Wasteland Waste

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Mylinkay Asdara

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Nov 28, 2010
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So, this is about Fallout 4, obviously, and while I have a lot to say about the game which I may get around to discussing here - if it takes off as a discussion, I want to focus first on Settlements and what the other wastelands are (or more to the point are not) doing.

For background: it's my first game and I'm about a quarter of the way into the "main quest plot line" so if massive spoilers on that front could be marked out, that'd be appreciated.

I have 23 settlements under my wing, with 150 inhabitants (I counted) all basically wanting me to provide food, water, shelter, beds, defense, and "happiness" to them on a regular basis. I can't even tell you how many "radiant" quests I've done related to these little hamlets and their seemingly endless needs and problems. It has been... a bit overwhelming and certainly qualifies as a distraction from the actual game play I anticipated when I eagerly downloaded my day one Steam purchase. I'm not hating the entire system, but I do think that the whole massive nature of it is something that maybe the player doesn't know they are getting themselves into when they're tossed into it at basically the introduction period (I certainly didn't know it would spiral this way and it shows no sign of ever letting up).

However, that's only part of my comment. The other part is what the raiders are doing. We've come to think of Raiders as the bad guys and general wastes high on drugs and violent beyond all reason - hyper aggressive, certainly ready to kill you on sight, and hostile to all other npc they may be in Fallout 4 - but they are also highly productive! I mean, so far I've taken out Raider clans at car factories, quarries, smelting facilities, food depositories, and other industrial centers - all aware of each other's gang and all working in some sort of concert in terms of their own trade bases.

What gives? Why are my honest Settlers mooching off of the - up until my arrival - nonexistent Minute Men and some random chick who popped out of the deep freeze with no clue to give them all of life's creature comforts and a future while the Raiders are out there making it happen for themselves?!
 

Ikasury

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May 15, 2013
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i feel the pain of 'why can't these npcs take care of themselves' -.- abernathy farms has sent me to 'handle raiders' from the same damn place three times already and every time its 'thanks, we'll join the minutemen!' damnit if you weren't already apart of us, with a bloody mortar in your backyard what were you doing? i boost the defenses of my settlements as much as i can and they STILL can't seem to defend themselves even though i port over to them and there's NOTHING THERE... and they're still pissy -.- some autonomy would be appreciated, i don't like being sidetracked in my sidetracking exploring by having to 'save' people who've been kidnapped because the people working for me, whom i've decked out in the kills of my enemies, can't seem to defend themselves when i'm not watching them five feet away... it gets grating and i'll agree, detracts more then its worth...

and i dunno about the raiders, they do seem oddly techsavy despite their druggie nature... i just kill and eat them because dumb villagers don't have the balls to go take over these places after i clear them out -.- plus you'd think they'd go somewhere a bit more discreet after i've wiped them out from the federal reserve 3-5 times already... but suppose that makes sense in them being druggy and not that forward thinking? o_O?

ugh, villagers are morons... that about sums it up always~
 

Mylinkay Asdara

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Nov 28, 2010
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Additionally - just going to put this here since it's here... when I clicked "Sarcastic" my character said the following: "My secret club catch phrase only has 2 words: Awesome and Me" and I had to re-load because it was so painfully painfully stupid for her to say at that point in time that I just can't be that person.

Back to what we were talking about: I haven't put anything of gear or weapons on to the Settlers myself, since that seems incredibly cumbersome even as an idea with 150 of them to manage. Does it help significantly or is it just a way of kicking up the idea of "I'm helping these people" for our pretend mental games?
 

Dansen

Master Lurker
Mar 24, 2010
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Haven't really bothered with the settlements seems like a waste of time and resources that are better used crafting. My biggest problem is that the four that I have bothered recuiting just seem like dirty farms, and that is what you are encouraged to make...farms. It would have been cool if you could have helped the raiders take over a settlement and become their leader. Instead of farming and crafting you could have them raid settlements and caravans, offering you the best loot they could find. Or take them in a more legitimate direction and form them into a merc company facilitating trade and getting you a boat load of caps. If I had any skills with mods I would make this myself but alas I don't.
 

