5 Locations In Fallout 4 That Should Have Been Settlements Commenter Edition

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Well we gave our opinion on locations that we should have been allowed to build settlements at in Fallout 4, but it seems like we didn't even come close to compiling a comprehensive list. thanks to an amazing amount of viewer participation we decided to honor the community here at Grey Gaming by listing some of the ones that weren't mentioned in our earlier video.
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Thicket Excavations or Dunwich Borrors. Horrible sites from a practical view, but the novelty of building a settlement inside a quarry would be awesome. Especially if the build limit was at the top to allow you to fill the hole to the brim.

kongilian
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The lore ideas of a settlement outside Vault 81 gives me big Vault City vibes from Fallout 2.

masterdarklink
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I'd like to throw the Atom Cats Garage in there for a part 2. They make a lot of sense given their knowledge of PA, their constant fights with the Gunners, and relationship with Warwick. They'd be a nice addition and if recruited you could have seen Minutemen in Power Armor roaming around.

maxfieldjoyner
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I'll tell you one location that would have made for an interesting settlement: the Nakano Residence. Access to the workshop could have been a quest reward for bringing Kasumi home (you could even have had Kasumi persuade her dad to allow workshop access, given her obvious desire for community). The terrain isn't the best, but if enough real estate were available there would still be a decent amount of building space and it could have served as a logical port of call between Far Harbor and the Commonwealth. Lots of water allows for a lot of water purifiers to be put down; and depending on how far over the ocean the settlement extended there would have been plenty of space to build residences on the coastline and over the water itself, much like the Dalton Farm. The buildings already there would probably not be scrapable, but they could be utilized as part of the settlement itself.

(A similar argument could be made for the Nuka World Transit Center as a trading hub settlement between Nuka World and the Commonwealth, but only if the Nuka World Raiders are wiped out.)

geraldlamb
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I wish instead of "random" settlements we could rebuild more "special" places, for example:
- Poseidon Energy Turbine #18-F to create passive energy
- Weston water treatment plant to create passive water.
- A dam north of the Sunshine Tidings co-op could create passive energy/water
- Saugus Ironworks could be used to turn salvage into proper materials and basically restart industry in Commonwealth
- People have been drinking alcohol for thousands of years and they won't stop because of some nuclear war... place like Beantown Brewery/Gwinnett Brewery could be a gold mine
As for the "ordinary" settlements:
- Lynn Woods would be a good outpost, last safe place before leaving Commonwealth or first while entering from north. With that big tower, this place is begging to be set up as a outpost.
- Nahant have good connection to mainland and wall next to Nahant Red Rocket will make good place for checkpoint, Libertalia riders can be a problem, but a few rocket turrets will solve that. I would much more prefer this place instead of Spectacle Island
- Fort Hagen hangar and Fort Hagen satellite array these are fantastic places to make base, all of factions could benefit from this location one way or another and "solo" players will make cool secret base for themself. I don't know why Bethesda didn't give the opportunity to take over this place.

aderodtheeternal
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Two words: Sentinel. Site.
- It's an open, flat area with plenty of space to build. The pyramid could be right in the center with the four concrete towers marking the edges of the settlement.
- There are no settlements in the Glowing Sea, making this potential settlement site very unique. You'd need to build some pretty tough defenses to prevent the various dangerous creatures there from getting in. It'd also be very useful in Survival Mode as the next nearest settlement is Somerville Place, fairly far out on the edge of the Glowing Sea.

As a fun gimmick, you could have it so that only Ghoul settlers can go there because of the radiation. I can imagine some really cool, all-Ghoul concrete fortress builds being made here.

critfish
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Here's an idea for another video; NPC's that you should have been able to recruit as either settlers or even full-fledged companions.

daveryder
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I remember when I discovered Breakheart and I cleared the super mutants, I kept trying to figure why I couldn't make it into a settlement. It seemed like everything was there for one and couldn't believe it wasn't.

danmallery
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I know it's kinda "Oh, no, Vault City repeat!" but I genuinely love the idea of creating a little trades town outside of Vault 88. It's both practical and lore friendly.

luvondarox
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I wish Libertalia could be a settlement. It has such a cool structure and interesting ex-Minutemen lore. I’m always disappointed when such unique locations are just used to house raiders and have no other purpose.

catiebird
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I sort my settlement wishlist in three sections: reclamation, consolidation, expansion. (Note: I am a minutemen fanboy)

Reclamation: the resettlement of settlements that once existed:
1. Lynn woods
2. Breakheart Banks
3. Salem
4. University point
5. Lake Cochituate village (unmarked)
6. Fairline hill estates

Consolidation: these are locations that would reinforce vanilla settlements by being located at road junctions to improve trade
1. South Boston military checkpoint
2. Lynn pier parking
3. Gibson pier point
4. Roadside pines Motel
5. College square

Expansion: these are locations that could be decent settlements.
1. Mystic pines
2. Rocky Narrows park
3. Neponset Park
4. Evan Ways cul-de-sac

Elderrion
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Fun fact, the general atomics Galleria is supposed to be the fallout version of my local mall. Also, a movie called Mall Cop was filmed there!

blacklightblade
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Neponset Park could be a good one. Plenty of water, reasonably flat ground and an overhead pass road could easily be within the bounds. It's also close to a fair few other locations, and depending on how big the build zone is you could try a bridge to link up the Atom Cat Road aread, make it a bit safer/quicker. It is right down from Jamaica plains, but it could still work. With a decently high floor build/stack it could be a fairly decent settlement area.

alexdrake
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Someone needs to work with Grey Gaming on some mods that include these things. Like his “5 ways to improve ___ “ series or these. I think they would be greatly appreciated by the community

mrman
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As I said in the last videos comments, not really a settlement, but another alternative player home: Federal Surveillance Center K-21B. Being able to build a secret player home in a underground bunker out in the Glowing Sea just seems like a cool idea.

wastelander
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Just a recent subscriber, I'm really liking your content so far. A workshop at West Everett Estates that touches, or overlaps, Taffington would be way cool.

SophiesDriver
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Leading the MM to take over Gunners Plaza would have been a wonderful opportunity.

adammoore
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"Settlements that shouldve been expanded" as a video could be cool, taffington boathouse and the vault tec thing made me think about how many settlements couleve been better with expansions, I'm currently playing with two Jamaica Plain expansion mods since it had no water and would be good as a hub, the castle should've taken the lake and made ivans repairable, red rocket and sanctuary should've shared a boarder at the bridge so you could funnel people through
There's a ton of mods to expand settlements but I'd like to see your take, show the current lay out show the expanded lay out bam .

I find quincy, university point and outside of the glowing sea cave for vergil would've been good

Quincy is big, got a whole premade city settlement already working

University Point would be a good place for an either institute or post institute railroad settlement

Glowing sea would give you another slog like settlement.. add a few unique plants that only grow in high radiation as a logical food source along with a group of supermutants who need a safe home but away from humans.

TttyLedz
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4:56 you could do the barn bridge connecting two buildings (like two tall buildings in Abernathy farm)

SaidNoGaming
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Possibly the missle silo in the glowing sea you go to for a Brotherhood quest, specifically the Fatman holding room. After the quest is over and you're "finished" with Dance (however way you want) you could turn it into a giant version of Homeplate, or maybe a spot for any of the Factions to have a quest based off for needing a safe spot in the glowing sea without being just off the edge. It wouldn't be much of a trader send off point (obviously) but the lore idea I'd like to imagine would be nice, along with a bigger version of homeplate

earthtree