So once someone else "owns" a suit of power armor, it's theirs forever unless I was on PC and used the "own" command, right?
I'm gonna go take all the power cores out of the armor in my garage if that's the case. That, and store all "stolen" power armor far from Preston, Piper, and anyone else who doesn't like stealing.
edited 26th Nov '15 8:21:41 PM by Balmung
That is correct.
Yeah, Piper watches you like a hawk. Even when she's busy walking around and eating noodles with her back to you, a few yards away, and you're behind a wall from an angle she shouldn't be able to see, the second you start sneaking she sprints to your location and won't accept any command to go anywhere or inspect anything. Geez.
Not as bad as Preston, who I have to prompt like 20 times before he actually opens his "talk" dialog.
Got the rail rifle off of a random bandit. Amusing gun though it's ammo is pretty scarce. I have only about 100 rounds for it in all. My only other scarce ammo is plasma, rockets, and mini-nukes.
I have to say spending the caps and perks to put up your own vendor stalls at your settlement is worth it overall. Not only can you buy stuff you need, the vendors between them all have enough caps to cover most hauls. I can get stims, rad stuff, and ammo. The bonus is the stalls improve settlement happiness and apparently generate income based on population size.
Who watches the watchmen?I made a stall and assigned someone to it, I think, but I never see them there.
Oh really when?If it's a level 1 weapon vendor, those are apparently borked.
I have had to assign people two or three times and they are only there 8-10ish. I have level 3 vendor stands. A bit pricey to set up but well worth it.
I am going to start building a high rise with decorated individual rooms for my settlement because I can.
edited 26th Nov '15 9:02:32 PM by TuefelHundenIV
Who watches the watchmen?I've seen my companions enter power armor by their own initiative - I just have to tell them to get out. One time Cait even got out on her own after combat. And I can still use the armor without stealing.
...
I better hide my power armor before a settler steals it.
edited 26th Nov '15 9:04:57 PM by SilentColossus
I have seen a settler gank a stray suit of my power armor once. I moved them onto the roof of the driver ins overhang and they seem to leave them alone now.
My friend at work who also plays had about a dozen suits at his settlement and he was goofing around testing the melee mods for the armor. He punched a guy in his settlement and saw everyone go red. He turns around and the settlers all had stepped into his spare suits of power armor and were coming after him.
Who watches the watchmen?Companions and Setlers you order out of it are fine.
Its when they leave it out of there own free will it gets marked.
I'll double check but I'm pretty sure Cait doesn't own it.
edited 26th Nov '15 9:11:22 PM by SilentColossus
I haven't had a companion gank any of my armor, but so far, the Red Rocket station has never been attacked and I have no intention of gathering Settlers there, just me and my companions.
Really? Every first time I've walked into Red Rocket, a bunch of mole rats attack. Except this time for some reason they didn't show up, and then I killed all the mole rats in the den next to Red Rocket a few hours later.
For me it's super mutants.
Ever so often I'll be tinkering in my garage and then hear my turrets go off and hear a suicider go nuclear.
Kinda annoying, I'm tired of fixing my turrets.
Oh really when?I only got the mole rats the very first time I went there. Other than that, the station has never been attacked, possibly because it produces no food and has no non-companion inhabitants. Which is good, because I need those defense components in so many other settlements to ensure the safety of my vegetable paste supply, establish artillery cover over all parts of the map but the most distant parts of the Glowing Sea, and give constant income.
Developments I'm proud of - taking the tiny Hangman's Alley settlement and making a 3 story shantytown that can actually shelter, water, bed, defend, and feed 20 settlers and grow appreciable amounts of spare food for export and hold an artillery cannon that can fire without wrecking the rest of the town or shooting a wall.
Like half of why I did this is becauaw I took the small size of the settlement as a challenge.
edited 26th Nov '15 10:07:42 PM by Balmung
So nope. I still own my power armor, even after Cait used it and exited it by herself.
@Silent Colossus - In order for the alliance to happen, you need to talk to Desdemona who will admit that infiltrating The Institute was a long shot, then she'll say they just don't have the forces to do this the other way, so she asks you to approach the Minutemen with an Alliance. Talk to Preston about it then return to Desdemona to finalize the agreement. Its best to have Preston as your companion when you get banned from The Institute as shortly after The Castle comes under siege by what has to be a couple hundred Synths.
The NCR is like Tim Taylor. We need more POWER!!Got the Alien Blaster. Frankly I'm not sure I like it.
The projectiles move so slow. Did it always do that?
edited 26th Nov '15 11:25:10 PM by LeGarcon
Oh really when?So, has anyone played around with the Syringer yet? I personally think it's an interesting idea, though its low damage output as well as lack of perk support means it'll likely be relegated to a curiosity instead of a serious utility weapon. It certainly seems like the weapon that'll receive the most mods; stuff like making darts that mean whoever gets hit explodes upon death, or creating perks that boost the duration of syringe effects. Stuff like that.
...I walked into an internet minefield again, didn't I? I'll just...leave that-away...It makes makes the most sense for "heals instead of dealing damage" mod.
Oh, yeah. That's a fair point. Why isn't that a default syringe in the game? Kind of seems obvious in hindsight.
Especially with the healing fat man in the game.
edited 26th Nov '15 11:39:09 PM by raaabr
...I walked into an internet minefield again, didn't I? I'll just...leave that-away...Impressed with the hangman's alley settlement idea... may have to try that.
Got an alert that it was under attack - and what ACTUALLY happened was the Supermutants who are always fighting the Diamond City security bods had spawned. And since hangmans alley is RIGHT THERE it classes that as an attack.
Most of my settlements just have enough defense to count as "green" but haven't done a deep down design build.
I've also tried assigning the vault tec guy to a general emporium but he won't. Also occasionally when I talk to him you can say "do you want a job" and it gives you an option to send him to another settlement, which is how I think you trigger his ability to be "commanded". Gonna try sending him around to see if I can get something good out of him.
Only just found Valentine. That was rather fun, taking on gangsters in a Vault - some weird pulp mashup. Also, Vault 114 was a nasty concept. Something karmic about rich people being treated like dirt but the records showing "infant" and "canine (Do Not Allow) just shows that they really were evil.
Also, hearing GARRUS narrate the Vault logs when usually he's a nicey nice guy... yeah weird.
Need moar plasma ammo. And think I glitched Bunker hill - asked Kessler to join the minutemen and she wandered off halfway through the conversation thus exiting it.
(traveling again with Mac Cready to get the perk. Prefer traveling with Cait, my paramor, as my character and her are the most ass-kicking leather-clad lesbian duo since Xena and Gabrielle) and holy fuck - he's THAT Mac Cready? Damn he's come a long way as a character.