom until you feel like you have nothing else to do. There is nothing necessary about that quest--it's basically just a tutorial quest for newbs to show them all the aspects of fighting in the game (with power armor, etc.)--basically it's the "going south on the I-15" of Fallout 4 (some folks think it's necessary, but it's just the easy route for folks who don't like going off the rails). You can pick up the main quest later in other ways by going to Diamond City or Goodneighbor.
And you can still get settlements without the Minutemen--just clear them out as usual. When you unlock settlements WITHOUT the Minutemen, you don't get settlement-related radiant quests like "Greenskins at X" or "Kidnapping..." etc. Random attacks might happen while you're there, but you don't even get "under attack" notices. You will get certain quests if they're required to gain a settlement (e.g., whether you're with the Minutemen or not, the Abernathys will ask you to find their daughter's locket, but likewise if you find their daughter's locket, you get their farm as a settlement even if you're not with the Minutemen). So you can still maintain whatever settlements you like without Minutemen quests to distract you.
But then later, if you really want to build up the Minutemen/join them later, you can still do so. In my current playthrough (my "completionist" one) I went through the whole main quest and many other sidequests before going after Preston. I had started "When Freedom Calls" somewhere midway through the game because I needed the Perception Bobblehead, but I didn't complete it until after the Main Quest was over. Now that I don't have stuff looming over my head like starting a synth rebellion in the Institute or contending with the Brotherhood, I can just focus on building up the Commonwealth with my own people's army at my beck and call and no major competition. :)
If you're playing survival and/or no fast travel, that make it easier because you don't have a lot of distractions from traveling between settlements. And while it's inconvenient, sometimes you actually make better "time" slow-traveling than fast traveling for the timed quests (sometimes fast travel will eat more in-game time than just walking/running/sprinting there, which means if you want to be sure a quest doesn't time out, you want to walk there the long way anyway).

Otherwhere |

The new Survival Mode will certainly slow things down. Everything will have weight, so picking up enough junk for scrap is going to be tougher. Needing to "slow-travel" means that many more enemies to encounter between you and the location you're heading to, especially on any of the Minutemen quests.
I'm actually looking forward to it, but I can foresee a lot of places where it won't work well with the current game design because they didn't balance the game with these restrictions in mind. "Survival = more damage to you/less damage to foes/slower health regen" is a lot easier to plan for than the slew of changes and restrictions under the new Mode.
I'll take your advice, all, and avoid starting the Minutemen quests until I've got myself better established - or, as DQ had done, completed the Main Quest before starting to reunite the Commonwealth.
I still shudder at the prospect of doing missions like "The Secret of Cabot House" under the new Mode. Jack Cabot loves to charge in, forcing a "run-and-gun" style of play that will likely prove quite deadly to my Survivor - and is, imho, foolhardy to begin with.
That said, as soon as the new Mode is out for the XBox, I am deleting my current 6 characters and starting off fresh, going slow, and developing things more cautiously.

DeathQuaker RPG Superstar 2015 Top 8 |

I will note, the only downside to doing the Minutemen after the Main Quest is it means you can't side with them FOR the Main Quest, and they are the only option if you want both the Railroad and the Brotherhood to survive. Their version of the MQ is probably the most humane out of the four as well. But if you're planning an Institute, Railroad, or Brotherhood playthrough I'm starting to feel like it's an ideal way to go. The only other caveat is if you play Brotherhood and you extort settlements for Proctor Teagan, you can't get those Settlements for the Minutemen later (unless, perhaps, you kill everyone there).
Otherwhere, as for Jack Cabot, I actually followed him "the long way" to the Asylum because I was afraid he'd get lost during fast travel (sometimes NPCs disappear or get stuck in pathing and I decided I'd rather just stick with him). If it's any assurance, it didn't take that long and he didn't cause much trouble.

