leet skills (Serious thread)

Post » Fri Jul 10, 2009 3:29 pm

I hope I lured you in with the title.

Now, I wanna know... will some weapons have a skill requirement? Because it won't make sense to pick up a gatling gun and go "Yeah, I know how to oil, repair, and reload this."

That leads me onto this... how will we get skills? Will we have to learn it over time, or do we go to a Weapon Trainer or something and a bolt of yellow light flashes around us and we instantly learn it?

I apologize if this thread has happened before, but seriously, I don't check archives, 'cause I hate archives. You are being served by Nymus powered by black boyshorts with black lace, a pink bow, and pink ribbon and a hot pink and black lace, totally frilly.
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Stace
 
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Post » Fri Jul 10, 2009 3:39 pm

I don't mind if they go old school style (classic fallout lvl and skill system), or: The more you use it the better you get OR if they go something else... You can have whatever system you want, it just have to be good :P

But I'd like to see people being able to use every weapon there is without much knowledge about it, they will just svck incredibly much with it ^^

For example: A guy who have (fallout skill) 14% small gun can use the best small guns weapon there is BUT he will most likely not hit anything... and there could be a high chance of his weapon blowing up right in his arms.

I'd like that anyway. Image
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James Hate
 
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Post » Sat Jul 11, 2009 5:12 am

if they go: the more you use it the better you get OR if they go something else...



That COULD work, but what would be the beginner Big Gun?

Maybe like... a big rock?
My ideas:

Small Gun: Rusted 10mm JHP Pistol
Big Gun: My First Minigun Military Issue
Energy Guns: Lil' Mutant Energy Pistol
Melee Weapons: A Stick
Throwing (If we have it): Little Pebble
Explosives: Weak Powder Dynamite
Unarmed: Obviously your fists, but prehaps a Broken Pair of Boxing Gloves.

And maybe extend it to skills, like medical stuff.

Doctor: Rusty Sawbones
First Aid: First Aid Kit (With missing stuff)
Lockpick: Prehaps maybe a book?
Mechanics: A book, or maybe a Beginner Mechanical Set.
Medic: Same as Doctor or First Aid
Medicine: A book, or prehaps a Used Stimpack
Repair: Same as Mechanics
Science: My First Chemistry Set, a book, or head-on interaction with a computer
Security: Actually sneak, or learn from a Wasteland Ninja or something
Steal: Actually steal, same as above
Survival: Since New Vegas isnt out (I posted this before NV) I guess... you just learn Survival over time?
Traps: My First Trap Set... Or a book, Wasteland Trapper... etc.

Barter: Book, learn from someone, or the more you sell = the more you gain Barter
Deception: Probably not gonna be implemented
Gambling: Actually gamble, or learn from 'The Trickster', or something like that.
Outdoorsman: Same as Survival (Learn over time part, thats what I mean)
Persuasion: Probably not gonna be implemented
Pilot: Drive cars, get a drivers license (ups the skill), or learn from mom n dad.
Speech: The more you speak, or learn from a Wasteland Mayor or something

And over time from learning these skills, you would get better and better, up to the point where you can use the Armageddon Assault Rifle, or convince anyone to give you their milkshake thats better then yours.

EDIT I left out a few bits of information which I will process now.

1: To get skills from people, depending who they are, you might need to pay them or do an errand. If they are Mr. Good, they will teach you Speech for free. If they are Mr. Neutral, they will ask for food in exchange for some Repair Skill, and if they are Mr. Bad, they would want you to kill Mr. Other Good Guy in exchange for some Explosives Skill, or pay them a HEFTY sum.

2: If we get professions (IE Modification, Scouting, etc) We could have items which can cause both good and bad effects. IE You read a book about the hills of Jimmyland, your Scouting would go up. But if you read a book about the Mines of Jimmyland, your Scouting would decrease.


3: We could have the professions intwine with skills. IE, for a rifle you would need 50% Small Gun skill, but you only have 30. You could decrease 20% by taking a good thing off (ie taking off the sights or something) and replacing it with... a chainsaw by using your Modification skill. That way we would get both the feeling that we learnt a profession for something good instead of saying we have it, and we would be balancing stuff by replacing High Impact Octane Bullets with a martini bar.

Just my 2 caps You are being served by Nymus powered by black boyshorts with black lace, a pink bow, and pink ribbon and a hot pink and black lace, totally frilly.
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Svenja Hedrich
 
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Post » Sat Jul 11, 2009 4:32 am

Bumpity Bump Bump Bump You are being served by Nymus powered by black boyshorts with black lace, a pink bow, and pink ribbon and a hot pink and black lace, totally frilly.
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Adrian Morales
 
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Post » Sat Jul 11, 2009 3:42 am

I personally prefer the method where the more you use a weapon or perform an action using a certain skill, the better you get at it.

That said, Fallout traditionally gives you experience points for doing just about anything and lets you pick whatever skills you want to put your skill points into. I'd be happy to keep the tradition.
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Jade Muggeridge
 
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Post » Fri Jul 10, 2009 3:46 pm

Maybe the way you can start a skill is through a quest/mission, or something, start with the ability to use most things, but for stuff like Big guns. Power Armor, and doctoring, you have to get trained by the BOS or someone else who knows that kind of stuff... just a thought :ugeek: Give me an axe and point me towards the caribou, dinners on me.
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James Smart
 
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Post » Fri Jul 10, 2009 11:28 pm



I could agree, maybe not all skills like you said, but more special skills like - Plasma guns, PA.

And maybe unlock higher tiers of skills, like - you can train science on your own but you can't get over 130 Science without doing a special quest. Your big guns skill could use this as well, just my thought of your thought :ugeek: Image
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gandalf
 
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Post » Fri Jul 10, 2009 11:10 pm

Fallout's original method wasn't broken. Why try to fix it? :D If you see Metal Maniac, let him know I'm looking for 'em.
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sam smith
 
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Post » Sat Jul 11, 2009 4:59 am

We aren't trying to fix it, just trying to alter it to fit the mmo form Give me an axe and point me towards the caribou, dinners on me.
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Darian Ennels
 
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Post » Sat Jul 11, 2009 5:56 am

Learn by doing can be difficult. Lots of misfires and weapon jams may ensue for a method such as this. Of course there is a certain charm to such a method I think. Sometimes failure can be just as fun as success... especially if you vidcap it for YouTube. Image
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Genevieve
 
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Post » Fri Jul 10, 2009 11:26 pm

I demand bumps as big as a Camel's back!


And I do want to see someone get their... pride cut off by a machete launching gatling gun. You are being served by Nymus powered by black boyshorts with black lace, a pink bow, and pink ribbon and a hot pink and black lace, totally frilly.
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katsomaya Sanchez
 
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Post » Fri Jul 10, 2009 3:13 pm

It's actually silly to even continue this topic. One of the greatest things about Fallout(all of the games) is character progression. Skills will be how they've always been you'd be better off suggesting perk sets. Infact, I'm hoping that Fallout will remain a "Classless system" I think altering the skill set up would be a major departuter from fallout. In F1 and F2 you could do missions for NPC to that would increase your skills for a one time perminate bonus. I don't see why that wouldn't be in the game.

The limitations of this character progression system are perfect for an MMO. A person can get very specialized, but can't master many things, which will create a need for other players, the whole purpose of an MMO existing in the first place.

This isn't a case of "if it isn't broke don't fix it", It's a case of "if it's amasing, why would you even think of altering it?" Another drunk conquistador conquering the governor's ball...
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Austin Suggs
 
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