skills:
- guns (combines small guns and big guns)
- explosives
- hand to hand (combines melee weapons and unarmed)
- energy weapons
- traps (affects how likely ennemies are to walk into your traps, higher levels "attract" ennemies to them)
- repair
- science (imporves the effects of any chems you use or create (chems would be created like potions in TES: oblivion))
- security (combines lockpicking and the hacking aspect of science)
- medicine
- sneak
- deception (a new skill that improves your ability to disguise yourself, lie and cheat)
- eloquence (combines speech and barter)
- leadership (a new skill that makes companions more powerfull, allows you to boss some characters into doing your bidding)
- survival
- driving (yet another new skill, this one improves your abillity to drive vehicles)
all skills should go up to 200 base value, and all the way up to 250 thank to equipment and perk bonuses, the maximum base value of 200 is neccessary in order to prevent you from being able to max most (if not all) skills and the "limit breaking" equipment and perk bonuses (in combination with other bonuses, like carry weight, AP, CH chance, etc...) are vital to encourage the use of regular clothing and light armor amongst "non-sneak" characters and the use of skill boosting perks.
gameplay:
special changes: you start with 5 in every attribute and get only 3 points to spend, this will encourage the player to make sacrifices or look into traits and different body types.
different body types would make the game more interesting, for example:
- standard: average build and height, no bonuses or penalties.
- overweight: DT + 3, FDR + 10 %, weight + 30, MAX AGI - 4, movement speed - 10 %, MAX fatigue - 5%. character is a little fatter than normal.
- fat: DT + 5, DR + 15, FDR + 20 %, weight + 90, MAX AGI - 6, movement speed - 30 %, MAX fatigue - 30%. character is much fatter than normal.
- muscular: STR + 2, hand to hand damage + 15 %, weight + 25, MAX AGI - 4, CH chance - 2. character looks more muscular.
- small: AGI + 2, noise made - 20 %, chance to be hit - 6 %, weight - 30, MAX STR - 4, MAX END - 4, limb health X 0.5. charcter is shorter than normal.
these effects also affect NPCs, so a muscular raider will hit you harder in Hand to hand combat, and an overweight bandit will take less damage and fatigue damage, ect...
ideally i would like to see the player recieve far less special points ( 5 in every attribute + 3 points to spend, this (together with an improvement of the bonuses provided by base stats) will encourage the creation of a balanced character, ranther than just min maxing.
it would be nice to see weapons who depend on two or more skills to be effective, such as rocket launchers (guns and explosives), stun batons (hand to hand + energy weapons), mines (traps + exlposives), etc...
some non weapons should also use the dual skills mechanism for example successfully lieing to somone requires both eloquence and deception.
vehicles would be a great addition to the fallout series, the system does not neccesarily need to be complex, only 5 vehicle categories would be sufficient (motorbike, buggy, car, truck, apc), the player could "save" his vehicle onto the pip boy, allowing you to see it's position on the map.
also with NPCs using vehicles the game experience would be highly enriched (think being chased down by raiders in armored buggies as you desperately try to take out their wheels, engine or driver to slow them down).
traits:
the trait system should stay identical to that in FNV.
some new traits and suggestions to improve old ones:
- asthmatic: your maximum fatigue is reduced by 20%, but the effectiveness of inhalers is increased by 150%.
- pyromaniac: you do 20% more damage with fire-based weapons but you are covered in burns reducing healing recieved by 15%. (replaces the perk)
- brutality: you inflict 20% more limb damage but are 4% less likely to critically hit.
- four eyes: your perception is reduced by 1 and your vision is blurred (vision flaw) whenever you are not wearing corrective glasses, but your perception is increased by 1 and your critical hit chance is increased by 2% when wearing them (wearing corrective glasses obviously also corrects the blurring).
Perks:
like in NV, perks should only be gained once every 2 levels.
the perks should not only be more diverse but also more usefull in general (perks like cannibal and lead belly are not as usefull as they could be).
also, more level two, four and six perks, in order to make a truely customised character from the start, some examples:
- training (level 2): increases one of your special attributes by one point. 4 ranks.
- talented (level 2): increases the maximum value of one of your tagged skills by 10 (210/ 260), 1 rank.
