New Perk idea

Post » Tue Jan 06, 2009 7:02 am

I'd keep it shorter myself.
Use the NCR trooper as your base guide, not including first recon, rangers or heavy troopers

So Knife,
Combat knife.
Service rifle.
Marksman carabine.
Sniper rifle.

As well as frag grenades.

You could then chain other perks into this.
First recon using a sniper or hunting rifle has a bonus to criticals, requires "grunt" and perception 7.
Or heavy trooper, move faster in armour and gain 5 DR on top of DT, requires "grunt" and strength 6, endurance 6.

It's a good idea, you've got going.
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Makenna Nomad
 
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Post » Mon Jan 05, 2009 9:13 pm

What's the common theme, other than "weapons not affected by the cowboy perk"?

Thats the point,making other weapons stronger that aint in cowboys perks list of weapons.
I dont like the idea you have Madocmayhem
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Lil'.KiiDD
 
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Post » Tue Jan 06, 2009 3:00 am

Uhm, ok. Nevermind about themes or concepts then.

Do the weapons actually need to hit harder?
Is there anything that the scoped weapons can't already kill before it spots you?
Should the pistols do equal or more damage than the revolvers while having a larger capacity, being faster to reload and have more mods available?

I can see the need for a perk that reduces the spread of automatic rifle weapons and SMGs but not a perk that's essentially the 'anti-Cowboy'.
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lilmissparty
 
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Post » Mon Jan 05, 2009 10:50 pm

Uhm, ok. Nevermind about themes or concepts then.

Do the weapons actually need to hit harder?
Is there anything that the scoped weapons can't already kill before it spots you?
Should the pistols do equal or more damage than the revolvers while having a larger capacity, being faster to reload and have more mods available?

I can see the need for a perk that reduces the spread of automatic rifle weapons and SMGs but not a perk that's essentially the 'anti-Cowboy'.

Well im not trying to make cowboy a useless perk,these weapons need some kind of upgrade.All the cowboy affected guns are better than these listed without any perks.
Im not implying that these weapons need a huge damege bonus.Thou cowboy makes its weapons insane.
And the only 2 pistols get close to the stats of the various revolvers,12.7 mm and the 10 mm.
The 357 magum revolver has better DAM and easier to get than the 10mm pistol.(Unless you have the bonus dlc)
But the 12.7 mm pistol is better than the .44,but the hunting revolver blows it away.
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Eileen Müller
 
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Post » Tue Jan 06, 2009 12:55 am

That would be pretty sweet. :P
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Britney Lopez
 
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Post » Tue Jan 06, 2009 12:21 am

The Gifted
Level 30
Requirements none

You are king/queen of the wasteland. All of your special stats go up 1 point and all of your skills go up by 10 skill points.
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Cheville Thompson
 
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Post » Mon Jan 05, 2009 8:37 pm

Why not have multiple different perks based on factions? or rather, make them traits. (only 1 chooseable)


Soldier -- 10% damage boost with the Service Rifle, Assault Carbine, Combat Knife, etc.

Legionnare -- 10% damage boost with the Machete, Cowboy Repeater, and Hunting Shotgun, etc.

Boomer -- 10% damage boost with the Frag Grenades, Frag Mine, Missile Launcher, etc.

Gangster -- 10% damage boost with the Silenced .22 Submachinegun, Straight razor... +5 DT with clothes

Paladin -- 10% damage boost with the Laser Rifle, Laser Pistol, etc.
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Ownie Zuliana
 
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Post » Mon Jan 05, 2009 9:33 pm

Thats the point,making other weapons stronger that aint in cowboys perks list of weapons.
I dont like the idea you have Madocmayhem


No worries, I do :D , and if I tried to force you to like it it'll only drive me obknres.
In fact I may when I install the GECK mod some role specific perk chains.

@ OmegaDS, like them.
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biiibi
 
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Post » Tue Jan 06, 2009 2:37 am

Well im not trying to make cowboy a useless perk,these weapons need some kind of upgrade.All the cowboy affected guns are better than these listed without any perks.
Im not implying that these weapons need a huge damege bonus.Thou cowboy makes its weapons insane.
And the only 2 pistols get close to the stats of the various revolvers,12.7 mm and the 10 mm.
The 357 magum revolver has better DAM and easier to get than the 10mm pistol.(Unless you have the bonus dlc)
But the 12.7 mm pistol is better than the .44,but the hunting revolver blows it away.