Otherwhere |

I will note, the only downside to doing the Minutemen after the Main Quest is it means you can't side with them FOR the Main Quest, and they are the only option if you want both the Railroad and the Brotherhood to survive. Their version of the MQ is probably the most humane out of the four as well. But if you're planning an Institute, Railroad, or Brotherhood playthrough I'm starting to feel like it's an ideal way to go. The only other caveat is if you play Brotherhood and you extort settlements for Proctor Teagan, you can't get those Settlements for the Minutemen later (unless, perhaps, you kill everyone there).
Otherwhere, as for Jack Cabot, I actually followed him "the long way" to the Asylum because I was afraid he'd get lost during fast travel (sometimes NPCs disappear or get stuck in pathing and I decided I'd rather just stick with him). If it's any assurance, it didn't take that long and he didn't cause much trouble.
Thanks for the info about the Minutemen and how that will affect an alternate play-thru.
As for "The Secret of Cabot House": OMG - not my experience at all! I decided to follow him the first time because I had no idea what to expect. On the way, we encountered: a couple of Raiders (nbd); a Legendary Death Claw; two Radscorpions; a Legendary Assaultron and a Mister Gutsy; all the Super Mutants at Breakheart Banks (and its legendary). It was at this point I decided "F - it!" and fast traveled to Parsons.
Once inside, Jack plunged ahead, and with each successive character that did this mission, I found I could do less and less and be just fine because Jack (being immortal at this point) would aggro everything, get knocked down, and be back up and fighting 20 seconds later. If I waited, he'd clear the area eventually. Not as fun, but it's just like letting a Companion get nailed by a mini nuke - kind of cheesy, but totally legit. Jack may be essential, but I am not!
Edit: One sucky thing about not doing the Minutemen quests to avoid the whole "I can't Fast Travel" thing is - his perk would be one of the most helpful to a Survivor Mode! :(

DeathQuaker RPG Superstar 2015 Top 8 |

LOL, wow Otherwhere, you've got some luck! I think we got attacked by some bugs and that was about it! I do remember him running off a little to fight something I couldn't even see but I just waited a little and he caught up eventually.
I do remember him charging ahead quite a bit in the asylum but I don't remember it hindering me much. Then again this was the playthrough with my melee character so she just generally would just go in the opposite direction of him and take on characters not near him so she wouldn't accidentally get him in the arc of her super sledge swing.
I've never gotten Preston's perk so that didn't occur to me (he's a nice man, but he just bores me soooo muuch) though I've heard his perk is one of the best in the game to get. I can see why that would be a problem.

Otherwhere |

Preston's is one of the best Companion perks in the game: 20% additional damage against your foes and 20 pts DR for you when facing 3 or more enemies.
@Cap Yesterday: ED-E can get killed, though, unlike Companions in FO4. His AI isn't smart enough to keep kiting and using his energy weapon, and so he will sometimes aggro and go off after Deathclaws or Giant Radscorpions and - BOOM! - no more ED-E.
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I'm starting over, trying out the current Survival Mode, and I think it sucks. It turns all my foes into ridiculous bullet sponges, and they do double damage against me. It's pretty boring, actually, and simply uses up a ton more ammo. (Getting used to the slowed healing rate is a real shift, however.)
Looking forward to New Survival Mode on the XBone!

DeathQuaker RPG Superstar 2015 Top 8 |

If "survival" mode in Fallout 4 were exactly as "Hardcore" mode was in Fallout: New Vegas, I would play it -- it's tough to manage ammo weight but I liked needing to eat and drink, especially as you're in the desert and it made you really think about it. But you could still save whenever you wanted and fast travel, which I need not for in-game challenge or avoidance thereof but rather RL time management issues.
But not interested in F4's survival mode, current (which is just damage sponge mode) or what is currently proposed, unless you can toggle certain features on or off.
Oddly enough in F4, your companions won't be able to die EVEN in New Survival, but you have to heal them if they fall down, or they just sit there and get pissed off if you abandon them. They know the companion AI is so horrible they'd just get themselves killed if they weren't essential.

Jack of Dust |

Oddly enough in F4, your companions won't be able to die EVEN in New Survival, but you have to heal them if they fall down, or they just sit there and get pissed off if you abandon them. They know the companion AI is so horrible they'd just get themselves killed if they weren't essential.
I'm fairly certain the real reason is that some companions play a part in the Main Quest.

Otherwhere |

They know the companion AI is so horrible they'd just get themselves killed if they weren't essential.
Yeah, I REALLY wish they'd improve the AI so it isn't suicidal or useless, attacking recklessly or not attacking until after they've been hit 2 or 3 times by foes that are right the frak there in range and obviously aggressive!
Losing a Companion due to death would suck in some cases, and simply require a reload - and then hopefully avoid them doing the same dumb thing again that got them killed the last time.

