perks need replaced

Post » Mon Jan 25, 2016 1:48 pm

I love the perk system, but well it actually removes from the feeling of progression. I personally think they should be reworked to a "minor" degree.




For this I think perks should be split into two groups skill and feat.




SKILL perks


these are your +20% damage, lock pick harder locks, or craft better things perks, with every level you would get one point to put into skill perks and each SPECIAL should have at least 4.



current ones: pretty much everything on the perk chart



FEATS


these would be your fallout stile perks things like the ghoul one and aqua boy, these would allow you to change the game in some way or unlock special game play items and weapon mods.



current ones: aqua boy, rooted, pain train, the hole charisma tree.




Concepts for feats



ammo man


ranks: 3


info: you know the balance of powders what leads to use and how to make things go pew.


does: allows crafting of ammo


rank one: all none explosive ammos


rank two: missiles, molotovs, frag grenades


rank three: custom ammos and mininukes (expensive requiring 10 nuclear material each)



why a feat and not a perk, ammo crafting is not required, and ammo find amounds is a perk





smooth talker


ranks 1


info: you know how to talk anyone into anything


does: can try a second time on any speech check.


rank one: can retry any failed speech check by "backing up the conversation"(push a key character says something like "are you sure" and the check goes through again)




merchant man/woman


ranks 2


info: you are the type of person that sees things and goes yeah I can sell that, so naturally you do.


does: allows stocking of personal craft items to settlement stores get 100% sell value


rank one: can give weapons to hired store owners who will sell them to settlers


rank two: gain 200% stock value (Requires level 4 venders)




keen eye


ranks 2


info: nothing passes your eagle eyes be it a bug, coin, or a mine you see it all.


does: highlights mines and explosives while using 2x or more scopes

rank one: usage of scopes highlights explosives on the field hitting explosives with scopped weapons has a +50% to hit in vats


rank two: rank one + the ability to detonate enemy explosives by shooting them. (example shoot a raider in the chest have a chance to blow up the Molotov they are holding for epic visual mess)




nest maid


ranks 3


info: you know of all nesting creatures and their care, you just need an egg and the right materials


does: can take eggs from things like rad scorpions, mirelurks and deathclaws to create nests in your settlements said nests will eventually hatch and give special bonuses to the settlements


rank 1: mirlurk care, can create mirelurk nests requires 6 eggs when hatched provide food and low defense to the settlement as well as happyness (mierlurk cakes are also sold at the settlement)


rank 2: rad scorpion care, can create a scorpion den acts as a proximity trap gives the settlement 7 defense.


rank 3: deathclaw care, can create a deathclaw nest, this requires either broman or mirelurks in the settlement to feed adds 50 defense and can grow to a matriarch which will be followed by 2 young deathclaws adding a further 40 defense (note settlements with deathclaws have a happiness cap of 80%)





Gunsmith


ranks: 5


info: who needs merchents when you can make your own guns


does: allows construction of a special smithing station that allows the creation of weapons.


rank 1: craft pipe weapons


rank 2: craft 10mm pistol, hunting rifle, and double barrel shotgun,


rank 3: craft combat rifle, SMG, and assault shotgun


rank 4: craft flamer, minigun, missile launcher, laser rifle(requires science perk)


rank 5: craft fatman, and gattling laser.





Doctor, Doctor


ranks 1


info: who needs a doctor when you got chems


does: craft a special chem called cure all.


rank one: craft cure all, heals 100% health, adds 2 minutes of time slow and 30 seconds of a doubled DR.





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Josephine Gowing
 
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