So probably the best strategy would be to play it in brief sessions to minimize the occurrence of crises. The good thing is that the shelter appears to be dormant while you're away. The expeditions an quests help break the feeling of complete isolation and serve as vehicles for bringing in a variety of items and characters, which is always refreshing. If it weren't for the quasi-nonexistent crisis management system, Fallout Shelter would be a delightful game. The base-building aspect is simple but effective. Maybe this is an incentive to keep all of your rooms staffed with armed dwellers, but it's rare that you will have enough dwellers to man all your facilities, so these events are more of an annoyance than anything else. In fact, I would gladly dispense with them, as the gameplay won't suffer that much. These problems wouldn't be that annoying if they weren't a regular gameplay occurrence. If you add in the passive behavior of dwellers, which won't move from one room to another unless they're on "coffee breaks" then you can understand my gripe with the system. This problem is further amplified by the fact that raiders always breach the front entrance and you can't have more than two dwellers standing guard behind it. For example, if you send armed guards to a room some seconds before the raiders decide to leave, you will merely watch these two opposing forces pass each other without firing a shot. However, the most glaring problem is during raids. This behavior is especially annoying during fire outbreaks. This mechanic forces you to learn the breach patterns so that you can send dwellers preemptively into rooms. Whether it's fire, radroach infestation or raider attack, the focus of gameplay is on rooms rather than on characters/enemies. If there's anything that I don't like about Fallout Shelter is the way in which crisis events are managed. Completing them will reward you with better gear and loot. Unlike expeditions, which are random series of encounters, quests are episodic combat oriented scenarios. After building the Overseer's Office, you will be able to send dwellers on various quests. Besides weapons and outfits, you will also collect 'junk' which is essential for crafting items inside the vault. From these expeditions, you can obtain more than Caps. The best way to get more is to send dwellers out to explore. However, caps are relatively rare inside your shelter. When you unlock more advanced rooms, you will also be able to train your dwellers to increase some of their stats. For example, a high Agility is useful in the Cafeteria, while Strong dwellers are perfect in the Power Plant.Īs dwellers work on their assignments, they will level-up, which will increase their maximum HP and will grant you a small amount of Caps (the classic Fallout currency). Most operable rooms receive a benefit if you allocate the right dwellers. Most dwellers are nothing 'special,' but once in a while, you might get one or two with an above than average stat. Assign men and women to the living quarters, and in less than a day you will get some new vault dwellers. The quickest way to do that is to have babies. However, the most exciting rooms are locked and only become available as your population grows. Besides the occasional radroach infestation or raid, your shelter is somewhat self-sufficient if you only build and manage these three basic facilities. The primary aim is to keep the shelter functioning by balancing your workforce between water treatment, electricity production, and food supply. However, the setting is such that there are plenty of reasons to remain invested for a long time. Since the Fallout franchise is just treading on the borderline of being a cash cow for Bethesda, but not quite, my interest was piqued because of two things: It's not another first-person shooting RPG and, secondly, it reminds me of the base building gameplay in Firaxis' gem of a game, X-COM.Īs a veritable "free" game, there is no ultimate goal in Fallout Shelter. That until I caught wind of a base management game in the Fallout universe. "Never again," I said like a veritable tribesman. I remember my massive disappointment of playing the Dungeon Keeper game for Android. The Freemium model usually destroys any semblance of quality in a game, no matter its pedigree.
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