Turin the Mad |

Companions can be told sit where you tell them. Park 'em a decent distance off in fall-back position, in case you need to move sphincters an elbows outta where you went into. Their AI is pretty bad, as it seems they all use Dogmeat's AI. Guess that got left out of development.
Funny enough, I've seen the companions go ape on mere radstags, attempting (feebly) to blow them away with the nastiest stuff they're carrying.
Valentine, it's a deer. Why are you shooting them? Oh great, the meathead just gave away our position to the super-mutants with missile launchers over the*asplode*.
I hope that "survival mode 2.0" discards the Very Hard difficulty's 1/2 your damage / 2x their damage & hp nonsense. I'm getting acclimatized to the no fast travel/save only after 1+ hours' sleep/ tight weight management elements in my new playthrough.
I suggest hoarding all of the Abraxo cleaner, turpentine, fuses, circuit boards (all varieties), sensor modules and the like that you can in advance of Automatron's release. It's bad enough those dadgum mole-rats infected me, soon there'll be added concerns about zombie phage, rabies and who-knows-what-else in the way of rare, incurable diseases...

DeathQuaker RPG Superstar 2015 Top 8 |

DeathQuaker wrote:Oddly enough in F4, your companions won't be able to die EVEN in New Survival, but you have to heal them if they fall down, or they just sit there and get pissed off if you abandon them. They know the companion AI is so horrible they'd just get themselves killed if they weren't essential.I'm fairly certain the real reason is that some companions play a part in the Main Quest.
Nope.
What Bethesda has said is they know most people simply reload when companions die, so they just made them essential to avoid constant reload-play.
But the reasons companions die most of the time is because they blow themselves up or run right in front of you as you fire a fatman (which is normally a "reload scenario" for you regardless). They're just too lazy to fix that so they just made them unkillable instead.
There are only two companions tied into the Main Quest: Nick and Dogmeat, who are part of a couple early MQ quests. And Dogmeat could be safely made nonessential after Hunter/Hunted and Nick nonessential after the memory thing.
For faction quests, Danse is essential only through Blind Betrayal for the BOS (during which you can indeed kill him). Deacon is only necessary for Tradecraft for the Railroad (ETA: Whoops, I forgot he is also needed for Rocket's Red Glare, but frankly I found his presence extraneous there). Preston gets you into the Minutemen, but frankly if he were killable, he could be easily replaced by another Minuteman, and/or once you get the Castle, Ronnie Shaw. He would be the hardest to replace, but then he could be made essential IF you primarily joined the Minutemen only. For the Institute, X6-88 is only needed for Libertalia and is entirely replaceable and/or ignorable afterwards. And all of those are only needed for the time they are IF you join those factions.
If you speedrun the main quest by heading straight to Diamond City from Vault 111 (skipping Sanctuary and Concord completely), the only companions you will ever meet will be Piper (because she's scripted to appear when you get to Diamond City and participates in a couple MQ conversations at DC, but you never have to take her as a companion), Nick (you have to rescue him), Dogmeat (if you didn't meet him prior, Nick will introduce you to him to for his role in Hunter/Hunted), and Deacon (he spies on you, and then you meet him when the Railroad gets tied into the plot, and again you never have to take him as a companion). You see meet Hancock but he's not easily available as a companion and can totally ignore him.
Then for a quick run, probably the easiest thing to do would be to just join the Institute, meaning you can get X6-88 for Libertalia, but everyone else can be safely skipped.
And companions like Curie, Hancock, Cait, and MacCready are completely skippable re: the Main Quest. They have cool sidequests, but they're not required. Actually in my first playthrough I never met any of those four.
So there's no reason whatsoever to make them immortal save perhaps a couple specific ones for very specific lengths of time... except that they're a pain in the ass to work with if they're not.

