Which Skills Would like to see/not see in FO4?

Post » Wed Dec 07, 2011 11:44 pm

I think what we can all agree on is that the Science skill needs to be done something with. People have suggested various skills that it would split up into now, but I always see problems, things that would be left out. For example, for the quests Those! (F3) and There Stands the Grass (FNV), you could need a Biology skill, if Science were to be split up. Science in secondary school was split up in four subjects - chemistry, biology, physics and technology/engineering(?). Can't think of what physics would be use for, but chemistry for knowing how to mix stuff to make explosives, drugs, acids, poisons (or just drugs, poison is governed by Survival and explosives by Explosives), biology would help with quests like the ones I mentioned, as well as anatomy of all the creatures and that, and technology would be turned into hacking terminals, robots and such while Repair gets turned into something more like Crafting, where you maintain weapons and armor as well as build ones and craft ammo.
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Miranda Taylor
 
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Post » Wed Dec 07, 2011 11:26 pm

I don't think skills should be split up too heavy handedly because that always comes at a cost of the particular skills value in use. And there is no need to have skills that are worth practically nothing alone.

However (and I've suggested this before), if you split the skill within itself along the progression, create a crossroad in the given category to provide the need to specialize, it could work.

Start a skill at 1 and progress all the way up to 50 points making you an adept in your knowledge of its given uses. But it then opens up to two specialization paths from which you must choose which to progress (well, you could always progress both, but it then costs double the skill points due to the path now having two roads).

For example:

Medical skill. General knowledge: 1-50 skillpoints at the cost ratio of 1:1. Specialization paths: Chemistry (creation and use of pharmaseuticals) and Doctoring (manual healing of self and others): both ranging from 51-100 skillpoints at the cost ratios of 51-75 2:1, and 76-100 3:1.

And similiarly for other skills that have viable ways of splitting them in such manner. Have to figure out more examples with unique and actually useful practises, but the idea's clear I think.
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rebecca moody
 
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Post » Wed Dec 07, 2011 9:50 am

Guns: All small projectile weapons.

Big guns: large caliber heavy projectile weapons, and heavy weapons.

Energy weapons: All directed energy/beam weapons.

Throwing: grenades/knives/spears etc etc

Science: Everything to do with technology and deduction and reasoning. Is the "thinking part" of the repair skill.

Lockpicking: Opening of any locks.

doctor/first aid (possible two skills depending on situation): IF two skills First aid would be what is used in combat to apply skill based healing without aids like stim packs and healing powder. Would add bonus healing if items are used. doctor would be the skill based healing of crippled limbs and large amount of HP but take a long time and can't be used in dangerous areas. Must be used in "safe" or cleared areas.

Survival/outdoorsmen: living off the land and random encounters. (if implemented like the originals)

Repair: upkeep of your equipment, repair of machinery and building of new machinery. (bonus can apply if you use science to find out the problem before trying to dive in.)

speech: As in the originals primary purpose to to convince others to see it your way. Intel and charisma would be the two big factors in determining exactly WHAT you say.

melee: Governs all melee weapons from sticks to rippers.

unarmed: Governs all things that use your fists and feet to do damage. Includes unarmed weapons like knuckle dusters and gloves and such. high skill you gain "special moves" like in the originals.

traps: Governs all placement and disarmament of traps.

sneak: How well you can move unseen.

steal: How well you can take objects or place object without being noticed.

Barter: you get better deals by a percentage and opens up special dialogues like in NV.

Gambling: Effects how well your skills in games of chance are effected. (familiar with chances and lets say how good your "poker face" is. high skill denotes chances wiegthed in your favor over the norm.
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Horse gal smithe
 
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