The Return of Bobbleheads

Post » Fri Aug 05, 2011 2:55 pm

I loved the Bobbleheads in Fallout 3, but they were overpowered. Skill Bobbleheads provided +10 to skills, and Attribute Bobbleheads provided +1 to Attributes. With Skill Books, Skill Magazines, and Implants, there are plenty of ways to augment attributes, and maximize skills. But I love collecting stuff, and I love improving my character.
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Mr. Ray
 
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Post » Fri Aug 05, 2011 1:10 am

I liked the Snow globes better IMO, I just think there should have been more.
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Neliel Kudoh
 
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Post » Fri Aug 05, 2011 1:46 pm

I had a fallout 3 bobblehead addiction.
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Karine laverre
 
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Post » Fri Aug 05, 2011 2:50 am

What does this have to do with NV.
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scorpion972
 
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Post » Fri Aug 05, 2011 2:30 am

Sorry, the topic posted before I finished typing.

Anyway, I believe the Bobbleheads should provide perks relevant to their corresponding skills.
I am unsure about Bobbleheads relating to attributes, but I personally think implants should take their place.
Bobbleheads should provide perks that are useful, but aren't really worth taking through the normal perk system, such as Infiltrator or Computer Whiz.
These perks should be handy, but not gamebreaking.
In my suggestions below, I have tried to use pre-established perks as much as possible.
Perks I've had to create will be notated, and I would like to see your suggestions.

BARTER: Fortune Finder: One finds more caps in storage containers.
ENERGY WEAPONS: Vigilant Recycler: One finds more drained energy weapon ammo on corpses, and has more efficient energy weapon ammo crafting recipes.
EXPLOSIVES: Hit the Deck: One receives greater damage threshold versus all explosive weapons.
GUNS: Hand Loader: One finds more hulls and cases on corpses, and has more efficient hand loading crafting recipes.
LOCKPICK: Infiltrator: One has an additional lockpicking attempt on broken locks as the result of a failed force lock attempt.
MEDICINE: Living Anatomy: One can see health & damage threshold of all targets, plus a 5% damage bonus vs. humans and non-feral ghouls.
SCIENCE: Computer Whiz: One has an additional hacking attempt versus locked out terminals as the result of failed hacking.
SNEAK: Silent Running: Running no longer factors into Sneaking success.
SURVIVAL: Lead Belly: One receives 50% less irradiation from irradiated water supplies.

My suggestions:
MELEE WEAPONS: Certain non-throwing melee weapons can be thrown, such as baseball bats or tire irons. Things like chainsaws, which require 'hands on' to run, wouldn't be capable of being thrown. This gives melee-focused characters some additional ranged capacity.
REPAIR: Expand the pool of potential items to repair items with, like Jury Rigging, but less extreme and bizarre. More so than the standard Repair ability, but no repairing chainsaws with baseball bats.
SPEECH: (my favorite suggestion). If the Skill needed for a verbal skill check is 1-5 points less than needed, but your Speech is equal or higher, you can lie your way through the check. Such as an Explosives check is 50, but your Explosives is 45, and your Speech is 50, you can pass the check. Note that this is for VERBAL checks, in which you are trying simply to convince someone you know what you are talking about. It would not include actual actions. If you are skilled at Speech, and at the most only 5 points below a check, then you should be able to convince people you are knowledgeable.
UNARMED: Unarmed Weapons (they should really call those Hand Weapons or something logical) degrade faster OR the ability to throw stuff like baseballs and tin cans (kinda like the character is a rock-it launcher).
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Sunnii Bebiieh
 
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Post » Fri Aug 05, 2011 8:55 am

It has to do with New Vegas because they added a lot of interesting things, such as Snow Globes, Implants, and Skill Magazines, but removed Bobbleheads. I am discussing what they have added to New Vegas, and what they have subtracted from it.

In fact, it doesn't even have to be Bobbleheads, but another type of collectible. But I do enjoy Vault Boy, and something collectible that reflects skills should use the Vault Boy image, as he is kind of a panacea for visual aids.
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matt oneil
 
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Post » Fri Aug 05, 2011 3:00 am

Ok, in that way. I love the snow globes, wish I could steal or taak a look at Mr. Houses collection.
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Floor Punch
 
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Post » Fri Aug 05, 2011 2:16 pm

Snow Globes! More Snow Globes!
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Alex Blacke
 
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Post » Fri Aug 05, 2011 4:40 am

Sorry, the topic posted before I finished typing.