Turin the Mad |
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A radroach gets its own power armor in Sanctuary. ;)

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A radroach gets its own power armor in Sanctuary. ;)
Someone is thankful for Codsworth being there.....lol

Turin the Mad |

That's actually pretty awesome. Proof cockroaches deserve to inherit the earth. ;)
Just wait. "The Swarm" DLC, featuring all things radroach. Roach power armor. Roach guns. Roach settlements (translator: " Bring more settlers. ") with interactive crafting stations. Roach swarms bringing justice down all the two legs. Optional player start as a radroach, with customization as to coloration of carapace, wings and more!
" Can you rally your allies to thwart the machinations of the Sole Survivor - or will you fall, cooked in a stew pot by hungry bipeds? If you succeed, exit to the surface, rally your fellows and eat them all. "

Turin the Mad |

Otherwhere wrote:I'd like an "Attack of the Killer Tatoes!" DLC.Whaaaa....?!?! Never thought of....Awesome. I would love that.
It'd certainly fit the 1950s movie vibe they sometimes tap into for Fallout!
I approve of this concept.
Added bonus are the copious tatos (or just straight up veggie starch) as loot from the corpses. :D

Otherwhere |

Fake Healer wrote:Otherwhere wrote:I'd like an "Attack of the Killer Tatoes!" DLC.Whaaaa....?!?! Never thought of....Awesome. I would love that.
It'd certainly fit the 1950s movie vibe they sometimes tap into for Fallout!
I approve of this concept.
Added bonus are the copious tatos (or just straight up veggie starch) as loot from the corpses. :D
Awww - thanks, all!
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I gotta say, I'm not a big fan of the No Fast Travel thing. It's making the game more like work, and I - like most of you - have a RL job already, and play for enjoyment, not to take on another set of responsibilities. Slogging across the Commonwealth to turn in a mission once I've slogged somewhere to perform it can really be a drag, especially when I'm short on RL time to dedicate to the game for that day.
If I want that level of immersion, I can always simply NOT Fast Travel. I don't need that forced on me.

DeathQuaker RPG Superstar 2015 Top 8 |

I'm with you, Otherwhere. I actually like to not fast travel when I can--it does make the game play way more immersive (or at least would if the respawn rate wasn't so high), but I've only got so much time I can play (as it is the time I've put into this game frightens me). If I need to shut off the game in five minutes, then fast travel may make the difference in getting myself to a good stopping point.
Making gameplay more challenging and immersive is one thing. Making it (even more of a) time sink such that it inconveniences the player is another.

Otherwhere |

I was trying the same thing as Turin, emulating the new Survival Mode, and put in "a quick 2 hours" this morning before I left for work, and was not at a good stopping point, so I said: "f-it!:" and Fast Traveled before shutting off my console.
And Fast Travel/No Fast Travel is something I can do without the developers creating something new.
Needing to eat/drink/sleep or suffer penalties I can't do. I need someone - developer or modder - to set that up.

Turin the Mad |

My understanding is that the respawn rate is supposed to be significantly reduced as part of "Survival 2.0". No more farming Corvega et al for copious easy mounds o' junk.
I'd prefer they removed fast travel by default with the option to install or upgrade fast travel waypoints, perhaps primarily via settlements.
Most of the settlements already incorporate or are within a very short distance of something suitable.
There's the north-south railroad that a series of mini-quests could unlock/recover a "pushman car" type of fast travel.
From north to south, one could connect Tenpines Bluff/Zimonja --> Starlight Drive-In --> Graygarden --> Oberland Station --> Egret Tours Marina. Granted, they'd also have to permit the player and their mini-onions the ability to permanently alter the map/geography, perhaps requiring certain stops en route to also be claimed to maintain some semblance of security for the railway.
Most of the rest are "close enough" to the main river or coastline to permit "boating docks": Kingsport, Croup Manor, Finch Farm, Nordhagen, the Airport, Taffington, Covenant, the Castle, Warwick, Spectacle Island, Somerville Place.
Kinda-sorta close enough for boating docks: Greygarden, Oberland Station, Hangman's Alley, Bunker Hill, Coastal Cottage and Finch Farm. Either their build zones would have to be extended or it would be a tiny "detached zone" if such a thing must be constructed via workshop.
A few settlements are not so easily connected, including the four generally earliest/easiest and larger settlements on the map: Sanctuary, Red Rocket, Abernathe and Sunshine Co-op. The Slog, Greentop, Jamaica Plain and Murkwater are also out of luck as things presently stand for either rail or boat.
The above makes Starlight, Egret Marina and Graygarden strategically valuable.
Perhaps a solution is to use a workstation similar to Home Plate - one with limited functionality (build a boat pier/pushman car stop) that is its own mini-settlement with no other significant purpose.

