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

Post » Wed Dec 07, 2011 9:46 am

The title is pretty straightforward. Which skills would like to see gone (as in, split into two or more seperate skills), or added (It doesn't have to have been in previous titles, it could be something completely new as long as it's reasonable).


For me:
Melee Weapons: Get rid of melee weapons and divide them into two categories, small and big. A knife isn't the same as a sledgehammer, so it really doesn't make sense at all.
Guns: Get rid of guns and divide into two (or even three if possible) categories, small and big, just like the games prior to new vegas, which was the first to have that skill. My reasons are basically the same reason for the melee weapons.
Energy Weapons: Same as guns.


Will probably add more later.
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Jordan Fletcher
 
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Post » Thu Dec 08, 2011 12:01 am

Well here is the copy pasta from an earlier post:

Skills
Spoiler
This is the skill list I would like to see for Fallout 4.

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons

06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Gambling (Only if gambling minigames are removed)
12. Chemistry (Primarily crafting but has other uses too.)
13. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))

14. Pilot (Only if Vehicles are present.)
15. Electronics
16. Medicine

17. Survival
18. Outdoorsman (Only if a map node system is in place with world travel)
19. Hacking
20. Lockpicking

21. Steal
22. Sneak
23. Traps (Only if there is a good amount of traps and we can craft and use our own.)
24. Armorer

Now let me explain them.

1. While swords (fencing) and knifes are different combat styles I'd rather not make a long list too long, but bladed weapons and blunt weapons function differently.
Blunt weapons use brute force to crush the enemy, while bladed weapons, which are mostly knifes, aren't really a strong suit for someone to charge a deathclaw with.
So Blade is mostly the stealth skill, an assassin skill, but there "are" weapons that are of more impact that you can use like swords, machetes and fire axes but they are harder to find. Spears go in this skill too, they function completely different but again, the skill list is already long, better to just throw them in here. Thrown spears on the other hand are governed by the Throwing skill.

Bladed weapons have faster attack rate, has more frequent criticals, do more sneak critical damage and can cause bleed effects which drain the life of the enemy.

Bladed weapons are powered by Agility, along with Sneak, the higher the Agility is the better you sneak, the better you sneak the more common the sneak attacks will be.
It also affects attack speed directly, so if push comes to shove having high agility can make up for the lack of damage if you have to fight an enemy toe to toe.
Again, blades are primarily meant to be used as stealthy weapons, it "can" be used as brute force too (fireaxe for example.) but they are meant to be exploited for their criticals.

2. Blunt, the omega to it's alpha, the straight forward brute skill, heavier, louder, stronger, while Blade weapons have a greater critical chance, critical damage and a bleed effect the Blunt skill's weapons are high DAM but slower and not very suitable for sneaky kills.

Blunt weapons are slower but does more damage, they don't have a lot of criticals or especially high critical damage but they make up for it by being able to knock back enemies, knock them unconscious, break through defensive stance (well, not if you have a tire iron but a super sledge is gonna break through just about anything.) and cause much higher limb damage. Blunt weapons also cause severe damage towards equipment, each hit causes 30% of your dealt damage towards the equipment attacked. (This means that if the enemy's armor has 200 item hp, and your weapon does 20 damage, then 6damage is caused to the item hp. If you used a weapond that dealt 60 damage then 18 item hp would be gone. Remember that most armors and weapons are pretty deteriorated so hitting the enemy three times with a 60 damage weapon means 54 item hp will be gone.)
((This is meant so that the Blunt class don't became too OP, cause while it can cause knockdowns, knockbacks, cripples and break through enemy defense and has great damage, it also trashes just about anything you attack, so if you accidentally hit the enemy's Trail Carbine then it's gonna be pretty broken.)

Blunt weapons are powered purely by Strength, the more strength you have the greater the damage is and the more likely the benefits are to happen.

3. Basically Unarmed with a name change, think it freshens it up a little. It's core design is the same but it would be nice with more combat moves and to be able to kick like in the old games. (And kick down doors as well. )

4. Like in New Vegas.

5. Chemical Weapons, this weapon skill includes all fire based weapons chemical weapons, fire included, Flame Gun, Flame Rifle, Flamer, Incinerator, Incendiary Grenade et cetera.
It should be it's own skill because fire based weapons does not fit in any other skill (Except incendiary grenade).
If you build in this skill you will have it easier and have it harder, the damage of the weapons is quite large but the problem is their ammo consumption.
They're also "rare'ish". You can get the Flame Gun easily of course but the rest is a lot harder to come by.

