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Posted

Maybe a facility what provides you with fresh water.

And a way to grow food. Like some sort of underground farms, with artificial sunlight

Posted

Well here's some more ideas, some may be non-essentials though.

Hydroponics.

A gymnasium.

A library.

School.

Are you going to have RTS features like combat etc in the game or not?

Posted

Water:  Well, I will start out with water being in the Ration Stores, I think.  I may also implement a water reclaimation/recycling plant.  After a while, you may find an aquifer underground, and be able to install a "water Chip" type thing, like from Fallout.

Hydroponics:  Of course I will implement that, but that will be a later technology.  I want to start the game off in a 60's-era environment.  Hydroponic gardens will be a lucury, or something to be installed later.

My plan is to make it so that the deeper you build any given module, the more expensive it is (i.e. digging through bedrock and whatnot).  So when you begin your basic shelter before the war, you can either dig it shallow, risking damage in the event of a nearby blast, or you can dig it deeper, at extra cost.  If you dig it shallow, you'll have extra money for things like luxury modules and camoflage for your entrance tunnel.

A school/library is a good idea.  I might make a "knowledge vault" instead, which is a large database of historical records and books, so that post-apocalyptic man can enjoy things like Dune.  ;)  Learning can occur here.  Thanks for the suggestion.

(Oh, and by the way, I've included a nusery in the infirmary)

I don't know about a gymnasium.  I have the recreation module already, which has stuff like weight rooms and ping-pong tables (like in the Diefenbunker).

I don't think it will have too many RTS features.  Unlike SimCity, building will take time, and there will be some resource management (not sure exactly how I'll do that).  You will also be able to build defence structures above ground to protect your shelter from raiders and the like.  But this will most likely be more of a roll of a dice than an actual "move, attack, stand ground" procedure.

Posted

As long as you have two computers, there is still a network. (ie internet)

I am guessing there will be more than one bunker right? It could increase your communication.

Don't forget education system!

Posted

Yes, but it won't have any of the things this internet has.

There may be other bunkers.  That's what the comm centre is for.  I am considering the implementation of a topside "embassy" where trade can take place.

Posted

Shooting range

Increase defence against intruders, but also increase crime rate and chances of a riot.

Cryogenics

Allows you to freeze gifted vault dwellers who were aging or dying to allow later use.

Cloning Vats

Allows you to clone dead vault dwellers, must have cryogenics to research.

Casino(Upgrade to Recreation module)

Crime rate increases also.

Cinema and Studio(Upgrade to Recreation module)

Mines and oil wells

Gives you more resources, can only be built when that resources is found randomly when expanding the vault.

Also...had you also think of adding "disaters"?

Posted

Cryogenics

Allows you to freeze gifted vault dwellers who were aging or dying to allow later use.

Cloning Vats

Allows you to clone dead vault dwellers, must have cryogenics to research.

he said 1650s not 2150s

I'd put in:

arms center: which allowed your police have better weapons, and faster attack.

Bunkers: can choose from two differant bunkers:

Posted

ExSplug:  I'm not building a shooting range.  The Security station controls policing.  I am considering a topside barracks (should you choose to move topside) for defence, though.

Casinos and the like, I'm not sure about.  It just seems like an unwise thing to put in a self-contained area.  Besides, there will be no money.

I don't know about cryogenics and cloning vats, either.  I would think overpopulation would eventually become problem enough after a few generations.  ;)

I may add mines, but mining may simply come as a "bonus", of expansion.  In Australia, there's an underground apartment building, where you excavate your own room.  If a deposit of opals is found (which is fairly common, I understand), you get a discount on your apartment.  I might do something like that, but I may add a mineral refinery or something.

And there will be disasters:

-Riots

-Crime (you choose to exile the guilty, execute him, or throw him in the brig.  Each has it's own consequences)

-Mutations (kill them, exile them, or leave them be)

-Fire

-Cave-ins

-Earthquakes

-Raider/mutant attacks.

Scytale:  I said 1960's, not 1650's.  ;)

Although I won't add armouries (they will be in Security Stations), modules will often be upgradable.

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