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Just found an Irradiated Rifle....would've loved a Combat Rifle but it is still one heck of a way to snipe people. +50 radiation damage from as far away as a scope allows while hidden is sure to mess up any unsuspecting raider's day.
What are people's opinions on the scopes? I like recon but sometimes it is hard to differentiate things in greyscale. Nightvision is all but useless in the day. Regular scopes are almost useless at night. Anyone have a favorite? I keep thinking that I may just use all of them and keep swapping out at various weapon workbenches but that just seems to be too much upkeep....

DeathQuaker RPG Superstar 2015 Top 8 |

So basically, Turin: the carriage system in Skyrim. Which would be really cool, actually. Actually, I played Skyrim awhile by traveling only normally (walking) or carriage and it had a nice feel--the carriage-fast-travel kept things convenient when I needed them to be but was a little more immersive when I had time for that.

Turin the Mad |

Just found an Irradiated Rifle....would've loved a Combat Rifle but it is still one heck of a way to snipe people. +50 radiation damage from as far away as a scope allows while hidden is sure to mess up any unsuspecting raider's day.
What are people's opinions on the scopes? I like recon but sometimes it is hard to differentiate things in greyscale. Nightvision is all but useless in the day. Regular scopes are almost useless at night. Anyone have a favorite? I keep thinking that I may just use all of them and keep swapping out at various weapon workbenches but that just seems to be too much upkeep....
Given the number of weapon benches scattered around, carrying a select few mods for one weapon is a viable option instead of toting around another 4-20 pounds of weapon.
I've gotten used to the regular medium and long scopes, even at night. I don't like night vision scopes at all, and I find recon scopes solely worthwhile for .. recon. I don't like shooting with them, but having a bunch of flags floating around for a while can be somewhat handy. I'd have to use one again in Survival 2.0 to see if they're more useful there, otherwise I'd rather use the nuclear materials on glow ring and similar tactical sights.
An irradiated weapon comes into its own with automatic weapons, as the rad damage is per round that hits the target. As usual with rad damage, it's only worthwhile against Gunners, raiders and civilians. Against some creatures, it's a huge drawback...

Turin the Mad |

So basically, Turin: the carriage system in Skyrim. Which would be really cool, actually. Actually, I played Skyrim awhile by traveling only normally (walking) or carriage and it had a nice feel--the carriage-fast-travel kept things convenient when I needed them to be but was a little more immersive when I had time for that.
Yep, DQ, pretty much, only it's player built. Adds that much more investment/immersion into the game if we improve the Commonwealth one transit stop at a time. :)

Turin the Mad |

I was trying the same thing as Turin, emulating the new Survival Mode, and put in "a quick 2 hours" this morning before I left for work, and was not at a good stopping point, so I said: "f-it!:" and Fast Traveled before shutting off my console.
And Fast Travel/No Fast Travel is something I can do without the developers creating something new.
Needing to eat/drink/sleep or suffer penalties I can't do. I need someone - developer or modder - to set that up.
Well, if they do implement it what many of us may be forced to do is limit ourselves in a way to simulate the carriage system: swap difficulty down a notch, only fast travel between our settlements, toggle difficulty back to Survival on arrival. It's irksome, but manageable.

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DeathQuaker wrote:So basically, Turin: the carriage system in Skyrim. Which would be really cool, actually. Actually, I played Skyrim awhile by traveling only normally (walking) or carriage and it had a nice feel--the carriage-fast-travel kept things convenient when I needed them to be but was a little more immersive when I had time for that.Yep, DQ, pretty much, only it's player built. Adds that much more investment/immersion into the game if we improve the Commonwealth one transit stop at a time. :)
If one is designing it on their own with immersiveness and self-imposed limitations, they could say that they can only use fast traveling at settlements that have an actual Trader shop, maybe even limiting it more to only a tier 3 trader shop. Or only between settlements that you have a provisioner traveling between, and only along the provisioner routes/stops.