So, pulling vault security (think clearing buildings) with a 240 would be ridiculous. Without standing/kneeling/prone mechanics I don’t see any way to add it in well… unless we just did some fiddling with recoil mechanics so medium and heavy machine guns got crazy recoil from movement but low recoil from firing or… even increased accuracy from walking rounds in.
Anyways, I’m kinda surprised there is so much push for having modern weapons in a futuristic setting. I’m going to run a couple tests to make sure power armors can be stopped with more contemporary weapons. I’m not too interested in weapons that are already limited or being phased out of use… 20-30 years from now I’d doubt they would stock a new armory with them.
Here is a composite from earlier today. Labs in the southeast are not filled yet. I have winches for the doors at the moment but they’ll be replaced with key-less consoles to decrease the time delay associated with the winch. The game logic for the door controllers is a bit fragile so I’m going to have to rearrange the walls near a few of them. The tiny parking spots are for either the 2x2 golf carts or a 2x3 tram. Haven’t decided yet. I’ll get around to getting rid of as many of the double walls as possible.
Next floor down is going to contain mostly housing, the kitchens, a chapel, civilian gym, supply distribution (shops)…
Bottom floor will house the reactor, sewers, food production, some industry, lots of storage…
After… completing the ‘dungeon,’ the area called ‘utilities’ in the image will effectively form an egress route. More or less you are just following the sewage pump from the bottom level to the sewers.
Finally, we need to determine how linearized we want the map.
1 - Literally almost every door is unlocked. If you knew you were there to access the reactor you would take every stairwell down until you reached the bottom floor and found it. But, if you didn’t know what you were looking for you could literally just get lost in the underground town.
2
3 - Fallout 1/2, if you know where you need to go you can go straight there… after making a few stops.
4
5 - Skyrim, dungeons have little side rooms but most are a single path… you get the most out of your time/archetecture/$$$ since you are forced to visit every major area/room.
So a 5 would be like one path with a few optional areas, a 4 would be like having two major paths, 3 would be leaving large areas (like the hospital/school) open to you only once you passed through a different area, 2 would be leaving multiple routes to most any area, and 1 would be leaving the vault as open as possible and only block off areas for atmosphere/story reasons.