6. Like in New Vegas?

7. Like in New Vegas.

8/9. Why the split of Speech? Because they're both different. Persuasion means you know how to persuade people it has a lot more dialogue options than deception does, but deception governs the success rate of disguising yourself, the game should of course need more infiltration missions in order for disguises to be more of use.
Anyway, just cause you're a smooth talker don't mean you have a poker face, they're both different, and should be split so.
Deception also means you know where to hide stuff on yourself and not making them "stand out" and can smuggle items.

10. Should be expanded upon, allow us to barter more deals through dialogue, some speech options in New Vegas could honestly have been used as Barter options.

11. I think that Gambling should be reinstated and that the minigames should be removed, I hate the minigames, if I want to play black jack I'll go online and find a game to play. Gambling should be based on character skill, not player skill, so yes, back with Gambling.

12. Chemistry is a crafting skill primarily, with this one you know how to craft various drugs, poisons, acids and other items.
Chemistry should also have it's quest and event sequences, maybe there's some mold on a beam supporting a house and your character figures out that he can use chemical component #42 and apply it to the mold which creates acid and therefor eats away at the beam, collapsing the house. (Dunno how this would work or if it even could work but yknow, have certain moments where a high Chemistry skill can come in handy.)

13. Mechanics is a renamed Repair, functions basically the same way, it has a bit of Science in it as well, but mostly it's a cosmetic change.
Well, that is IF we have vehicles. If we do have vehicles in FO4 then this skill will come in handy for repairing vehicles and sabotaging others.

14. Pilot, well... Vehicles, if they're in the game then the Pilot skill determines how good your character is at steering the vehicle and how far he can jump with it and other things. (I'm not very interested in cars so I don't know what a good driver can do with a car really.)

15. Electronics can be used for crafting various electronic items like shock batons, cattle prods, electronic lockpicks and mashing down certain items into scrap electronics. It can also be used to recharge drained cells. You can cut the power of places with this and turn off any lights, terminals, alarms, forcefields and turrets that were connected to it (Not every place will become blacked out, some places have back up generators for alarms and turrets.) And of course a lot of quests can be solved by using it, like sabotaging any electricity powered things.
You can also, depending on how high your skill is, turn off any robots and turrets and then with Hacking convert them to fight for you. Though converted robots don't get any +damage or +health from the conversion. They can be repaired with Mechanics and scrap metal/electronics.

16. Medicine... I'd rather have First Aid and Doctor back but there are already so many skills on here.

17/18. If we have a map node system with random encounters then this skill will function just like in the old games, I don't know if these two should be merged or not though, merging them could make Survival too useful but leaving them as separate could make Outdoorsman feel hollow.

19. Hacking, what it sounds like, you can hack any computer interface with a deep coded lock.

20. Lockpicking needs a new minigame system and an option to make it dicerolled, otherwise it's basically the same as before.

21. Steal, I think that Steal should be brought back, but if brought back then there should be a lot more moments where can steal something of value.
Not necessarily of $ value but rather quest value, say someone has a key on himself, you could either disguise yourself with Deception and say you're a new high ranking officer, you could use Electronics to turn off the lights by cutting some wires and have him lured to the wires trying to fix it and shocking himself unconseaus(???) you could smooth talk him with Persuasion or you could use the Steal skill to take it from him.
If you are sent to jail for a little while at some place you could steal the guards key when he's making his rounds, or you could steal back any confiscated stolen items by stealing the key from another guard and steal back the confiscated goods.
You could pay a hefty sum of money to get in at some place and then steal back the money, or you could steal the ammo from the guard and engage a fight with him causing him to either retreat or fight with his bare hands.
It could be a very very valuable skill.

22. Sneak only means you're great at keeping yourself undetected, it does NOT mean you're a great thief and it does NOT you know how to conceal items better.
Just means your footsteps are that of a mouse and you blend in with the darkness, mainly for getting around undetected and to silently kill things.
This means you can still be successful with the Steal skill even if you are detected by someone, as long as you're not completely detected by the one you're stealing from.

23. And finally, Traps, first off, traps should be more deadly, secondly, there should be more of them, ranging from a huge log chained to the ceiling to an alarmed door.
So for the skill to be worth it let there be more traps, hell, let there be moments (not a lot) were you can't even continue further in a building until you've disarmed the trap.
You can also create traps of your own, and yes, they are very deadly.