Anyway, I believe the Bobbleheads should provide perks relevant to their corresponding skills.
I am unsure about Bobbleheads relating to attributes, but I personally think implants should take their place.
Bobbleheads should provide perks that are useful, but aren't really worth taking through the normal perk system, such as Infiltrator or Computer Whiz.
These perks should be handy, but not gamebreaking.
In my suggestions below, I have tried to use pre-established perks as much as possible.
Perks I've had to create will be notated, and I would like to see your suggestions.

BARTER: Fortune Finder: One finds more caps in storage containers.
ENERGY WEAPONS: Vigilant Recycler: One finds more drained energy weapon ammo on corpses, and has more efficient energy weapon ammo crafting recipes.
EXPLOSIVES: Hit the Deck: One receives greater damage threshold versus all explosive weapons.
GUNS: Hand Loader: One finds more hulls and cases on corpses, and has more efficient hand loading crafting recipes.
LOCKPICK: Infiltrator: One has an additional lockpicking attempt on broken locks as the result of a failed force lock attempt.
MEDICINE: Living Anatomy: One can see health & damage threshold of all targets, plus a 5% damage bonus vs. humans and non-feral ghouls.
SCIENCE: Computer Whiz: One has an additional hacking attempt versus locked out terminals as the result of failed hacking.
SNEAK: Silent Running: Running no longer factors into Sneaking success.
SURVIVAL: Lead Belly: One receives 50% less irradiation from irradiated water supplies.

My suggestions:
MELEE WEAPONS: Certain non-throwing melee weapons can be thrown, such as baseball bats or tire irons. Things like chainsaws, which require 'hands on' to run, wouldn't be capable of being thrown. This gives melee-focused characters some additional ranged capacity.
REPAIR: Expand the pool of potential items to repair items with, like Jury Rigging, but less extreme and bizarre. More so than the standard Repair ability, but no repairing chainsaws with baseball bats.
SPEECH: (my favorite suggestion). If the Skill needed for a verbal skill check is 1-5 points less than needed, but your Speech is equal or higher, you can lie your way through the check. Such as an Explosives check is 50, but your Explosives is 45, and your Speech is 50, you can pass the check. Note that this is for VERBAL checks, in which you are trying simply to convince someone you know what you are talking about. It would not include actual actions. If you are skilled at Speech, and at the most only 5 points below a check, then you should be able to convince people you are knowledgeable.
UNARMED: Unarmed Weapons (they should really call those Hand Weapons or something logical) degrade faster OR the ability to throw stuff like baseballs and tin cans (kinda like the character is a rock-it launcher).

How does a bobblehead give magical effects?

And I'd rather have stamps or another snowglobe.
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Jade Muggeridge
 
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Post » Fri Aug 05, 2011 1:46 am

I'd like more snow globes and "collectible" implants of sorts, as in you need to collect the implant before you can have it installed! =]
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Alexander Horton
 
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Post » Fri Aug 05, 2011 12:10 pm

i too loved collecting bobble heads. I enjoyed looking at my collection correction loved looking at them, true they added a lot of points to your character,too many with hindsight but i would love to see them back. I just don't have the same affection for my snow globe collection :wink_smile:
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Adam Kriner
 
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Post » Fri Aug 05, 2011 9:03 am

You can always buy implants with your snowglobe money.
But as you said before, bobbleheads were overpowered as if the game wasn't easy enough.
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Samantha Jane Adams
 
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Post » Fri Aug 05, 2011 10:21 am

How does a bobblehead give magical effects?

And I'd rather have stamps or another snowglobe.