- survivor (level 2): increases your resistance to radiation, poison, fire, cold and disease by 15%. 1 rank, requires 6 endurance and 30 survival.
- traumatic brutality (level 2): increases limb damage done by your hand to hand attacks by 20%. 1 rank. requires 5 strength and 30 hand to hand.
- silver tongued (level 2): increases the effectiveness of charisma by 5%. 1 rank. requires 6 charisma.
- pugilist (level 2): increases the fatigue damage you do with your bare hands by 40%. 1 rank. requires 5 strength and 5 endurance.
- scavenger (level 2): increases the ammount of money and ammunition you find in containers by 40%. 1 rank. requires 5 luck and 5 perception.
- sugar rush (level 2): whenever you consume food or drink with a high sugar content (such as nuka-cola, for example), your AP regenerates 10% faster for 30 seconds. 1 rank.
- alchohol fueled rage (level 2): whenever you drink any kind of alchohol, you do 10% more damage for the whole duration of it's effects. 1 rank.
- dasher (level 2): allows you to run 10% faster. 1 rank. requires 5 agilitiy and 5 endurance.
- resourcefull repairs (level 2): allows you to restore a small ammount of condition (+-2 %) to any piece of equipment with duct tape, wonder glue or scrap metal. 1 rank, requires 6 intelligence and 30 repair.
- sneaky (level 2): increases stealth by 8 when sneaking. 1 rank. requires 6 agility and 30 sneak.
- cannibal (level 2): allows you to obtain "human flesh" from human corpses. 1 rank.
- effective cover (level 4): you and your companions take 10% less damage when behind cover. 1 rank. requires 4 intelligence.
- chem dealer (level 4): increases the price of all chems you sell by 10%. 1 rank. requires 4 intelligence.
- perforation (level 4): whenever you are equipped with any kind of knife you ignore 8 points of the target's DT. 1 rank. requires 5 strength and 45 hand to hand.
- center mass (level 4): increases damage and fatigue damage by 20% when shooting an enemy in the torso with all guns. 1 rank, requires 4 perception and 20 guns.
- pocket robber (level 4): increases your chance to sucessfully pickpocket somone by 5%. requires 5 perception and 30 sneak.
- chemistry (level 4): increases the effectiveness of all chems you create by 10%. 3 ranks. requires 6 intelligence and 40 science.
- firearm handling (level 4): you reload and un-jam all guns and energy weapons 15% faster. 1 rank. requires 4 intelligence and 45 guns.
- tactical explosive (level 4): increases the radius of your explosions by 20%. 1 rank. requires 45 explosives.
- good ol' violence (level 4): increases all damage you do by 5%. 2 ranks.
- well liked (level 4): if your reputation with a faction is good, you will get a 15 point bonus to your speech when talking to one of it's members. 1 rank. requires 6 charisma.
- vehicle handler (level 4): decreases the penalties recieved when your vehicles wheels are crippled by 35%. 1 rank. requires 45 driving.
- demolition boy/ demolition girl (level 4): increases damage done to destructible scenery by 40%. 1 rank. requires 20 explosives.
- lymphocytes of steel (level 4): increases resistance to all diseases by 40%. 1 rank. requires 6 endurance.
- education (level 4): you get 2 more skill points every time you level up. 1 rank. requires 4 intelligence.
- dodge! (level 6): gives you a 15% chance to automatically dodge hand to hand attacks (triggering a "killcam" effect centered on you dodging the attack), and a 60% chance to dodge them in V.A.T.S (causing you to take no damage), does not work when wearing heavy or very heavy armor. 1 rank. requires 6 agility, 5 perception and 45 hand to hand.
- toughness (level 6): increases DT by 3 and DR by 5. 1 rank. requires 6 endurance.
- posology (level 6): increases the effectiveness of chems, medicine and poison used on others by 20%. 1 rank. requires 6 intelligence and 45 medicine.
- mechanical talent (level 6): increases the effectiveness of repairs to vehicles by 30%. 1 rank, requires 6 intelligence and 40 repair.
- adrenaline rush (level 6): your AP are fully restored when your HP falls below 20%, triggers once every 30 seconds. 1 rank.
