Skill Specialization

Post » Fri Jul 31, 2009 9:14 pm

Skill Specialization is a shoot off of skill perks. The idea of skill perks is that you get perks from just reaching a certain skill level. This idea is that you have a choice of perks that represent a skill specialization. Here is an example of what I am thinking:

33 Science => Techy (+2% Damage versus robots and power armor) or Naturist (+2% Damage versus animals)

66 Science (Techy) => Machinist (Require less material for mechanical recipes) or Circuit Boarder (Easier Hacking)
66 Science (Naturist) => Hunter (Better criticals versus animals) or Herbalist (More plants harvested)

100 Science (Machinist) => Compensator (+5 Big Guns) or Craftsman (Crafted weapons are better)
100 Science (Circuit Boarder) => Evil Electrician (+5 Energy Weapons) or Tesla's Heir (75% Energy weapon ammo cost)
100 Science (Hunter) => Survivorman (+5 Survival) or Trophy Hunter (More loot from animals)
100 Science (Herbalist) => Medicine Man (More healing from plant sources) or Anti-Medicine Man (More poison from plant sources)

Ok this gives you a rough idea of how this may work. This means that if you have a tree like this for every skill that you get very, very distinct characters in the endgame (not just merely gun or laser experts). What are your thoughts? All I want for Christmas is APA and a gauss rifle.
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Chavala
 
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Post » Fri Jul 31, 2009 11:08 pm



Yes. Hasn't this been discussed? Well I guess we're just a couple of problem solvers
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Wayne W
 
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Post » Fri Jul 31, 2009 8:27 pm

If it has then its news to me. All I want for Christmas is APA and a gauss rifle.
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emily grieve
 
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Post » Sat Aug 01, 2009 7:26 am

Okay, first off, yes, I know, I'm dreaming.

I like how you're thinking, really, this is a good idea for a traditional MMORPG, but to me it seems like it'd be forcing the Fallout mechanics into a more MMORPG-mold. I'd prefer it if the intelligence skills (science, repair, doctor etc.) retained their original uses instead of just combat-oriented boosts.

In fact, I'm really sick of all MMORPGs strategy coming down to combat. It's starting to feel like we're turning away from traditional roleplaying-game features, such as puzzles, team strategy, skill use and NPC interaction. I'll try not to rant, so my point is, I think it's important that FOOL focus on some areas of RPGs that have been lost to MMOs, and if the original skills were used simply for exploring and interacting with the environment, like they were used in the first games, then Fallout can retain some of the qualities that make it special.

Buuut, I'm dreaming, so this is overall a pretty good idea for fitting non-combat skills into a traditional MMORPG and making them useful.
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Alkira rose Nankivell
 
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Post » Sat Aug 01, 2009 8:36 am



I agree. Can't I just be an explorer, a thief, an engineer, etc. without it simply being a class name? As an explorer, I'd just carry around a hunting rifle for a weapon, and use it when I'd absolutely have to fight (but as an explorer, I'd know the best ways to give them the slip). I'd only use it to take potshots while I'm R-U-N-N-O-F-T!

Of course, I'll only be an explorer if we don't have player bounties. I put the 'Skill' in 'Kill.'
Wait, what?
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James Smart
 
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Post » Sat Aug 01, 2009 1:32 am

I am so ready for am mmo without class restrictions or skill trees. Just let me make my character as I see fit. I don't want to not be allowed to put points in one thing just because I have points in something else.
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le GraiN
 
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Post » Fri Jul 31, 2009 8:07 pm


It is a Fallout tradition to place skill points wherever you would like. Somehow I don't see this changing too much.

I personally prefer a when skills are allocated based on what I actually practice while playing in game (i.e. use a small gun, get better at small guns). But for Fallout, I'd just rather keep the tradition.
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Katy Hogben
 
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Post » Sat Aug 01, 2009 10:36 am


It is a Fallout tradition to place skill points wherever you would like. Somehow I don't see this changing too much.

I personally prefer a when skills are allocated based on what I actually practice while playing in game (i.e. use a small gun, get better at small guns). But for Fallout, I'd just rather keep the tradition.

Yes. I was referring to the idea of "skill trees" which inevitably force you to stick within a certain branch.
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Marguerite Dabrin
 
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Post » Sat Aug 01, 2009 4:53 am



I get what you are saying and I agree. I don't like getting stuck going down one branch either.
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Kat Lehmann
 
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