Sure, but how does a Snow Globe in a DLC (since you can't leave until it's over) magically teleport to Mr House who then magically teleports 2000 caps to you (while he is possibly already dead) work either? (Seriously, I'd be impressed if anyone can answer that)
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Victor Oropeza
 
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Post » Fri Aug 05, 2011 4:27 pm

My suggestions:
MELEE WEAPONS: Certain non-throwing melee weapons can be thrown, such as baseball bats or tire irons. Things like chainsaws, which require 'hands on' to run, wouldn't be capable of being thrown. This gives melee-focused characters some additional ranged capacity.
REPAIR: Expand the pool of potential items to repair items with, like Jury Rigging, but less extreme and bizarre. More so than the standard Repair ability, but no repairing chainsaws with baseball bats.
SPEECH: (my favorite suggestion). If the Skill needed for a verbal skill check is 1-5 points less than needed, but your Speech is equal or higher, you can lie your way through the check. Such as an Explosives check is 50, but your Explosives is 45, and your Speech is 50, you can pass the check. Note that this is for VERBAL checks, in which you are trying simply to convince someone you know what you are talking about. It would not include actual actions. If you are skilled at Speech, and at the most only 5 points below a check, then you should be able to convince people you are knowledgeable.
UNARMED: Unarmed Weapons (they should really call those Hand Weapons or something logical) degrade faster OR the ability to throw stuff like baseballs and tin cans (kinda like the character is a rock-it launcher).

For Repair, you could get a bonus to how much each item repairs another? So instead of an item repairing another by their combined condition, you get a 20% bonus to the amount repaired? (Except you still cannot go over 100% condition)

For example, I repair an item with 10% condition with another item with 20% condition. Instead of 30% total, I'd get 36%. (30/5 = 6)

It'd be better getting perks from Bobbleheads than skill points though, since your character wouldn't become more godly, only slightly stronger.
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claire ley
 
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Post » Fri Aug 05, 2011 1:07 pm

No more magic bobbleheads please.
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El Khatiri
 
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Post » Fri Aug 05, 2011 9:04 am

Bobbleheads all the way. I have my own Bobblehead next to my FO3 lunch box, i would'nt have a Snow globe, my sister and my niece collect them, that says it all. Bring back Bobbleheads.
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Casey
 
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Post » Fri Aug 05, 2011 3:32 pm

Sure, but how does a Snow Globe in a DLC (since you can't leave until it's over) magically teleport to Mr House who then magically teleports 2000 caps to you (while he is possibly already dead) work either? (Seriously, I'd be impressed if anyone can answer that)


What sons of b*tches sell those great collectibles?! I mean i gave them all a great place in my presidential suite...
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Eileen Collinson
 
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Post » Fri Aug 05, 2011 11:42 am

Sure, but how does a Snow Globe in a DLC (since you can't leave until it's over) magically teleport to Mr House who then magically teleports 2000 caps to you (while he is possibly already dead) work either? (Seriously, I'd be impressed if anyone can answer that)

:shrug:
Maybe there is a little slot in the snowglobe containing 2000 caps?
How 2000 caps fit into a snowglobe on the other hand...
Maybe they were testing some kind of a infinite space theory with them, but due to the ones in the Mojave being so common they had already been looted of their secret pockets of 2000 caps whereas the ones in the DLC locations are all in dangerous areas, meaning the secret infinite space compartment with the 2000 caps has not been looted.

...

At least it makes more sense than Bobblehead perks. :mellow:
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Naazhe Perezz
 
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Post » Fri Aug 05, 2011 5:02 am

I loved the Bobbleheads in Fallout 3, but they were overpowered. Skill Bobbleheads provided +10 to skills, and Attribute Bobbleheads provided +1 to Attributes. With Skill Books, Skill Magazines, and Implants, there are plenty of ways to augment attributes, and maximize skills. But I love collecting stuff, and I love improving my character.


http://www.gamesas.com/index.php?/topic/1215296-fallout-4-speculations-suggestions-ideas-29/page__st__160__gopid__18247173#entry18247173
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Laura Samson
 
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Post » Fri Aug 05, 2011 5:42 am

Ok, in that way. I love the snow globes, wish I could steal or taak a look at Mr. Houses collection.



You can. The collection is in the Lucky 38 swuite
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-__^
 
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Post » Fri Aug 05, 2011 1:22 pm

You can. The collection is in the Lucky 38 swuite


It is :o where excactly?
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Marine x
 
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Post » Fri Aug 05, 2011 9:11 am

http://s178.photobucket.com/albums/w262/Beeferoniz/?action=view¤t=ScreenShot20.jpg

its straight ahead. enjoy.
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Natalie J Webster
 
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