Mylinkay Asdara

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Nov 28, 2010
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Dansen said:
Haven't really bothered with the settlements seems like a waste of time and resources that are better used crafting. My biggest problem is that the four that I have bothered recuiting just seem like dirty farms, and that is what you are encouraged to make...farms. It would have been cool if you could have helped the raiders take over a settlement and become their leader. Instead of farming and crafting you could have them raid settlements and caravans, offering you the best loot they could find. Or take them in a more legitimate direction and form them into a merc company facilitating trade and getting you a boat load of caps. If I had any skills with mods I would make this myself but alas I don't.
That's what I'm up against right now too - I liked the idea initially, but I didn't realize how many of these things there are to sink my resources into! I would have been happier, I think, with just keeping the initial Sanctuary Hills settlement and having that be whatever kind of town I wanted it to be (like you said - farm, mercenary base, I personally wouldn't do raiders but I'm a goody-goody right now, trade hub, whatever) and let me work on that one place all through the game. Hell, even maybe rival Diamond City or some other big place as the new up and coming place - that might have been a decent direction to take it.

But the way it is now, I just feel like I am personally resettling the entire freaking state for a bunch of apathetic, uninterested settlers who only came by because I set the board for them -- and who whine about everything that happens like it's always my problem and my responsibility when what I want to be doing is exploring and having my own wasteland experience. Plus none of the "towns" - I can't even call them that legitimately - "settlements" is even a stretch - look decent or have anything really going for them. It's always the same tiny little farm with 5-15 people squatting on it in sleeping bags with a bunch of turrets around to make them feel slightly safer than they would be sleeping in a ditch plus a few water pumps for good measure and viola - on to the next one, because the SECOND you tell Preston one thing is done he gives you 3 more to do.

I mean, now that I'm in - I'm in. The quests won't stop coming and I don't want to fail a bunch of them and this has totally shaped what my character has turned into, but my next time through I think I might skip everywhere but Home and let the Minute Men find someone else to be their "General" --- which is another thing! Putting me "in charge" and then making me the only person who does any work is... well it's the backwardness of games in a way I guess but nevertheless it's very pointed here considering the magnitude of the burden when you get going.

I barely get to mod and upgrade my one suit of power armor I have - even though I have like 6 frames I've found and 50 fusion cores on tap... I just don't have all the materials to go around!
 

DeimosMasque

I'm just a Smeg Head
Jun 30, 2010
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I really like the concept, especially if you side with the Minutemen, controlling although settlements means that you are nation building.

Your are taking the disparate parts of the Commonwealth and forming them into a true nation. Well maybe more of a confederacy. But either way it's new to the series and I like the concept.

In practice, it's mostly just busy work. I wish I could just send Minutemen to defend the settlements that have issues with Raiders / super mutants/ghouls/whatever... after all I am the General, no General works this hard for a living.

I just want to say "Look guys, I'm helping Cait through some serious issues... and Valentine wants to talk to me about my son. Could you maybe handle this for me? No? Really? Okay will you atleast respond to my next flare? No to that to? Huh. Okay give 20 minutes in gametime and I'll be right over... Dammit you couldn't last 20 minutes?"
 

Frankster

Space Ace
Mar 13, 2009
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Oh god 23 settlements with 150 people...

You are going to get so many defence quests (and if you don't do them in time, then people in your settlements die and you are a very bad person for leaving them to their fate!) constantly interrupting your game when you're trying to do something else :/
Not to mention all that time wasted staring at loading screens as you run around from settlement to settlement...

I stopped at 8 or so settlements myself and focused mainly on developing Sanctuary, the Castle and that one settlement in the middle of mosquito infested marshes (im terrified of those things so having a safe heaven in the area seemed like a good idea).
By just focusing on those 3, settlement building became a lot more fun... I satisfied the minimum criteria to keep everyone happy then focused on building these massive towers and buildings because I like to over compensate by having the tallest and biggest junk buildings around.

But yeah the settlement aspect is going to need a ton of mods to make it really work, especially if you have so many settlements... I really do not envy your game because unless you are willing to discard all that hard work, you're practically stuck being the minutemen response team, rushing off every time raiders kidnapped one of your farmers daughters (always the same friggin one too...how many kidnappings can the same family go through in a week?).

You got it right, the raiders are the only ones actually trying and putting in some "honest" hard work.
 

FavouriteDream

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Feb 1, 2013
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The minutemen faction and the settlement mechanic are trash and I can't believe more people aren't talking about it.
 

BloatedGuppy

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Settlements would have been better served with just a few simple tweaks.

1. Far fewer settlements. Somewhere between 1-5. Even 1-3. Make them large and visually distinct, and give them all their own special element to be worked in/around.

