The last encounter you’ll be experiencing are raider attacks. Another encounter you’ll be experiencing is the random room fires that need extinguishing. The game throws in Radroach infestations in your various rooms which your dwellers can kill either by using their fist or an equipped weapon. You can do this to all the rooms you create in FO Shelter which drastically affects how you plan out your vault schematic.Īnother tactical consideration you have to consider are the random encounters that you’ll be facing as vault overseer. For example, you can create three of four consecutive power rooms in a line, and the game will then link them together to create just one room with a higher power output. You will be marked at the end of each day on your progress as overseer, and depending on your overall happiness rating, you will be given bonuses for making your dwellers such happy campers.Īlso, FO Shelter allows you to connect the same rooms in a horizontal manner. But, happiness is not just tied to productivity. I’ve already let slip that a happy dweller is a productive dweller. Putting your dwellers into the “proper’ rooms would not only provide you with a higher chance of creating more resource from the room, it will also influence the dweller’s happiness percentage since they’ll feel like they are working on their “dream job.” The rooms you create in FO Shelter have stat biases and that usually determines where your vault dwellers go and work. Dweller stats influence the amount of resource output the room generates for a duration, with Luck mainly providing the random multiplier of the resource output. S stands for strength, P for perception, E, endurance, C, charisma, I, intelligence, A, agility and L, for luck. Each individual entering your vault has a set of stats that create the word SPECIAL.
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