ideas for new perks

Post » Sun Oct 31, 2010 8:55 pm

i know there have probably been a thousand other threads like this but I was too lazy to look through the list of 150 threads.
Now lets see some ideas for new perks and/or skills.
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Leah
 
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Post » Sun Oct 31, 2010 2:43 pm

"Poker Face" Is like Speech from Fallout 3. It helps you convince people into doing things.
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vicki kitterman
 
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Post » Sun Oct 31, 2010 11:52 am

http://www.gamesas.com/index.php?/topic/1110894-dlc-idea/

Anyway.
New skills.

Arrow-Based Weaponry.
Chemistry (split science)
Electronics (split science)
Deception (split speech)
Persuasion (split speech)
Traps
Throwing
Taming

But none of that will happen.

And since I have no idea what kind of perks are in the game or how the game has been tweaked/rebalanced I can't give any suggestion for a new perk really.
Maybe that Quantum Chemist from fallout 3 as a quest perk.
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Darlene DIllow
 
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Post » Mon Nov 01, 2010 12:21 am

The game is being sent to factories so the discs and manuals can be made, you think these are really going in?
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Austin England
 
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Post » Sun Oct 31, 2010 10:29 pm

The game is being sent to factories so the discs and manuals can be made, you think these are really going in?

DLC.
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meg knight
 
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Post » Sun Oct 31, 2010 6:15 pm

Cornered Molerat
Increases damage by 20% when your health drops below 30%.

Kneecapper
Enemy legs are crippled twice as fast. (Doesnt increase damage)

Trickshot
25% accuracy increase on enemy weapons in VATS.
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Emerald Dreams
 
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Post » Sun Oct 31, 2010 3:16 pm

Mojave Man/Mojave Lady: Increases resistance to UV rays in the desert by 20%, and also slows down dehydration by 10%. (ADDED ONLY WITH hardcoe MODE)
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Kaylee Campbell
 
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Post » Mon Nov 01, 2010 1:32 am

Master Rat - You auto pick the "Very Easy" locks.
Master Rat rank 2 - You auto pick the "Medium" locks
Master Rat rank 3 - You auto pick the "Hard" locks and have a 33% chance to auto pick "Very Hard" locks.
(This means that the moment you begin to pick a very easy lock it instantly unlocks itself, no need to click the "force lock".)

Vampire
You've mutated differently...
You require blood to survive.
Hunger is no longer a problem, you don't hunger.
On the other hand you require a lot of blood and water, the dehydration meter goes down at a ridiculous level when outside in the sun at day.
While at night it goes 20% slower than normally.

Now, getting blood is something you yourself need to figure out. You don't get "fangs".
You can kill someone and initialize "svck blood" from their bodies.
But you can also buy sedatives and chloroform to prevent the victim from waking up.
That way you can still get the blood you require without killing them.
You can also in dialogue force someone to cut themselves and pour their blood into a blood pack or something.
Or you could always buy blood packs from merchants.

The mutation has no visible effects. You don't turn into another color or anything.
And no, this is not like Vance and The Family. Maybe they had the same mutation but it's very unlikely.
The reason for this? Roleplaying! :D
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Mylizards Dot com
 
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Post » Sun Oct 31, 2010 7:22 pm

This is a good way to kill time I suppose.



Kneecapper
Enemy legs are crippled twice as fast. (Doesnt increase damage)

Trickshot
25% accuracy increase on enemy weapons in VATS.


:thumbsup:


I can't really think of anything right now, I'm just hoping there's still a silent running perk or anything similar. I guess I'm a svcker for stealth related perks :P
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Claire Vaux
 
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Post » Mon Nov 01, 2010 1:25 am

I like the trickshot one, something like that would be swish. When those super mutant overlords came acalling it didn't take me long to figure out that they aren't so scary without their guns. SInce then I've enjoyed disarming people I really don't like and taking the satisfaction (with my more evil characters) in slaying them. I can also see a high finesse character using it to scare off opponents (imagine an old western style faceoff, instead of shooting them, pop the pistol from their hands. I'd run like a damned sissy.)
I like the idea of perks which have a real use and can be used for roleplaying too, captures the point of an RPG like Fallout imo.
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marie breen
 
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Post » Sun Oct 31, 2010 1:59 pm

RAGE!- when at low health melee weapons require only 50% of the ap points it normally takes to use vats attack. you also gain plus 5 to unarmed and melee

CHA-CHING- chance of winning slot machines is increased significantly

Sniper- Reduces sway from looking down a scope.

KA-BOOM- Grenades and explosive weapons have a larger explosion radius, do 10% more damage and now have a small chancer to knock down enemies (kinda like the gauss rifle)

Born leader- with the first rank companions gain 25% more health and do 5% more damage
with the second rank of this perk companions gain another 25% of their original health and another 10% boost to damage
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TASTY TRACY
 
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Post » Sun Oct 31, 2010 1:42 pm

who cares if it's too late to add things, I'm tired of people saying things like, it's too late and your ideas wont matter, who cares? it's all for fun!
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MR.BIGG
 
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Post » Sun Oct 31, 2010 11:35 am

Adrenaline - For each enemy you kill in VATS you get +20AP (sort of like GRS but more balanced)

Blood Rush - When you kill an enemy outside of VATS the AP starts regenerating x2 for 7 seconds.

