There are 20 different rooms, including 7 training rooms, available to build in your vault, each with a specific S.P.E.C.I.A.L. Vault dwellers lose a portion of their current hit points. Vault dwellers gain radiation poisoning and require treatment. Rooms furthest from the power plant stop production. If the vault's requirement for a resource is higher than the player can produce there is a penalty applied based on what is needed. Vault dwellers have individual stats which make them better in specific rooms. The player is responsible for micromanaging the NPCs living in the vault. If a dweller dies while exploring the wasteland or dealing with an emergency in the vault the player can revive them for a number of caps relative to their level, and all items are retained by the dweller. While exploring the dwellers will find items to bring back to the vault and gain experience while fighting creatures. Additionally the Overseer picks vault dwellers to go out and explore the wasteland. The player takes the role of a Vault's Overseer and is required to manage three resources: power, water, and food. I also have not tested multiple radio rooms in the same vault.Revealed at the Bethesda press conference at E3 2015, Fallout Shelter is a free to play mobile game that takes place in the Fallout universe. It's also rumored that assigning Three Dog to the radio room does something special, but I haven't confirmed that. I send the outsider to die in the wasteland if their stats are not what I'm looking for, but that's a different thing. What this boils down to is that a fully upgraded, full size radio room with six dwellers of 10 charisma each should attract a new dweller faster than a small radio room with a single low charisma dweller, both because each cycle is faster and because each cycle has a higher chance of attracting an outsider.Īs a point of reference, my vault with a top of the line radio room with 6 dwellers of 14 charisma each (10 stat + 4 cha outfit) consistently attracts a new dweller every 6-8 hours or so. Staffing the room with high charisma dwellers decreases the time taken per cycle, but does not affect the percentage chance per cycle. Merging radio rooms together and upgrading the room both increase the chance of a new dweller at the end of the cycle as well as increase the time each cycle takes. When that happens, it pops the icon and waits for you to tap it. It repeats this cycle until it successfully attacts a dweller. If it fails that chance, it immediately starts a new cycle, whether you have the vault open or not. Each time it completes its cycle, it has a chance to attact a single new dweller. Staffing the room with dwellers high in the room's stat decreases the time for the resource cycle to complete. Merging the same room into a bigger room increases the time it takes to generate the resources, but also increases the total amount of resources collected at the end. Handy) can tap the room to collect the resources. The standard resource rooms run for a set time, then flash with an icon when the timer is done and you (or Mr. I have not tested the happiness mechanics in any depth, but that functionality is described on a loading screen so I assume it works in game.Īttracting outsiders works a bit differently from all the other resource production rooms. The radio room does two things: raise happiness for other dwellers and occasionally attract outsiders to join the line outside your vault.
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