Here is a list of Skills from Fallout games
- Code: Select all
Skills MMO?
Small Guns Yes
Big Guns Yes
Energy Weapons Yes
Unarmed Yes
Melee Weapons Yes
Throwing Yes
First Aid Yes
Doctor Yes
Sneak Yes
Lockpick Yes
Steal Yes
Traps Yes
Science Yes
Repair Yes
Speech (FO 1,2) Yes
Barter (FO 1,2) Yes
Pilot (FOT only) Yes
Gambling Yes
Outdoorsman Yes
Why Speech?
Not only for NPC's but If you have a higher speech level, you should get a leadership bonus.
Why Barter?
Not only for NPC's but if you have a higher barter level than the other player, you get a bit more information on the items that are placed up for barter (like a seperate window is used to show what is up for barter.
Barter should be different than just giving someone something and hoping that they will give you something back. It's laying the items out on the braham hide and dicussing what will be traded for what.
Why Pilot?
Why not.
You could automatically drive a car in the FO games, and you needed pilot to do better driving in FOT, so why not allow everyone some skill in pilot with the higher skill giving you better reaction times (or such) during combat or tight quarters.
A new skill possibly is Leadership.
Why such in a MMO?
It could/would give bonuses to those who choose to follow said character. Bonuses like initative in combat, avoiding traps/obstacles, morale, etc but only 1/10 of the leaders actual skill level in that area. A leader with Small Arms at 81% would/could confur a bonus of 8% to those that are following him/her.
Leadership would allow more followers based on two factors. 1} higher leadership allows higher number of followers (1 per each 2% of leadership skill.) 2} allows a additional followers of the same faction at a 1 per 2% of leadership skill level. These would be in addition to the regular followers.
Another reason for having Leadership skill (or perk of it) is Once you achieve X number of followers who attach them selves to you for X amount of game time (all players must be logged in at the same time and attached for the same length of time), the player would gain additional titles.
Example, if you had 50 players attached to you for 4 hours of game play (same 50 players over the 4 hrs) the leader player would gain the title of Captain. This would require either a leadership of 100% or a Leadership of 50% with ? of the 50 attached players being general run of the mill and the other ? being of the same faction as the leader player.
A High leader skilled player could also get benefits (or negative if faction opposed) due to awe/curtsey of rank.
Science (and Crafting/modying weapons/equipment)
To improve or build any equipment (particularly weapons) one would need certain level of skill in the said general field. To make a pipe pistol or rifle, not only do you need the parts (quest/adventure/trade/steal) you need a min of Science 25%, Small Guns 25%. To build a new bolt action rifle Science 40% Small Guns 30%. To build that .50 cal rifle bolt action, you need Science 75%, Small guns 50% or Science 50% Big Guns 50%
Want to create a higher security program on that working computer you just fixed, You will need Science 50%, Traps 50% or Science 75%.
Something like that for crafting/building from the ground up. Note this is different that Repair which just fixes something that already exists.
A Twist to repair is make parts.
You find a broken item or weapon and don’t think you can fix it, Or that if you are seen carrying it, some one might attmept to take it from you, Or the item is too big for you to haul off your self, then make parts out of it.
The higher your Repair skill, the more and possibly better parts you can salvage from it.
Well anyway just some of my thoughts on skills
Dave Chase