Precise Aiming - If you have the aim over an enemy's body part then when you enter VATS you will have a +20% accurcy on that part.
(This does not work if you click VATS, select an enemy then get out of VATS and enter it real quickly again. (To try to cheat the system))
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cosmo valerga
 
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Post » Sun Oct 31, 2010 7:33 pm

who cares if it's too late to add things, I'm tired of people saying things like, it's too late and your ideas wont matter, who cares? it's all for fun!

i agree.
i hate how some threads get locked because its to late for release for their ideas to matter (unless the idea is particularly bad).
its not like we expect our ideas to be implemented anyway

its just the mods doing there job i guess :shrug:
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Rhysa Hughes
 
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Post » Mon Nov 01, 2010 12:39 am

Short-Term memory- If your character's status is "danger" or "caution" your level of awareness decreases at an increased rate until once again "hidden"

expect to see alot of the stealth based ones from me....
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Solina971
 
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Post » Sun Oct 31, 2010 10:12 pm

http://www.gamesas.com/index.php?/topic/1110894-dlc-idea/

Anyway.
New skills.

Arrow-Based Weaponry.
Chemistry (split science)
Electronics (split science)
Deception (split speech)
Persuasion (split speech)
Traps
Throwing
Taming

But none of that will happen.

And since I have no idea what kind of perks are in the game or how the game has been tweaked/rebalanced I can't give any suggestion for a new perk really.
Maybe that Quantum Chemist from fallout 3 as a quest perk.

Except that they did confirm that you can throw weapons...?

OT: I dunno. Anything but the worthless skill boosts that Fallout 3 had so many of. T_T
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teeny
 
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Post » Sun Oct 31, 2010 3:48 pm

Pirate- one of your hands has been replaced with a hook. Now you can only fire one-handed weapons (or swing one handed melee), but you've gained access to a unique hand-hand attack: The fish-hook! And as a bonus- you terrify children.
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John Moore
 
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Post » Sun Oct 31, 2010 5:26 pm

Perk: Mr Ed - After suffering from a Schizophrenic meltdown, you can now have conversations with wasteland creatures. People wont like you and think your crazy if they see you doing this. Requires a 7 in charisma and atleast a 75 in speech
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Bellismydesi
 
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Post » Sun Oct 31, 2010 2:10 pm

Action Hero: Anything you've seen in an action movie and has kicked ass now costs less AP in Vats (think machine guns, miniguns, and rocket launchers)
Bandito: Placing and pickpocketing items is now easier and you are less likely to get caught
Maniac: You are clearly insane, and have bonus damage to knives and swords and have special dialouge to certain kinds of people (I would like this perk to have vault boy in a straight jacket lol)
Superhuman: Strength lower than 7 gets +1 strength and running speed is increased 20% (sneaking speed is increased 10%)
Strategist: Mines do 50% extra damage
Pirate: The last game had a ninja perk so this is necessary, you are better with pistols, grenades, shotguns, and swords
Iron Chef: You get more bonus effects when you cook your food
Einstein: More damage with energy weapons and the Fatman has a larger blast radius
P.S. Francis you ninja'd my Pirate perk =(
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Eilidh Brian
 
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Post » Sun Oct 31, 2010 5:52 pm

Except that they did confirm that you can throw weapons...?

They confirmed a throwing weapon, they never confirmed a Throwing skill.
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Theodore Walling
 
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Post » Sun Oct 31, 2010 3:34 pm

Pirate- one of your hands has been replaced with a hook. Now you can only fire one-handed weapons (or swing one handed melee), but you've gained access to a unique hand-hand attack: The fish-hook! And as a bonus- you terrify children.

And as an added bonus your always searching for "booty". :tops:
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sunny lovett
 
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Post » Sun Oct 31, 2010 7:09 pm

Invisible Science Project- requirements 100 repair, 80 sneak.

-With the right parts (idk what you would use) your character can now create "Prototype Stealth Boys". They work the same way as regular Stealth Boys but do not last as long and have a slightly weaker stealth field.


I thought since they had something to make Nuka Quantums why not stealth boys? :)
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Red Sauce
 
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Post » Sun Oct 31, 2010 3:41 pm

Short-Term memory- If your character's status is "danger" or "caution" your level of awareness decreases at an increased rate until once again "hidden"

expect to see alot of the stealth based ones from me....

why would someone take that as a perk. it seems to have now up-side.

ok i got more. they are mostly unarmed based.

KAY-OH- all unarmed attacks do 20% more damage, also all unarmed attacks in vats have a chance at knocking an enemy off his feet ( like the gauss rifle).

Karate master- your punch speed is increased, also gives punches a chance to disarm enemys using small arms.

hunter- all animals killed hold double the amount of meat. (good for harcore mode)

Mr. Fixit- weapons dont deteriorate as fast. also repair bags have double the repair quality (as in they repair it double as much as normal, great when paired with Rauls perk)

do ya like um
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Charleigh Anderson
 
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Post » Sun Oct 31, 2010 5:08 pm

DO A BARREL ROLL!-- Makes enemy projectiles 20% less likely to hit you, raises Agility by 1. (This could be an high-level perk or something) :tops:

I can see the Vault Boy image now. :)
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Rachel Eloise Getoutofmyface
 
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Post » Mon Nov 01, 2010 3:09 am

EyePatch- be a trait or perk in my opinion

That shot to the head has left you with one eye and some bad depth perception, but since you only have one eye you can focus through it more.

25% zoom increase

you lose 25% accuracy in VATS due to depth perception.

Oh did I forget you get an eyepatch?
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TASTY TRACY
 
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