- 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
- chemistry (imporves the effects of any chems you use or create (chems would be created like potions in TES: oblivion) can also be used to improve ammunition and explosives)
- medicine
- electronics (improves your ability to repair, maintain and improve electronic equipment, such as energy weapons and their ammunition, allows you to work on robots more easily)
- hacking (a new skill alowing you to hack computers more easily, including those who are part of robots)
- lockpick
- 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 becoming followers, allows you to train slaves)
- 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, DR + 5 FDR + 10 %, weight + 30, MAX AGI - 4, movement speed - 10 %, MAX fatigue - 10%. 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 is more muscular than normal.
- athletic: CHA + 1, END + 1, MAX fatigue + 10%, movement speed + 10%, weight - 15, height X 1.1, MAX HP - 15%, limb health X 0.75. character is taller and thinner than normal.
- small: AGI + 2, noise made - 10 %, chance to be hit - 10 %, weight - 30, height X 0.80, MAX STR - 4, MAX END - 4, limb health X 0.5. charcter is shorter and thinner 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. to make it a little more realistic, the body-types of characters depend on the faction they belong to, so don't expect to see many fat wastlanders, or tiny raiders.
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:
you can now choose up to 3 traits.
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 50% more limb damage but are 3% 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).
- bone head: your inteligence is reduced by 2, but your head is hard to cripple and you take less damage from attacks to the head, + 50% head health, headshot damage X 1.5 (instead of X 2.5), requires you to have6 or less INT (which would become 4 with this trait)
- combat discipline: you fire guns and energy weapons 20% slower and attack 20% slower in hand to hand, but your shots are 20% more accurate and your hand to hand attacks do 15% more damage and ignore 10 points of the targets DR.
- solitary genius: you get 4 more skill points when you level up and your intelligence is increased by 2, but your MAXIMUM charisma is reduced by 6 and most people (the only exeptions being other introverts and loners) will dislike you.
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 20%. 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.
- quiet steps (level 2): walking makes no noise and running makes 40% less noise while 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.
- apothecary (level 4): increases the effectiveness of all chems you create by 15%. 2 ranks. requires 6 intelligence and 40 chemistry.
- 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.
- adrenaline rush (level 6): fully restores your AP when your HP falls below 20%, can only trigger once every 120 seconds.1 rank.
- toughness (level 6): increases DT by 3 and DR by 5. 1 rank. requires 6 endurance.
- posology (level 6): increases the effectiveness of chems and medicine 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.
- hit and run (level 6): your vehicle takes 80% less chassis damage when you run something over. requires 4 perception and 30 driving.
- shock recovery (level 6): whenever you are knocked out or just knocked down you get up 20% faster. 1 rank. requires 6 strength and 6 endurance.
- 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 4 intelligence and 40 lockpick.
- 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.
(many more to come)
these are only ideas, some may be OP and others UP.
formulas and controls:
- as the new skill cap is 200 (250 with equipment/ perk bonuses) you can now tag 4 skills, tagging a skill immediately increases it by 25. this is to encourage specialisation.
(i NEVER want to see another "OMGHAXUBERPWNCOURRIER!!111", EVER!)
- 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.
- better quick inventory, i want to be able to equip only 3 weapons and 2 chems at most: one 2 handed weapon (melee or firearm), one 1 handed melee weapon and one 1 handed firearm, thrown weapon or explosive, two other slots would be reserved for medicines/ chems only and one slot for ammunition change., the pip boy should be inacessible in combat.
example of the Xbox D-pad: up key 2H weapon (any kind of 2H weapon can be equipped in this slot), left key 1H hand to hand weapon, right key 1H secondary weapon (firearm, explosive or thrown weapon), down key change ammunition, down-left chem/medicine, down-right chem/medicine.
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: angry man (tagged => guns, hand to hand, explosives, survival)
ST: 5 PE: 7 EN: 6 CH: 4 IN: 6 AG: 4 LK: 6
body type: normal
personality: neutral-evil, rifleman, quiet, violent, hates the NCR and regulators.
perks: firearm handling, toughness,
equipment: mercenary grunt outfit, "brother's bond" (which is a .243 calibre double barrel rifle that looks like a "double shotgun", but fires accurate rifle rounds and has more precise iron sights than those of a shotgun), .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.
once a boy who lived on an isolated farm, he has now sworn to get revenge on the president of the NCR, after NCR soldiers attacked the farm where he lived, killing his brother, father and mother, accusing them of being "outlaws" for living on land which the NCR had "purchased" without paying any taxes, the NCR ordered them to leave, and, when they refused the NCR sent a group of soldiers to kill them, "razor" narrowly escaped the same fate as he was out looking for food. when he got back his father already lay dead, and the NCRs soldiers gunned down his brother and mother, he hid behind a rock and silently swore, he swore to kill all who belong to the NCR and kill their president. upon realising that he escaped their soldiers, the NCR sent the regulators after him however, this failed to stop him, infact it only motivated him further, now not only to wipe out the NCR but also every last regulator.