Better how? Damage isn't everything. The pistols already fires faster, reloads faster and holds more ammo.
In fact, the dps of a 10mm pistol is higher than a .357 revolver with the cowboy perk. Same goes for the 12.7mm pistol vs the hunting revolver.

The problem with the lever-action rifles is that they fire too fast, and that ought to be fixed.
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tegan fiamengo
 
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Post » Tue Jan 06, 2009 2:57 am

I'd like a perk that lets you use a gun as a melee weapon.
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Jessica Nash
 
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Post » Mon Jan 05, 2009 10:04 pm

I would like perks within perks. Say I get the cowboy perk. The next set of perks within the cowboy perk would be increased accuracy and damage with guns, rifles, dynamite, or hatchets but all the other perk's bonuses from the Cowboy perk I didn't chose go down. Or if I get the Cyborg perk, my next set of perks could be regeneration, increased laser damage, laser ammo gets replenished if in sunlight, or an increase in DT. This would fit the idea of concepts and also give players more specialization and increase replayability.
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Eibe Novy
 
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Post » Mon Jan 05, 2009 7:45 pm

I have some ideas:

Waiting for Superman

Lvl requirement: 22

skill requirement: Strength 45, Perception 5

While not firing your weapon for a large amount of time, you slowly gain skill points until your next fight. Once the fight is over, your skill points go back to normal.

Silent Dynamite

lvl requirement: 14

Skill requirement: Sneak 47, Explosives 35

Silent but deadly, you somehow manage not to alert guards when plating explosives. This also means explosives are more fond of damage, raising the DAM 20%.

A-maize-ingly Smart

lvl requirement: 5

Skill requirement: none

When eating food- especially maize -you gain 1+ Intelligence for a whole game day.

Spoonful of Sugar

lvl requirement: 18

Skill requirement: Melee weapons 56, Small guns 34, Energy weapons 48.

You may be the kindest fellow in the wasteland, but your evil will prevail. You've slaughtered all the slaves and they're family though you'v spared the elderly and the children. But you hide all of this with a grin. With the Spoonful of Sugar perk, you gain 50% DAM and a special dialogue option when people accuse you of crime. Plus, your karma goes to very good once you take this perk.

I think these were really nifty.
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Dale Johnson
 
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Post » Tue Jan 06, 2009 12:07 pm

No worries, I do :D , and if I tried to force you to like it it'll only drive me obknres.
In fact I may when I install the GECK mod some role specific perk chains.

@ OmegaDS, like them.

Id love to have the geck but i have a console version.
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Sophh
 
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Post » Tue Jan 06, 2009 5:02 am

I would like perks within perks. Say I get the cowboy perk. The next set of perks within the cowboy perk would be increased accuracy and damage with guns, rifles, dynamite, or hatchets but all the other perk's bonuses from the Cowboy perk I didn't chose go down. Or if I get the Cyborg perk, my next set of perks could be regeneration, increased laser damage, laser ammo gets replenished if in sunlight, or an increase in DT. This would fit the idea of concepts and also give players more specialization and increase replayability.

You sir are godly
Id love to see this implemented.
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Tikarma Vodicka-McPherson
 
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Post » Tue Jan 06, 2009 7:18 am

Why not have multiple different perks based on factions? or rather, make them traits. (only 1 chooseable)


Soldier -- 10% damage boost with the Service Rifle, Assault Carbine, Combat Knife, etc.

Legionnare -- 10% damage boost with the Machete, Cowboy Repeater, and Hunting Shotgun, etc.

Boomer -- 10% damage boost with the Frag Grenades, Frag Mine, Missile Launcher, etc.

Gangster -- 10% damage boost with the Silenced .22 Submachinegun, Straight razor... +5 DT with clothes

Paladin -- 10% damage boost with the Laser Rifle, Laser Pistol, etc.


I like this. encourages RP. Maybe it could be a "free" perk when you officialy join the faction.
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Jerry Jr. Ortiz
 
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Post » Tue Jan 06, 2009 10:03 am


skill requirement: Strength 45, Perception 5


:blink: Strength 45?
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Marta Wolko
 
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Post » Tue Jan 06, 2009 12:46 pm

:blink: Strength 45?


45 is not too low or too high.
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Annika Marziniak
 
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