2. Get rid of the settler recruitment mechanic entirely. Instead, every time you rescue/help out of those bumfuck middle-of-nowhere farms or shacks by a muddy pool, those people will resettle in one of your major settlements.

3. Have the settlers you rescue broken up into different "classes". Farmers will immediately set about making food, merchants will immediately set about taking up in any unoccupied shops, and the rest will stand watch.

This would allow the consolidation of building resources in a couple of spots, rather than laying down the same foundation stuff in 15-20 spots. It would allow for the building of vigorous defenses in those spots, rather than piecemeal defenses everywhere and a constant barrage of settlements under attack. It would make rescuing/helping some new settlement exciting...new settlers for the big towns, possibly someone to fill an important role like doctor or guard captain!...rather than introducing another crummy ramshackle roadside accident you need to prop up.

And it's such a simple change too. Could probably be modded in relatively easy. Wouldn't require any huge code changes.
 

EternallyBored

Terminally Apathetic
Jun 17, 2013
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BloatedGuppy said:
Settlements would have been better served with just a few simple tweaks.

1. Far fewer settlements. Somewhere between 1-5. Even 1-3. Make them large and visually distinct, and give them all their own special element to be worked in/around.

2. Get rid of the settler recruitment mechanic entirely. Instead, every time you rescue/help out of those bumfuck middle-of-nowhere farms or shacks by a muddy pool, those people will resettle in one of your major settlements.

3. Have the settlers you rescue broken up into different "classes". Farmers will immediately set about making food, merchants will immediately set about taking up in any unoccupied shops, and the rest will stand watch.

This would allow the consolidation of building resources in a couple of spots, rather than laying down the same foundation stuff in 15-20 spots. It would allow for the building of vigorous defenses in those spots, rather than piecemeal defenses everywhere and a constant barrage of settlements under attack. It would make rescuing/helping some new settlement exciting...new settlers for the big towns, possibly someone to fill an important role like doctor or guard captain!...rather than introducing another crummy ramshackle roadside accident you need to prop up.

And it's such a simple change too. Could probably be modded in relatively easy. Wouldn't require any huge code changes.
As much as I love building shit in this game, the settlers themselves are clunky as hell. The system really needs to be streamlined and simplified, settlers just dick around too much, and their schedules are a pain in the ass because they never stay where I put them so I can't tell where they've been assigned.

I would like some bigger settlements too, but some of the smaller ones are nice as well so I want to keep those too, like the inner city ones, hangman's alley is a fun little location. The best way to make those smaller settlements less annoying would be to rework the settlers so they don't have to be micromanaged so much, and make it so attacks are either less frequent or easier to see how well your defenses hold without you there. Having them wander around is more realistic, but I'd rather have them just stick to their assigned posts, even if it means they never use the beds I create for them. It's especially annoying when all my guard posts are abandoned because everyone has to go to sleep at night, it just adds an extra step of having to sleep until morning to get anything useful done with my settlers.

Supply lines also need to be default rather than a perk deep in the charisma tree, actually visiting all your settlements would be way more attractive if it was easier to use them as linked resource storage and crafting centers, even with the supply lines you need settlers to set them up, so it always feels like a chore trying to set smaller settlements up as functional locations just so I can shuffle a settler back to one of my linked settlements. There should also be a quicker way to give upgraded weapons and armor to settlers rather than the current method of having to talk to them and sift through their inventories individually. I'm hoping for a mod that adds a settler upgrade system so I can just upgrade them with better weapons all at once.

It's a good start, but I really think it will need some mods and streamlining before I bother trying to get in depth with the system in any playthrough past my first.
 

Mylinkay Asdara

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Nov 28, 2010
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DeimosMasque said:
I really like the concept, especially if you side with the Minutemen, controlling although settlements means that you are nation building.

Your are taking the disparate parts of the Commonwealth and forming them into a true nation. Well maybe more of a confederacy. But either way it's new to the series and I like the concept.
If that was the thematic goal and expressed more strongly through the Minute Man agenda or there were coordinates at the Castle - or we could somehow involve and make into a hub of some sort Diamond City then that would have added a much better motivation for the whole thing that might have made me feel like it was a lot more of an epic struggle to reclaim civilization in the waste vs. what it does feel like... which is mostly feeling like the most ridiculously charitable person in the waste getting taken huge advantage of by a ever growing number of people who didn't care enough to do any of this for themselves.

Maybe they could build on something like that in future DLC to make this all turn into something more relevant and important.