- hit and run (level 6): your vehicle takes 80% less chassis damage when you run something over. requires 4 perception and 30 driving.
- knockdown! (level 6): whenever you stun an ennemy with a hand to hand attack it has a 60% greater chance to be knocked down. 1 rank. requires 6 strength.
- shadow blend (level 6): at night your stealth is increased by 10 and your sneak skill is increased by 20 points. 1 rank. requires 6 agility and 40 sneak.
- hit the deck (level 6): while prone you take 70% less damage from explosions (exept direct hits from rockets). 1 rank. requires 4 intelligence.
- deduction (level 6): increases your ability to understand what people are saying and infer their hidden motives and secrets. 1 rank. requires 7 intelligence.
- tresspasser (level 6): increases your security skill by 20 whenever you attemt to pick the lock on a door. requires 6 intelligence and 40 security.
- deadly focus (level 6): each successive attack against the same target in V.A.T.S does 5% more damage than the last one. 1 rank. requires 5 perception.
these are only ideas, some may be OP and others UP.
formulas and controls:
- less HP and no HP bonus when leveling up, only endurance and perks should affect your HP. ( new formula: HP = END X 20 then + 40)
- more realistic gun damage, preferably damage based on calibre, velocity and barrel length. all guns should have a chance to inflict fatigue damage based on their calibre and ammuntition type (hollow points always cause some fatigue damage with a chance to cause more while AP bullets don't do any fatigue damage, ever.).
- headshots (and other "weak zone" shots) should be always be critical hits, scoring a random critical hit to the head would cause a "super critical"
- improve hand to hand combat slightly by allowing your bear hands and blunt weapons a chance to do fatigue damage (K.O) based on their weight and design (+- 68% for a police baton, for example), and giving all sharp weapons a chance (+- 10% for a knife) to ignore some of the target's DR (but not DT).
- remove the jump key and allow the player to use the action key to climb over small obstacles (based on AGI), turn the RB (Xbox 360) or R1 (PS3) (while "change view" is moved to a pop up options menu (opened by holding down "select" on the PS3 or "back" on the Xbox 360) together with the option to wait and sit down on the ground.) into a secondary attack (stab with knives, pistol whip with handguns, stock blow with rifles and shotguns, push with bare hands, etc...), "Y" on the Xbox 360 or "triangle" on the PS3 can be used as a "position change" key (change between crouched and prone position when on foot and change seats in a vehicle).
- reduce carry weight ENORMOUSLY, carry weight should be minimal, to force people to carry only the items they need. ( new formula: carry weight in lbs = str X 4 then + 5), some equipment can increase carry weight, at the cost of DT and DR.
companions:
i like how companions had a richer backstory in FNV, but i don't like they way all of the human ones forced you to have good or very good karma. ideally i would like to see 12 or more companions, each one having traits that determines thier personality.
an example:
- nick "Razor" hunterson, outlaw.
HUMAN
class: outlaw (tagged => guns, hand to hand, survival)
traits: evil, rifleman, quiet, violent, hates regulators.
perks: firearm knowledge, toughness.
companion perk: dreaded killer: frightens ennemies, causing them to be less effective in combat and more likely to flee.
equipment: mercenary grunt outfit, .243 battle rifle (looks exactly like the battle rifle in FNV), .45 automatic pistol (based on the 1911 pistol), combat knife,
two bottles of pure water. he has infinite .243 and .45 rounds in his personal inventory.
he has sworn to destroy all forces of "good" after his brother was killed by regulators because he refused to let them enter his home while they
were pursuing an outlaw. the player will encounter him in a town, he will ask the player if he has had any problems with the "regulator wearing sunglasses and a false smile", if the player asks him why that would be, or says that he hates regulators he will tell you about his revenge, then, if the player offers to help him, he will pursue the target of his revenge to a nearby town, once at the town the regulator chief will talk to razor (saying that he made a big mistake by coming to this town), sevral regulators will then come out from hiding and immediately open fire. once all the regulators are dead he will open dialogue with the players and say he is endebted to you, you can then ask him to either pay you in caps or join you on your travels, if you choose the latter option he will become a follower.