Suggest a perk

Post » Mon Jul 06, 2009 7:36 am

Got an idea for a perk?
suggest it here.
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Taylrea Teodor
 
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Joined: Sat Nov 18, 2006 12:20 am

Post » Mon Jul 06, 2009 3:21 pm

Since it has been stated that V13 MMO will be about rebuilding civilization how about


Tinker: You are a natural at taking things apart and puting them back together. Sometimes with few or more parts than you started with. +5% to Repair, +5% to Science , Level 6, IN 7, AG 6
(If Crafting is a skill then change Science to Crafting)
3 Levels

Builder: You love making things. Any thing, the bigger the better. +10% Repair (Or if Crafting is a skill +5% repair, +5% Crafting) , Level 4, ST 7, EN 6
3 Levels


Dave Chase
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SWagg KId
 
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Post » Mon Jul 06, 2009 8:04 pm

Forensic Scientist

Upon examining a player corpse, you gain information about the weapon used for the kill, which direction it was used from (especially useful if they were killed by a sniper rifle) and how long ago the player was killed.

There could even be a message like 'This seems similar', if you examine a corpse killed by the same person as the last corpse you examined.

Also, perhaps indications of the faction of the killer. Stumbling upon a player corpse and finding out that he or she was killed by raiders would be useful information to a regulator (please, please, please have The Regulators), for instance.
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Emily abigail Villarreal
 
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Post » Mon Jul 06, 2009 2:59 pm



We wont see regulators, they are an invention for and provide one hell of a plot hole in the first of the bastardize FOs.

I like your idea about the 'forensic anolysis' perk, although, i must admit, i'm having a hard time seeing out it could appropriately fit into gameplay without specific quests set up to enable the use of the perk.

Edit: actually, just had an idea of how it could. When you encounter a corpse you could possible determine the cause of death, making it easier for you to avoid it. You go into a cave and there's a few bodies there, after examining them you find out they died of radiation poison. Because you dont have any anti-rad drugs or a protective suit, you decide to leave the area. However, a player who wasn't able to determine that the individuals died of radiation poison would probably end up not having too good of a day.
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Lucky Boy
 
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Post » Mon Jul 06, 2009 6:20 pm


Yeah, Any bounty hunters in the game should be played by ME. Oh, and I guess other players too. I put the 'Skill' in 'Kill.'
Wait, what?
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danni Marchant
 
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Post » Mon Jul 06, 2009 6:41 am



That sounds good. I was thinking it'd be useful for PvP. Hunting remaining enemies of the faction, guild, or whatever after a massive battle, as people do tend to stick around for a bit to gather intelligence on what the enemy plans to do next.
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Hilm Music
 
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Post » Mon Jul 06, 2009 2:54 pm

Bone cracking

The ability to mutilate and dismember corpses and then reshaping bones into useable tools. For example: Need a wrench/Cartridge/aesthetically displeasing lantern?; not anymore! Take my Hip bone, today. Well I guess we're just a couple of problem solvers
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Angela
 
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Joined: Mon Mar 05, 2007 8:33 am

Post » Mon Jul 06, 2009 7:35 pm

Code Cracker

Grants you the ability to decipher confirmation codes to complete your forum registration.

Image

Seriously, could you guys please improve this because it looks like someone vomited alphabet soup on the intro to Saved By The Bell.


On topic: Toaster Repair. Make it a completely useless perk other than one quest that requires it (with a huge payoff).
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Nathan Maughan
 
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Post » Mon Jul 06, 2009 10:17 pm



Although it's a good idea for PvP, i dont see it being that effective in application. I saw this, because it seems like a lot just to track down one sniper who got away from a PvP battle. For this, i'd like to see more of a generic tracking skill.

However, it could play a seperate role in PvP. For instance, players could take an assignment with a caravan company to investigate caravan's that have been disapearing. This could start by you going to the scene of the latest disapearance, where you would investigate the scene. Using the forensic perk, you could determine that the Turtles (random player raider clan) raided the caravan, which could lead to another mission involving taking out a Turtle stronghold.