Frankster said:
Oh god 23 settlements with 150 people...

You are going to get so many defence quests (and if you don't do them in time, then people in your settlements die and you are a very bad person for leaving them to their fate!) constantly interrupting your game when you're trying to do something else :/
Not to mention all that time wasted staring at loading screens as you run around from settlement to settlement...
Yes, that's exactly my predicament. I have so many too that it seems the game is a little hard pressed to keep up and sometimes I don't even hear about the trouble until I get a "failed" notice, then I have to try to figure how where and how I might be able to reload to prevent that happening, because I never got the "in trouble" notice to alert me.

Frankster said:
I stopped at 8 or so settlements myself and focused mainly on developing Sanctuary, the Castle and that one settlement in the middle of mosquito infested marshes (im terrified of those things so having a safe heaven in the area seemed like a good idea).
By just focusing on those 3, settlement building became a lot more fun... I satisfied the minimum criteria to keep everyone happy then focused on building these massive towers and buildings because I like to over compensate by having the tallest and biggest junk buildings around.

But yeah the settlement aspect is going to need a ton of mods to make it really work, especially if you have so many settlements... I really do not envy your game because unless you are willing to discard all that hard work, you're practically stuck being the minutemen response team, rushing off every time raiders kidnapped one of your farmers daughters (always the same friggin one too...how many kidnappings can the same family go through in a week?).

You got it right, the raiders are the only ones actually trying and putting in some "honest" hard work.
Yeah, next time definitely going a different route with the whole thing, probably much more downscaled.

It's true though - the Raiders are really making a go of it for themselves it seems from all I have read on their terminals after I've killed them off. They have plans and they're doing serious revitalization work in factories and they are pulling materials out of quarries and what have you. I can't help but notice it used to be the other way around in the games - the average people had some settlements and farms and livestock and were doing the trade-route thing and the Raiders were just leeches living in the ruins sucking the lifeblood off of whatever came by - now there's still some element of that here of course, Raiders are still "bad guys" and such, but they seem to be the ones with their stuff more together by comparison to the people I'm stuck babysitting.
FavouriteDream said:
The minutemen faction and the settlement mechanic are trash and I can't believe more people aren't talking about it.
I wouldn't go to saying they are "trash" exactly, but it does seem somewhat half-baked at the present state. I mean, they aren't seemingly doing anything. Thus far, and I'm a good part in, but I'm still just before choosing a faction to start really getting cozy with vis a vis the Main Quest progression, all they do is mill about the Castle yard (which I took for them, of course) and that one guy on the Radio calls out reports for me to go address.

If there were groups of Minutemen going about doing things - like there are groups of Brotherhood going about doing things who I see all the time actually in my wanderings - then I would maybe feel like there's more going on there and that things are happening. As it is it just seems to be a dressing for the "you can build settlements" mechanic and little more than that. Maybe that changes as the story progresses, I'm not sure.

BloatedGuppy said:
Settlements would have been better served with just a few simple tweaks.

1. Far fewer settlements. Somewhere between 1-5. Even 1-3. Make them large and visually distinct, and give them all their own special element to be worked in/around.

2. Get rid of the settler recruitment mechanic entirely. Instead, every time you rescue/help out of those bumfuck middle-of-nowhere farms or shacks by a muddy pool, those people will resettle in one of your major settlements.

3. Have the settlers you rescue broken up into different "classes". Farmers will immediately set about making food, merchants will immediately set about taking up in any unoccupied shops, and the rest will stand watch.

This would allow the consolidation of building resources in a couple of spots, rather than laying down the same foundation stuff in 15-20 spots. It would allow for the building of vigorous defenses in those spots, rather than piecemeal defenses everywhere and a constant barrage of settlements under attack. It would make rescuing/helping some new settlement exciting...new settlers for the big towns, possibly someone to fill an important role like doctor or guard captain!...rather than introducing another crummy ramshackle roadside accident you need to prop up.

And it's such a simple change too. Could probably be modded in relatively easy. Wouldn't require any huge code changes.
All of that would be a great improvement upon the system, you're absolutely right. Of course - I could see, with replay, some downsides to the limited number + distinct theme, but maybe you could pick them from a higher number of sites? Like, maybe you could have 1-3, but you're picking from 9 areas available so that you have some variety on replay by picking sites you hadn't before and seeing what they turn into?

