Robotic Perks and Potential Ranks

Post » Sat Nov 28, 2015 2:17 am

I absolutely love the idea of being a general in battle. That is what has always drawn me to Total War games (that sadly I cannot run) and other titles that allow some form of control over another being. Call me a control freak. In Fallout, this involves companions. But what I have always wanted to do, is to be able to turn robots to my side and use them against an enemy.

So for the Robotics Expert Perk I can see:

Rank 1: You deal more damage against robots, and gives you the ability to stealthy disable robots from behind.

Rank 2: Allows the construction of basic turrets to defend your settlements

Rank 3: Allows the construction of simple robotics to defend your caravans

Rank 4: Gives you the ability to sneak up on robots and turn them to your side (not necessarily as companions, just makes them mute to you as a hostile)

Rank 5: Allows the construction of advanced robotics to defend your settlements and caravans and also allows you to upgrade any of your current robots with more advanced weaponry. This includes the upgrading of any of your robotic companions (this may slide into a 6th rank but I have no clue how many ranks on average there will be on some perks).

It is also possible that there will be a separate perk altogether to build new defenses but apparently there are not any more perks than there were in previous games so we won't know until release or before.

Any other robotic related perks anybody can think of? Or if you care to dispute the above one.

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Frank Firefly
 
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Post » Sat Nov 28, 2015 2:25 pm

Probably not the robotics enthusiast that you may be, but I'd be content with just a general science perk where the plus damage and deactivation on robots was just a rank.

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Victoria Bartel
 
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Post » Sat Nov 28, 2015 1:57 am

I'd LOVE to be able to make my own robots/sentry bots for my settlement.
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Kristian Perez
 
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Post » Sat Nov 28, 2015 4:43 pm

The science perk governs the creation of laser turrets and gun nut governs the creation of regular turrets.
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Maria Garcia
 
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Post » Sat Nov 28, 2015 6:58 am

I mean the perk in old Fallouts where you can disable robots. As it appears, every perk (more or less) is getting some kind of expansion. Robotics Expert was one of these perks.

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Robert Bindley
 
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Post » Sat Nov 28, 2015 10:06 am

Robco Certified is definitely in my top five mods for both Fallout 3 and New Vegas. If the base game doesn't include a roboticist game path, I'm sure the modding community will step up to the plate. I look forward to it, as I loved my disposable mechanical minions.

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Steve Fallon
 
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Post » Sat Nov 28, 2015 8:47 am

I like it but I imagine that the ability to build turrets will be rolled into something else. I think someone already mentioned gun nut governs regular turrets so that explains it, but I feel like even with 5 levels for each perk, they won't necessarily burn an entire level on customization stuff. Or rather the entire perk won't be dedicated to it. I kind of hope they learned their lesson with Skyrim skill trees in that they won't make our progression paths make us take bonuses we would rather not have. I hope that the movement from Rank 1 to Rank 5 (or w/e the top rank is) will contain bonuses that add to the base perk in meaningful ways, since we will end up choosing perks based upon their initial effect.

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Mackenzie
 
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Post » Sat Nov 28, 2015 1:29 pm

I could see Robotics Expert allowing us to build robot guards for our settlement, or maybe reprogram ones we find and have them just travel to our settlements like a hired NPC. Turrets are tied into Gun Nut and Science!, as has been said.

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dell
 
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Post » Sat Nov 28, 2015 11:34 am

I'm thinking it will work somewhat like conjuration in Skyrim. Once you max it out you should be able to use robots as permanent followers.

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SaVino GοΜ
 
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Post » Sat Nov 28, 2015 3:56 am

If it does, I'm building an army of ED-209's.

1 arm with gatling laser

1 arm with minigun

and a rocket launcher.

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sam smith
 
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Post » Sat Nov 28, 2015 4:16 am

This.

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Leonie Connor
 
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