It can also be used to start bounty missions: player A kills Player B, Player C is in the same faction as player b, and player C investigates to determine that the killer is a member of player A's faction. After going 'undercover' and asking the NPCs around player A's clan's base, one of the NPCs mentions that Player A sold some loot which was in player B's possesion when player B was killed. At this point, player C could either pursue the bounty themselves, or if they are lacking the appropriate combat skill and/or group, they could even leave teh quest for other players to accomplish.
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alicia hillier
 
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Post » Mon Jul 06, 2009 4:13 pm


What is with everyone's fascination with caravans on this forum? :|

But yeah, ok. I kind of like the idea of doing a lot to track people down, rather than following some arrow on the screen or something. Makes thinking play more of a role in PvP, so if you're more clever 'IRL' you'll have advantages.

But sure, I bet most people would just find it frustrating or useless.

Honestly, the more I read about how this game is likely to turn out, the more sure I am that I won't enjoy it. :(
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Cesar Gomez
 
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Post » Mon Jul 06, 2009 7:38 pm


What is with everyone's fascination with caravans on this forum? :|

But yeah, ok. I kind of like the idea of doing a lot to track people down, rather than following some arrow on the screen or something. Makes thinking play more of a role in PvP, so if you're more clever 'IRL' you'll have advantages.

But sure, I bet most people would just find it frustrating or useless.

Honestly, the more I read about how this game is likely to turn out, the more sure I am that I won't enjoy it. :(

Caravan's are a big part of what makes a FO, a FO. :-P

Don't get me wrong, depending on how it's implimented i could easily find such a system fun.... the first few times i tracked someone down. But after that, it'd simply become another task you complete countless times.

I know what you mean about the game though. Although, there's still not much info out on it, i felt the same way when i read that they are making ghouls a starting player race. Unfortunately, though, i highly doubt FOOL is going to live up to the expectations most FO fans have. Not that there'll be anything wrong with the game, but we are, as a whole, a very picky, methodical (when it comes to picking out problems), spoiled, and just plain old hard to please lot.
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Damian Parsons
 
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Post » Mon Jul 06, 2009 9:06 am

Some ideas for the perks:

Booze artist.
Your health is affected, but you gain additional hitpoints.
Or, if there would be no hitpoints... still gives you something additional...

Smoker perk.
Smoking affect somehow your health, but give you bonus on your charisma.
Damn, antitobaco company will not allow this.

Dandy boy.
Wearing extraordinary costume influence your charisma.

Сamouflage perk.
For stealth-players. Enemies detect you only on short distance.

Radiola boy.
Additional science skills. + collection of rare vinyls)

Sherif perk.
Wearing cool hat and bad ass glasses increase your charisma.)))
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Darren Chandler
 
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Post » Mon Jul 06, 2009 7:29 pm

silver tongue

you have spent a lot of time practicing the art of skillful speech and mastered it.

requirements
charisma 7
intelligence 7
speech 60

speech check 100. however, if npc has equal or greater charisma or intelligence no bonus will be applied.
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maddison
 
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Post » Mon Jul 06, 2009 10:41 am

Plastic Surgeon.

Enhanced efficiancy of:

- Removal of radiated tissue.
-Installment of prosthetics.
-Treatment of burnt skin.
-six change.


Mine Fabricator.

Ability to fabricate anti personel mines and vehicles mines. Maybe this could include hand grenades and high tech mines such as remote controlled mines etc. (With the Expert Demolition and the Crazy Bomber perks...).
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Alexis Estrada
 
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Post » Mon Jul 06, 2009 5:36 pm



You mean the ability to build your own Cylon? Awesome sauce :P

A pretty cool perk for ghouls might be the ability to reattach limbs, I don't know but in some of the earlier games in think it was partially implied that you sort of just sewed/stuck anything that fell off back on and kept suffering/shuffling along. Why do games studios have to fight and die? War, war never changes : (

Image
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Naomi Ward
 
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Post » Mon Jul 06, 2009 4:50 pm

Fallout Tactics have this perk

Cancerous Growth
requirements: Level 6, ST < 7, ghoul only
benefit: +2 to healing rate, broken limbs can regenerate
ranks: 1
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Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Mon Jul 06, 2009 9:53 am