Possibly even allow for some of the "named" NPCs out in the middle of nowhere to be recruited personally to towns by doing additional quests for them to leave their own locations, giving some bonus or special service or shop to the town they join? That would have been compelling for me.

EternallyBored said:
I would like some bigger settlements too, but some of the smaller ones are nice as well so I want to keep those too, like the inner city ones, hangman's alley is a fun little location. The best way to make those smaller settlements less annoying would be to rework the settlers so they don't have to be micromanaged so much, and make it so attacks are either less frequent or easier to see how well your defenses hold without you there. Having them wander around is more realistic, but I'd rather have them just stick to their assigned posts, even if it means they never use the beds I create for them. It's especially annoying when all my guard posts are abandoned because everyone has to go to sleep at night, it just adds an extra step of having to sleep until morning to get anything useful done with my settlers.
I do like Hangman's Alley as a location in the city, and of course it's small because the city is pretty close with other locations crowding it. Maybe in addition to the "Big 3 or 5" or whatever there could be another manageable (let's say again 3-6) number of "outposts" for those towns to be part of a network - locations between them like trade posts or check in points for Provisioners and what not to congregate on the road?
EternallyBored said:
Supply lines also need to be default rather than a perk deep in the charisma tree, actually visiting all your settlements would be way more attractive if it was easier to use them as linked resource storage and crafting centers, even with the supply lines you need settlers to set them up, so it always feels like a chore trying to set smaller settlements up as functional locations just so I can shuffle a settler back to one of my linked settlements. There should also be a quicker way to give upgraded weapons and armor to settlers rather than the current method of having to talk to them and sift through their inventories individually. I'm hoping for a mod that adds a settler upgrade system so I can just upgrade them with better weapons all at once.

It's a good start, but I really think it will need some mods and streamlining before I bother trying to get in depth with the system in any playthrough past my first.
Yes, the need for the Supply Lines "Perk" that seems pretty much needed if you're doing any Settling at all... it was not a happy moment for me. Maybe if it had been "Protected Supply Lines" where you already had the lines by default because of course you need them, but sometimes the people might die and you'd have to assign another Settler to it if that happened, and lose one population - then having a "Perk" that they got Caravan guards or something and that didn't happen anymore - that would have been OK as a PERK, but just being able to do that... I don't think we should have needed to spend a precious point on something so obviously a utility of the process.
 

Azure-Supernova

La-li-lu-le-lo!
Aug 5, 2009
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I pretty much clocked on to how much busy work the Settlements were going to be when Sturges gives you the little 'tutorial' in Sanctuary. I've gotten to the point now where I just don't care what happens when a Settlement is under attack, as long as it's not Santuary, Starlight Drive-in or The Castle. There was so much potential with the system, but in typical Bethesda fashion it's completely unrealised. The mechanics are horribly undefined and the tutorial is so barebones. I don't like having my hand held, but the game fails to explain whether or not arming and kitting out your guard assigned settlers actually does anything. It also fails to tell you that no matter how you build your walls, enemies can and will spawn inside of them and thus negate their use.

I think my biggest disappointment was the sheer amount of unnamed, generic Settlers. It really robbed me of any kind of attachment I might have had for them. The funny thing is that your Vault Dwellers in Fallout Shelter were all named and could be renamed, so I got attached to families and tracked their generations.

I'm having a blast with the game, all things considered. But the Settlements are far and away the feature in need of refinement. For all of the reasons mentioned in this thread, as well as the myriad that will likely follow.
 

Souplex

Souplex Killsplosion Awesomegasm
Jul 29, 2008
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The thing that really pisses me off is when a settlement is under attack.
It has 60 defense, and the moment I show up the defenses mow down any opposition. If I don't show up though, they get wiped out.
 

Mylinkay Asdara

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Nov 28, 2010
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Azure-Supernova said:
The mechanics are horribly undefined and the tutorial is so barebones. I don't like having my hand held, but the game fails to explain whether or not arming and kitting out your guard assigned settlers actually does anything. It also fails to tell you that no matter how you build your walls, enemies can and will spawn inside of them and thus negate their use.
Yeah I'm still figuring out all the tutorial didn't tell us (which was a lot) and there's no excuse - they put the instructions for Caravan on a .doc type file on the pip boy for New Vegas, they could have had a how to for settlement making and several other things that I would have liked to have known.

