[Suggestion]: Fast Travel Perks & S.P.E.C.I.A.L. Extensi

Post » Sat Jan 16, 2016 5:02 pm

Fast travel is one of those game-mechanics I really like, along with things like awesome player homes and amazing companion NPCs. However, player homes and companion NPCs are something made more enjoyable by the fact that they need to be earned in some way (most appropriately through relevant missions/quests). I think that Fast Travel could be enhanced, as a game mechanic, if it only became incrementally available through an optional system like perks. I think http://www.gamesas.com/topic/1576744-little-things-that-annoy-you/page-7#entry24799038 by @Hoblak is a great way to make the whole Fast-Travel experience that much more meaningful and enjoyable:




I would suggest that it really is a good idea to keep something like Fast-Travel optional at different levels to suit different styles of play and it is an even better idea to make Fast Travel progressive to help vary play as the player character levels up.



Having said this, I would have thought that something like Fast Travel would revolve around perception and endurance because one needs to be paying attention to stay out of trouble when operating in less than "savoury" areas and the ability to stay on the ball when travelling depends on us not becoming too fatigued to do so - which is endurance-related. Of course, sometimes not being noticed is just a matter of looking the part so, it could also be argued that charisma is the Fast-Traveller's best friend.



This is just to say that, in terms of accommodating other suggested additions to the perk system, I think there is a lot of room for flexibility when implementing a Fast Travel perk :)



Moreover, one thing that is problematic with the perk system is a lack of flexibility attached to having a full perk table, which makes perk-related mods somewhat more difficult to accomplish. Having gaps amounting to, say, 25% of the perk table, in a system where S.P.E.C.I.A.L. attributes max out at 16 would make room for update and DLC additions to the Perk system while allowing some space for modders to introduce new perks without displacing existing options and mechanics.



There are several suggestions in extant, which are dependent to some degree on additional perks and I also think it would improve the longer gameplay afforded by the Fallout 4 world if the S.P.E.C.I.A.L. system could be extended from 10 to a nice round number like 16 (i.e. giving 4 bit attributes).



Food for thought,


bon appétit!

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Brentleah Jeffs
 
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Post » Sat Jan 16, 2016 1:26 pm

I have fast travel idea as a shortcut for travelling back home with some earned loot and comming back to an interesting place. So basically to skip boring, tedious passages of normal life, that I wouldn't most likely enjoy in a game. But when I feel I could see something interesting on the way, I take the longer route. So I'm not entirely against that idea, but it is "no" for me for all limitations as I leave all limitations to my free will and mood in this case.

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Mark
 
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Post » Sat Jan 16, 2016 9:06 pm

Disagree with locking fast travel behind a level/perk wall. I'd have gone out of my mind if I'd been forced to walk everywhere for the first 20 levels, and I would resent being forced to put perk points into something that has been free in every Beth game to date.


FT only gets you to places you've been, so it's already got built-in restrictions.
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Damien Mulvenna
 
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Post » Sat Jan 16, 2016 8:26 pm

I think fast travel absolutely needs to stay the way it is. Having to wait until reaching a certain level to get it would drive my absolutely crazy. Just no.



Personally I don't want to see DLC in the form of more perks. There are already 264 of them I believe. You can get a quarter of them and already be the most insanely overpowered thing in the whole wasteland. I'd rather see development time go toward actual meaningful new content...new locations, new quests, new settlement building features, more character dialog, and other things that actually expand the meat of the game.

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Lexy Dick
 
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