Practical Usage for Skills - Discussion/Suggestion topic

Post » Tue May 12, 2009 7:11 am

So one thing we know we'd all like to see in the game would be the inclusion of the skills that we've come to know and love throughout the fallout series. This topic is a discussion for what you think would be a practical use for each skill in a MMO environment, and possibly which skills would or would not be suited for multiplayer.

For this list, I've taken the Fallout 2 set of skills, because I think that is the most complete and versatile set within the series. I've also seperated the combat skills from the non-combat skills because of their likely similarity to how they'd run in the single player fallout games.

[BIG GUNS]
Would likely run identical to other fallouts.
[ENERGY WEAPONS]
Would likely run identical to other fallouts.
[MELEE WEAPONS]
Would likely run identical to other fallouts.
[SMALL GUNS]
Would likely run identical to other fallouts.
[THROWING]
Would likely run identical to other fallouts.
[UNARMED]
Would likely run identical to other fallouts.


[DOCTOR]
This skill would most probably allow you to heal your physical injuries, like crippled limbs, etc. It might also allow you to do the same to NPCs and other players (which would make grouping more interesting, having a skilled medic in the group).
[FIRST AID]
Probably the same as Doctor, though administering and using chems, instead of healing phyiscal injuries.
[LOCKPICK]
I'm not sure what additions could be made to this for multiplayer. There would obviously be a call for lockpickers out in the wasteland, but what could you add to make it more multiplayer friendly?
[REPAIR]
Pretty much the same as single player, though perhaps you could fix up vehicles, and use them to travel across the vast wasteland quicker?
[SCIENCE]
You would be able to crack passwords and reprogram computers, but who knows what else it could be used for? Perhaps you could mix and make your own chems, and sell them to players. Addiction could mean a constant need of these chems - profit for unscrupulous scientists.
[SNEAK]
Obviously, being able to move more undetected around enemies and players (perhaps it could quiet your footsteps around players, making them less likely to hear you?)
[STEAL]
Perhaps this could involve a UO style thieving system where you could steal items out of the inventories of other players? This would have to be very, very, very well balanced; or else every town would just become a den of thieves. Perhaps different towns could have different outlooks on stick fingered citizens, leading some towns to become safer than others? It would be brilliantly immersive if you avoided the seedier towns and locations; because it actually meant you might be robbed or murdered if you went into them.
[TRAPS]
Setting traps for players, enemies and creatures? This could add a new layer of strategy to combat.
[BARTER]
I'm not sure whether this could be adapted to trade with other players...but certainly it could influence trade with NPCs.
[GAMBLING]
If there were casinos in game? Or perhaps you could gamble with other players, anywhere out in the wasteland. It would mean there was something to do while you waited around.
[SPEECH]
Of course, Dialogue options with NPCs would be handy, but this might have effects on players too.
[OUTDOORSMAN]
It would be excellent if you could make a living as a hunter or a trapper, hunting Geckos etc, selling the pelts to Tribals, or for crafters to make things out of?

I've only suggested a few, so, anyone got any additions?
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Cedric Pearson
 
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Post » Mon May 11, 2009 11:52 pm

Very nice setup. I agree with your suggestions as to what they could be as well. But maybe for First Aid, it could be like a crafter to make health kits for other players. And maybe Repair could be part crafter as well where you can get the parts and build something and have it sold to a player. Image
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Jason King
 
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Post » Tue May 12, 2009 6:42 am


Replace those with marksmanship and autofire. marksman is used for hitting your target, autofire for controlling recoil -- Some autofire weapons (energy weapons) don't have appreciable recoil.


Keep as is.


Keep as you described

:-) I like your suggestion. Maybe replace one of them with perk instead of having two skills... dunno, if that's a good idea though.


Depends on how the world is made. I doubt it's going to be that relevant though.


The gamesas games don't have a repair skill (I know what you mean). Might want to not have a universal repair skill: fixing an energy weapon is likely to be completely different from fixing a 10mm pistol.


Being scientifically educated, I don't like the idea of bundling up mathematics, physics, chemistry, biology etc into one big heap. Computer science and physics have absolutely nothing common, except the language (i.e. math). I'd rather have the skill in (at least) two skills -- computers and science. If radiation and chems are going to be a large part of the game, chemistry and physics should replace science. Addictions should be fixed by the doctor skill.


I have no idea if FOOL should even have a sneak skill. It's pretty hard to implement in a good way.

As for sneaking. People seem to be pretty upset about the UO style thieving (pretty similar to how it was done in FO and FO2 really). Maybe if some items where unstealable, like the stuff you've got in your hands and on wearing (armour).

Depends on how sneak is handled.

I'm of the opinion that player-to-player bartering should be handled by the bartering skill.

I don't really care either way regarding this skill. Would be cool for the setting, but non-essential overall.

I doubt we'll have dialogs, but I am hoping. Speech could be use to handle quest givers -- I hope they do.

Again, this skill depends entirely how PvP is handled, how travel is handled and so much else. I like to have it be a "skinning" skill (among other things), but it might be better to have those functions spread out over several skills... Again, it depends on how a lot of the game is handled.
[quote="Industrielle"]

Driving and Riding
Obvious uses.

Cartography
Reading and making maps.

Computers
Using computers, including (if you have one) your pipboy and interfacing with robots and AIs.

Small arms maintenance
Maintaining rifles, pistols and similar small arms firearms.

Heavy weapons maintenance
As above, but with bigger guns.

Energy weapon maintenance
As above, but with advanced energy weapons.

Armour maintenance
As above, but with basic armours

Power armour maintenance
As above, but with power armours.

Power armour usage
Using power armours -- might be better handled with a perk, but one of them certainly should be in the game.

I'm pretty sure the amount of maintenance skills are excessive -- I would not be unhappy about making the skills a 2 or three level tree rather than the traditional one-level list. Have a maintenance skill and let people specialize if they want to.
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FABIAN RUIZ
 
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