You’ll have three at any time, ranging from producing and storing surplus energy to sending out an explorer or getting one survivor’s happiness all the way to 100%. To keep building rooms and upgrading your existing ones you’ll need some hard currency, and that means completing objectives. Fail, and fire or infestation might sweep the room, ruin production and even harm the workers. Succeed, and you’ll get additional rewards. Meanwhile, you can either leave your rooms or run at their own pace or rush them temporarily to feed a momentary need. Putting them in the right rooms will help you do that, and keep them running more efficiently, but moving them around from job to job also seems to keep them keen. As well as food and water, your survivors must also be kept happy. Beyond the basic canteen, water plant and power plant rooms, you can then add storage rooms, living quarters, medical rooms, classrooms and more. Your peoples’ basic needs are food and safe drinking water, plus the energy required to keep the vault going. You can then drag and drop them to a room to get them working, to the living quarters if you think they need rest or an opportunity to romance, or to the wastelands outside if you want them in the field. You see the shelter from a side-on view and can tap the little cartoon survivors to check their status. It’s a fairly simple game to pick up, helped by a clean interface and a concise tutorial. Your explorers might come back with riches, experience and other resources. And if it helps to send explorers out into the wastelands, armed and armoured with the best kit you can scavenge, then do that too. This effectively comes down to just a few things: building rooms to support your survivors, providing the resources those rooms they need to keep running, allocating survivors to rooms to get the work done, while finding ways to keep your numbers on the up. You are the overseer of one of Fallout’s vaults, looking after the needs of a growing population of survivors, putting them to work and preparing for the future. It’s a shame that the game underneath lacks weight and comes saddled with some of the usual problems of a free-to-play business model, but as a simple time-waster it’s not bad. While it is, at heart, little more than a Fallout-flavoured spin on the Tiny Tower resource-management sim, it’s been made with respect and affection for the series’ fifties-styled, post-apocalyptic universe, which carries over into every aspect of its look, sound and feel. i suggest you keep them in a secondary block seperated from main block with empty floor.Announced and launched at Bethesda’s E3 conference on Sunday, Fallout Shelter is a mobile Fallout 4 spin-off with a little more class than your usual phone/tablet tie-in. Storage rooms is only dependant how much you are hoarder. weapon and outfits and my junk become 500 pieces for each type. (in time your legendary junk will stockpile. but more the merrier) i sometimes worked with 4 or 5 weapon workshop to produce faster. when i have steady supply (with 25 wasteland dwellers and 3 overseer quest teams, you can do with less than these amount. Weapon and outfit shops, required at least 2 of them. and delete afterwards, when you complete work on them. but 4 would be ok too.īarbershop, themeshop, training rooms, all do nothing when you done work with them. (works with 10s ) no need to use more than 3. only differs is total charisma amount in theese rooms. no difference if it levelled or not, and no difference if it used as combined room or not. Radioroom is only required to raise happyness level in your vault. so i may suggest you delete or replace with something else. Some says water room is required (to avoid unexplained radiation on dweller). but empy power rooms doesnt require anything (not even power to sustain), i allways comfortable with extra power storage. 4 is more than enough for your work woult. waste of space so replace with nuclear power. Garden will do no good when you pick 3 nucacola. I suggest you fill all the 2 wide rooms space with med+science. so 4+2 total in your work is seems a bit low end. so you need more empty medbays for storage. (9*5=45 barely enough to support 2 wasteland wanderer). if you send people to the wasteland you need more than 5 medbay. In my opinion, efficient number room(and type) and dweller amount are tied together.ģ nucacola room (tier 3 with +7end wear) is enough for 200 people.Ģ+1 (med+science with full crew) enough for self sufficient wault, but if you dont send people to the wasteland.
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