24. Armorer, used for crafting new armors and for reinforcing old ones and generally maintaining armors, this means that Mechanics/Repair does NOT repair armors, it's all decided on this skill. So if you have a low Armorer but high Mechanics/Repair then you'll be crap at repairing armors but great at repairing weapons.
The better armor you have the easier to repair armors it is, and you can also choose to further upgrade your own gear a lot of times and even craft new combat armor from cheap materials to sell for a high price.


Skill cap should be 200. (I'd rather have it at 300 though.)


Note:
Take a locked door, you want to open it:
With Strength you can bash it down, though the sound of the door breaking will make any NPC in the nearest 30 meters come looking for what it was. (Can only be done to wooden doors)
With Lockpick you can pick the door or container with no NPC awareness penalty.
With Explosives you can blow up the door though any container you blow the lock off has the chance of the item becoming destroyed. This will alert any NPC's in 70 meters. (You can only use C4 and Time-Bombs to blow open a lock, C4 is expensive and Time-Bombs are timerequireing to craft.)
With Chemistry you can craft different acids, all with different strengths, some able to chewing through Very Hard and some only being able to handle measly Very Easy locks, this will cause a smell that make any NPC's in 20 meters come looking for the source of the smell. (There is a delay to it.) ((Acids have to be crafted and the better ones are harder to get the materials for.))

Lockpick remains the best solution, Explosives is expensive and can damage the items inside container and draw everyone's attention, Strength cannot be relied on for every kind of door, only wooden ones and Acid is very hard to craft the better acids with, so a lot of time has to be spent hunting for materials.
So while other things can be used to pick locks it still remains as the alpha solution.

Options!

Extra note:
By removing Gambling Pilot, Outdoorsman and Traps it would end up being:

01. Blade
02. Blunt
03. Hand to Hand

04. Guns
05. Chemical Weapons
06. Explosives
07. Energy Weapons

08. Persuasion
09. Deception
10. Barter

11. Chemistry (Primarily crafting but has other uses too.)
12. Mechanics (cosmetic change from Repair (Includes some aspect of Science as well))
13. Electronics
14. Armorer

15. Medicine
16. Survival
17. Hacking

18. Lockpicking
19. Steal
20. Sneak

Pilot, Gambling, Outdoorsman and Traps only works if the game is designed a specific way, so they are less likely to happen.

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Jerry Cox
 
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Post » Wed Dec 07, 2011 7:29 pm

The skills of NV are enough for me. You know BGS is going to have 1 perk every level in the next title, so the perks should be what are used to specialize in different areas of skills. NV got the ball rolling with the different perks for weapon types (even 1,2, tactics did not have perks intended to specialize in a sub-category of a skill) and this can be taken further with the inevitable flood of level-up bonuses.

Other than that I think minor actions that are used to infrequently for skill development should be governed directly by SPECIAL... if BGS does not keep their watered down stat system. It would be nice for SPECIAL to be used for enhancing skills (or penalizing...BGS hates choice and consequence though :( ) and effecting how the character can interact with the environment and to what degree.

I am too lazy to get into specifics, but there is a lot of potential for making a real RPG instead of a TES sandbox adventure game if BGS takes the stat elements seriously.
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Shelby McDonald
 
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Post » Wed Dec 07, 2011 7:02 pm

I sure could use those the things you do not need:::::So, I can Sell/ Trade = Caps/ Upgrades
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Jesus Sanchez
 
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Post » Wed Dec 07, 2011 1:53 pm

I made a rough draft of a list, not much detail and I'm not sure about them.

1. Crafting - makes clothing/armor/other things from materials found in the waste ex. Leather armor is Brahmin skin and more, affects workbench instead of repair and science
2. Energy Weapons - determines Energy Weapon effectiveness
3, Explosives - same
4. Guns - guns with bullets
5. Lockpick - unlocks doors
6. Medicine - same how you can heal yourself
7. Melee Weapons - determines melee weapons
8. Repair - repairs armor and weapons now lets you repair more
9. Electronics - used to fix energy cells at workbenches, and generators and such for bonuses
10. Science - same, affects only minor things with workbenches (might split or or scrap it for hacking as the other parts are pretty useless)
11. Sneak - sneaky sneaky
12. Speech - persaudes others + barter included
13. Deception - allows the player to lie, and blend in with an enemy faction
14. Survival - same with more stuff
15. Unarmed - same
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Sista Sila
 