Azure-Supernova said:
I think my biggest disappointment was the sheer amount of unnamed, generic Settlers. It really robbed me of any kind of attachment I might have had for them. The funny thing is that your Vault Dwellers in Fallout Shelter were all named and could be renamed, so I got attached to families and tracked their generations.
I did that too! It would have been nice - although I think that I understand the limitation ? maybe ? - if we could have either had them named for us so we could kinda care (even if they were just random name generated) or give them nick names or something at least. Or at least a *leader* of the settlement maybe. I mean, some of the pre-started ones that have families and stuff living on them that join up after you help out have names and people and I care about them more for it-- the problem is that those settlements are so small and dinky that it's basically just going to be that one family and maybe an additional person you put on for Provision/Supply line duty because otherwise you're mucking up their whole plot with shit-shacks and sleeping bags there's no place for.

Souplex said:
The thing that really pisses me off is when a settlement is under attack.
It has 60 defense, and the moment I show up the defenses mow down any opposition. If I don't show up though, they get wiped out.
Yeah. Plus then I have to shell out more supplies to fix the turrets if they do go down or it's got unhappy markers.

Just took a sleep in my bed to get Well Rested, hit 8 hours - a settlement attack came up and was missed and now they're sad and mad and all that - just because I wanted ONE night's sleep. >.<
 

Fieldy409_v1legacy

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Oct 9, 2008
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Is this something you have to unlock in the minutemen questline? I have never experienced my settlements being attacked by more than a couple of raiders or supermutants and quickly being mowed down. And I never get called to go defend my settlements.
 

EternallyBored

Terminally Apathetic
Jun 17, 2013
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Fieldy409 said:
Is this something you have to unlock in the minutemen questline? I have never experienced my settlements being attacked by more than a couple of raiders or supermutants and quickly being mowed down. And I never get called to go defend my settlements.
Nah, it seems to be determined by level, settlement size, and defense level. If you always have a high defense level you will almost never be attacked, and if you equip your settlers with weapons and armor they seem to also have a higher chance of repelling attacks if you don't show up.

If you get sick of getting attacked, if you are on PC, you can turn god mode on and you'll have infinite workshop resources, so you can just spam turrets.

Also be aware that trade routes will transfer lacking resources to settlements that need them which means even if you don't have any food or water on your settlement, settlers will still draw resources from the trade route, and thus draw attacks.

Basically, just spam turrets everywhere, guard towers are more for cheap support and giving a good position for NPCs to help you if you show up to defend in person, their actual defense level doesn't do much to ward off attackers.
 

Mylinkay Asdara

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Nov 28, 2010
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Fieldy409 said:
Is this something you have to unlock in the minutemen questline? I have never experienced my settlements being attacked by more than a couple of raiders or supermutants and quickly being mowed down. And I never get called to go defend my settlements.
EternallyBored said:
Nah, it seems to be determined by level, settlement size, and defense level. If you always have a high defense level you will almost never be attacked, and if you equip your settlers with weapons and armor they seem to also have a higher chance of repelling attacks if you don't show up.
Actually... I don't know this for sure but I think it's related to getting The Castle set up for the Minute Men, because it's that radio station they establish there that has the help requests and alerts broadcast over it like you should know them. I don't think that, before that point, you get calls to settlements being attacked if you're not already on site.

Regarding turrets - those are what I generally depend on, although I haven't gone into the god mode so I'm just building what I can find materials for and letting that be what it is, I mean, these people are lucky they're getting anything I say, considering how little they seem to be willing to do for themselves.
 

Fieldy409_v1legacy

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Oct 9, 2008
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Ive got the Castle set up but its still not happening.

Mind you I love building turrets and sniper towers for the asethetic. Its possible the high defense is the answer.

Did you catch the part where it recommends you have more than the sum total of food+water in the building tutorial? Prehaps the solution to your problem is just a shit ton more turrets. That would often be far more than the minimum required for happiness.
 

Mylinkay Asdara

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Nov 28, 2010
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Fieldy409 said:
Ive got the Castle set up but its still not happening.

Mind you I love building turrets and sniper towers for the asethetic. Its possible the high defense is the answer.

Did you catch the part where it recommends you have more than the sum total of food+water in the building tutorial? Prehaps the solution to your problem is just a shit ton more turrets. That would often be far more than the minimum required for happiness.
Yup, I do make sure that all the settlements I can do that with - I do. Thing is there aren't enough resources to go around, so some of the smallest, most distant, newest backwaters are just having to make do. Thing is - they aren't usually the ones crying for help! It's the ones with enough defense that I more often get called to (7 in my most recent 5 hour play bout).