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Ein Übersetzungsproblem melden
Those collars were so much fun!
Its your own fault for letting the vermin in and its their house now not yours...."stares" as I see one of your settlers tucking into your nuka cola quantuam collection
So your comment didn't quite get it and it also isn't helping much.
Good point, too bad they regularly spawn inside for no particular reason...
Still tresspassing is a crime, just look at Diamond city...
Beyond that, there's just a certain amount of game mechanic you have to ignore for the sake of playability. I don't need a game where my settlers prove their free will by refusing to work the crops.
They don't exactly steal your power armor because they don't commit a crime as you can't excute/ punish them for doing so.
Agreed, but I would have been interesting if you had a law/police system, where you have to be the judge and decide the severity of the punishment for example.
So you can play your lax Utopia of Hippie Commune where all is fine or you can super strict not tolerating anyone stepping out of line and become Hitler 3.0 and make both Maxson and Father proud.
The fact that you can directly access everyone's inventory is just a gameplay mechanic.
Well, you get a tithe - if you have a food/water surplus or settlers manning scanvenging stations, items are added to the workshop. A tax paid in caps you'd just have to get the settlers to sell the items instead
Good point buuuuuut
you could have them all scavenge for ressources in the Muddy Swamp of the Murkwater Construction Site in their underwear. Seems like an appropriate hard-labour gulak to me...
That seems to have been done already.
https://www.reddit.com/r/fo4/comments/3xdtrn/synth_concentration_camp/
k
but Covenant was there before...
Its like me asking the roleplay aspects of bieng a pimp in gta v when there is no such system in place.
Cant justify this system as roleplay since there is little functionality to it. For it to be so would mean that we all would have to agree to accept that the settlement mechanics are complete and are in the game now as designed and that they work 100% to the vision of bethesda. In otherwords if beth had all the time in the world to dedicate to settlements this is what we would get, and I dont think this is the case.
I dont think it was on purpose that we cant track settlers and which job they have or that its impossible to call back provisioners without clunky work arounds. Pretty sure they ran out of time.
So we cant claim communism or hippie society. I mean i guess we can because its what we have now but this isnt how bethesda wanted us to play this, they jsut ran out of time to put proper systems in place which is to say that of a REAL general. Appointing governers, setting patrols, resource management, roving caravans, ect.
As much as I love building settlements/personal bases, it's nothing more than a fun distraction. It doesn't add anything too game as a whole and lacks any real substance. Even the interesting aspects like settlements getting attacked by enemies are an incredibly rare thing for me. Supply lines is about as in depth as it gets.
I was hoping I could make a base that will attract evil scumbags and we can raid other settlements. That'd be pretty tight. Maybe a mod will come out for that..
That's sounds cool. But being the bad guy doesn't work for Bethesda that much. Let's hope the MODs can fix that eventually.
You are right, but Todd called it a day and released the game in this state. It passed QM Control (I guess it did, there aren't that many bugs out there) and Bethesda is not a company that "wants us play this in a specific way" That's why I like them so much.
On the other hand, they try to be very political correct to avoid an SJW flamewar so no killable children and other nasty things in their games. I'm not judging that here, just saying how it is...