Perk Name: Stroke
Level Requirement: 16
Requirements: Explored atleast 75% of the map and talked to atleast 50 people.
Description: Dealing wih the sentients in the wasteland for an extended period of time have caused a small Hemorrhage in your brain. Each time you take this perk you′re able to change either your SPECIAL, Skills, Traits or Perks.
Ranks: 3

Perk Name: Cooler
Level Requirement: 1
Requirements: Gambling max 10%.
Description: While in your presence nobody is able to win anything in a Casino, Gambling hall or in Private Clubs.
Ranks: 1

Perk Name: Apathy Boy
Level Requirement: 12
Requirements: Outdoorsman 90%, Speach 90%
Description: Your way of life have made you attuned to the harsh environment you′ve been a part of for so long. When talking to wasteland slackers you have a 25% chance that they join you and your cause.
Ranks: 1


Perk Name: Drinking Buddy
Level Requirement: 1
Requirements: Doctor 60%
Description: You′re less likely to be affected by the various alcholoc beverages somewhat toxic influence on the user. Your speach is increased 10% and the perception of any attacker is reduced by 2 during the influence. Brahmin pee is smooth like whiskey.
Ranks: 1


Perk Name: Artful Dodger
Level Requirement: 1
Requirements: Speach 60% Pickpocket 60% Gambling 60%
Description: You′re less likely to be affected by the responsibility or the consequences of your actions. When determing the reactions of the NPCs in the wasteland to your actions you have a Fifty-Fifty chance to avoid any entanglements.
Ranks: 1


Perk Name: 2 is better than 1
Level Requirement: 14
Requirements: Small Guns 100%
Description: Gain the ability to use two small arms weapons at the same time.
Ranks: 1


Perk Name: Insomniac
Level Requirement: 10
Requirements: Outdoorsman 40%
Description: The time required to fully rest is cut by 25%. Excessive use will result in random physical permanent and non permanent conditions.
Ranks: 3


Perk Name: Arms Dealer
Level Requirement: 18
Requirements: Speach 100% Trade 100%
Description: Your reputation with factions when selling guns to them is increased 10%. You also recieve 10% discount when buying weapons and 10% bonus when selling them. You also recieve a 20% bonus when fabricating ammunition.
Ranks: 1

"There is enough guns to arm one out of twelve people on the planet. Question is: How do we arm the other 11?".
"The thing with Arms Dealers going to war is that theres no shortage of ammunition".


Perk Name: Mental Toughness
Level Requirement: 6
Requirements: Explosives 60%
Description: You′re 25% less likely to get a critical failure due to radiation when dealing with explosives.
Ranks: 4


Perk Name: Force of Nature
Level Requirement: 16
Requirements: Leadership 100% Outdoorsman 100% (need to add this skill).
Description: Everyone in your group recieves a +50% damage bonus with critical hits. (Can′t be taken if you have the Zealot or the Deadeye perks).
Ranks: 1


Perk Name: Zealot
Level Requirement: 16
Requirements: Leadership 100% Outdoorsman 100% (need to add this skill).
Description: Everyone in your group recieves a +50% to hit and a -25% range. (Can′t be taken if you have the Force of Nature or the Deadeye perks).
Ranks: 1


Perk Name: Deadeye
Level Requirement: 16
Requirements: Leadership 100% Outdoorsman 100% (need to add this skill).
Description: Everyone in your group recieves a +50% to range and a -25% to hit. (Can′t be taken if you have the Force of Nature or the Zealot perks).
Ranks: 1


Perk Name: Player
Level Requirement: 1
Requirements: Gambling 40%
Description: While in a Casino, Gambling hall or in a Private Club your winnings are increased by 50% and your losses are increased by 50%.
Ranks: 1


Perk Name: Tech Support
Level Requirement: 16
Requirements: Melee 80% Repair 80%
Description: If you have repeated failures but not yet critical failures while repairing broken equippments or trying to hack computers making them non-functional you′ll get a +10% bonus to the repair and melee skills due to rage for 15 minutes. If you break the item or get locked out from the computer you′ll get a luck roll. If you succeed you′ll get another attempt.
Ranks: 1

