![]() When combat is happening, your vault dwellers will move around the room. The Problem: Dwellers in Fallout Shelter take damage over time during all Incidents, whether it's a fire or a bunch of Molerats burrowing out of a hole in the ground. ![]() Vault dwellers move around a lot during some Incidents and this makes it difficult to click on them to heal them. The Fix: Make it any other color than the one used for all the stuff you're supposed to be clicking on in Fallout Shelter. When some people scroll through their vault (such as myself) they'll pause and be confused momentarily. A neon sign in the Lounge room is roughly the same color as the graphics of stuff you should be clicking. The Problem: Things you click on in Fallout Shelter-resources, level-up icons, etc.-are bright green. The neon note sign in the Lounge looks like something you should click. Alternatively (or additionally), a dust camouflage system like the one in Fallout: New Vegas' Hidden Valley to reduce the chances of attack upon opening the door would be a neat and useful upgrade.ģ. While an Incident would still take longer to resolve, you're trading that longer time for less damage to your vault dwellers. The Fix: Upgrading your Vault Door should add some sort of passive defenses that damage invaders on their way in, such as the robotic turrets that feature so heavily in the main Fallout games. The longer it takes for an Incident to complete, the more frustrating it gets, and a tougher Vault Door typically means that it will take longer for an Incident to be resolved. You can't build during this time and are restricted in a few other ways. But the moment they spawn, you're considered as being in an Incident, meaning any dwellers you move around will only be moved around temporarily. Here's the logic: a tougher Vault Door takes longer for attacking Raiders and Deathclaws to break down. You're able to upgrade it to make it more resistant to attack, and here is the first of many paradoxical design decisions in Fallout Shelter: upgrading your Vault Door in the current game is a bad idea. It contains a Vault Door and enough space to station two vault dwellers as guards. The Problem: Your Vault Entrance is a unique room where vault dwellers pass through when entering and exiting the vault. Upgrading the Vault Entrance makes no sense. It wasn't necessary before and it isn't necessary now. The Fix: Vastly increase the limit of wasteland explorers. Years later I understood and recognized the flaws of the game, but for a brief moment I had somehow managed to recapture that childlike wonder I had playing video games as a child. Who could resist a nuclear post-apocalyptic single-player RPG with all the retrofuturistic fixin's at that price? I snapped it up and spent the better part of the next several weeks immersing myself in the Capital Wasteland. (Of course, Cow Clicker itself became wildly popular.)Ī few years later, I saw Fallout 3 on sale for a ridiculously cheap price-the game and all the DLC for $5. I clicked on half the people on my Facebook friends list who were also playing these games in a terrible cycle of clicking stuff so we could earn the privilege of clicking more stuff. These games have been dubbed Cow Clickers, largely due to a parody game in this style called Cow Clicker. I clicked on turnips to wait 45 minutes to pick them (or only 45 seconds for one MoneyBux!). I clicked on castles to make more soldiers. A few years ago, all I did for gaming was play Facebook Cow Clickers for about a six-month period.
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