![]() ![]() When I make a base the first 3-4 floors are for weapon and outfit production, radio rooms, and storage. Elevators all the way up and down on the edges, empty spaces used to create safe spaces Incase of death claws, cargo space where every other swears is empty to prevent fires from spreading, floors entirely made of elevators, and also a column of SPECIAL rooms next to a column of resource rooms. A lot of the designs I see are, unexpected. Because they will level from 1-50 if properly geared (ie your best gear) and so can do runs that are days long because they will mostly heal up by leveling.Īnywho, this flow will allow you to avoid having 'wasted' people as you are aiming to get a fair number of wanderers in the end.I’ve already played this game beginning to end once and figured I’d look around and see what others did. You can take a level 1 person and train all of their stats up to max and send them to the wasteland for an -extremely- long time. When people level they get their health back. Now, a little side note that I have discovered. The replaced people get trained up to awesome levels of skill to go out and gather gear for you. Replace the initial people with better trained people. ![]() You can train people up to send them out later but I think this is the part that you really wanted out of the flow. The end goal is that your initial dwellers are the ones who end up being the ones sent out to bring back gear. When I have a trained up vault dweller I will swap them into the room where they belong and the person will come out of the production room and enter training themselves.Now I am a bit compulsive here and force all new people to max out every stat, if you are focusing on a specific one for room production then just remember as above, Luck counts towards all rooms. When I get training rooms new people go into them.Remember that Luck universally helps any room so take that into consideration. ![]()
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