"Like the GIGA-75 manual says: If you′re locked out from the computer and repeated reboots woun′t fix the issue then grab an axe and smash the darn thing"


Perk Name: Dyslexia
Level Requirement: 1
Requirements: Perception 2
Description:Each tiime you read a book you′ll get a -50% reward to any skill gained when doing so.
Ranks: 1


Perk Name: Pez Dispenser
Level Requirement: 12
Requirements: Agility 6
Description: Increase the speed as to which you inject stimpacks and other chems into other peoples bloodstream. 50% increase in speed actually.
Ranks: 1


Perk Name: Fire at Will!
Level Requirement: 18
Requirements: Agility 8 Perception 8
Description: Each time you are in a group and use a granade or a rocket launcher the splash radius of the shell is increased by 10% but you′re 25% more likely to hit your own troops.
Ranks: 1


Perk Name: Just Like Home
Level Requirement: 18
Requirements: Agility 8 Sneak 80%
Description: You′re surrounded by a hideous fart type smell which gives you an 20% bonus to the sneak skill when sneaking on Super Mutants or Ghouls. However any smoothskins in your presence sufffer from an poison effect.
Ranks: 1


Perk Name: The Dentist
Level Requirement: 18
Requirements: Melee 80% Science 80%
Description: Your melee critical hits have a 25% chance to cause an additional random crippling effect on the head of your opponent.
Ranks: 1


Perk Name: Cookie Jar
Level Requirement: 6
Requirements: Luck 10
Description: Each time someone pickpocket you they are infused with an radiation effect. Stackable.
Ranks: 1
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Sabrina garzotto
 
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Post » Mon Jul 06, 2009 6:41 am

Perk Name: Maintanace!
Level Requirement: 3
Requirements: Luck 10
Description: Everyone on the battlefield has a 10% chance of having their weapons jaming after a critical miss. Stackable.
Ranks: 1


Perk Name: Medic!
Level Requirement: 3
Requirements: Endurance 10
Description: Everyone on the battlefield has a 10% chance of having critical misses when the hp is at or below 50%. Stackable.
Ranks: 1


Perk Name: Blood In Blood Out
Level Requirement: 3
Requirements: Endurance 8 Melee 80%
Description: If you get your leg or arm is cut off in combat you can pick it up and use it as a sledgehammer type of weapon until the end of the battle. This even works with prosthetics.
Ranks: 1


Perk Name: Chastise
Level Requirement: 18
Requirements: Endurance 10, Good Natured Trait
Description: When you′re resting you take physical damage. However you regain a small amount of lost karma and cleans any physical condition you might have.
Ranks: 1


Perk Name: Get the light!
Level Requirement: 3
Requirements: Chemical Resistant Trait or Chemical Reliant Trait, Endurance 6
Description: Whenever you′re affected by a radiation effect you glow. Making sneaking around you 50% harder. Anyone caught sneaking around you get that glow too. People find it hard to sneak around them too until that radiation effect is removed.
Ranks: 1


Perk Name: Wrecking Ball.
Level Requirement: 18
Requirements: Bloody Mess Trait, Kamikaze Trait, Endurance 8
Description:Your equippment does not require maintanace.
Ranks: 1
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Sammygirl500
 
Posts: 3511
Joined: Wed Jun 14, 2006 4:46 pm

Post » Mon Jul 06, 2009 8:49 am

I would like to suggest all of the extra perks from Fallout:Tactics, especially the ones that have to do with teamwork.

You guys at gamesas already know how to work the perks... So werk it baby!! :oops: Another drunk conquistador conquering the governor's ball...
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Gemma Flanagan
 
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Joined: Sun Aug 13, 2006 6:34 pm

Post » Mon Jul 06, 2009 9:27 am

Natures Elixir

Your time in the wastelands has enabled you to generate interesting results from the flora you encounter, consuming which causes interesting effects both good and bad

Level 1 end 6 luck 6 affects various
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Zach Hunter
 
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