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Post » Wed Dec 07, 2011 7:50 pm

This isn't really a well thoughtout list, but it'll give a sample of what I'd like to see:

1. Medical (manual doctoring and drugs)
2. Close Combat (melee and HtH)
3. Guns (conventional firearms accuracy)
4. EW (energy based weapon accuracy)
5. Explosives (competency in dabbling with explosive devices, higher chance to detect explosivebased traps in conjuction with PER)
6. Sneak (stay hidden and hush)
7. Steal (pickpocket, ability - chance - to nick an item from a table even when the vendor is watching)
8. Lockpick (open locks, the only way aside from keys)
9. Hacking (break into someones computer and obtain as much info as possible)
10. Science (scientific knowledge and all that comes with it, EW ammocrafting and EW repair)
11. Survival (cooking, tanning, recognition of plants, meat, poisons and their effects, higher chance to detect nonexplosive traps in conjunction with PER)
12. Repair (repair common, non high grade electronic objects)
13. Craftmanship (create armor, weapons and ammo from required materials)
14. Speech (persuade, lie, use logic)
15. Barter (better prices -- selling and buying)
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Dj Matty P
 
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Post » Wed Dec 07, 2011 4:58 pm

For me:
Melee Weapons: Get rid of melee weapons and divide them into two categories, small and big. A knife isn't the same as a sledgehammer, so it really doesn't make sense at all.
Guns: Get rid of guns and divide into two (or even three if possible) categories, small and big, just like the games prior to new vegas, which was the first to have that skill. My reasons are basically the same reason for the melee weapons.
Energy Weapons: Same as guns.

Noooo!!!
Where the need to break up all those skills, effectively making 2 skills for one, what about the Blade of the West or Bumper Sword, are they small weapons or big?
I don't see the point in it, it just means splitting the limited amount of skill points I already have and putting them into broke down categories. With guns/EW I see the point since firing a pistol =/= firing a AMR and an AMR =/= A minigun, but there is no difference when swinging a knife around and swinging a sledgehammer around, anyone can do it and I don't see the point in breaking down the skill. Melee weapons <3

I would like to see Wild Wasteland return with more content, more content that I will get without looking up, more comical, more horror, after all "It's not for the faint of heart".
I don't see any skills worth taking out since everyone uses them at some point, I would like to see Jinxed added back in and random encounter along with the perk Outdoorsman
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Natalie Taylor
 
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Post » Wed Dec 07, 2011 3:15 pm

Scrap that Guns/EW thing and introduce a Pistol/Rifle skill branch instead.
If I can shoot with a Revolver properly, I for sure won't have a problem in aiming with a Laser Pistol, too.
Gun Powder based or powered by a battery, it is aiming and pulling a trigger, not more.
Other than that, I don't have any special wishes, I'm fine with how it is in FNV.
Just avoid splitting up the skills too much, just for the sake of boosting the total number.
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Monika Krzyzak
 
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Post » Wed Dec 07, 2011 3:26 pm

I think they should make guns small guns and big guns again. They just need to stretch the capacity of big guns so it is a bit more popular. Maybe they could base it on the weight of the gun or something, say 8 pounds or higher is a big gun.
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Nikki Lawrence
 
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Post » Wed Dec 07, 2011 8:34 am

Noooo!!!
Where the need to break up all those skills, effectively making 2 skills for one, what about the Blade of the West or Bumper Sword, are they small weapons or big?
I don't see the point in it, it just means splitting the limited amount of skill points I already have and putting them into broke down categories. With guns/EW I see the point since firing a pistol =/= firing a AMR and an AMR =/= A minigun, but there is no difference when swinging a knife around and swinging a sledgehammer around, anyone can do it and I don't see the point in breaking down the skill. Melee weapons <3

I would like to see Wild Wasteland return with more content, more content that I will get without looking up, more comical, more horror, after all "It's not for the faint of heart".
I don't see any skills worth taking out since everyone uses them at some point, I would like to see Jinxed added back in and random encounter along with the perk Outdoorsman
Sledgehammer has larger range and weight distibution than a knife, not to mention it's a blunt object so you're definitely going to be more strength required to use it than a knife. There's also the knife requiring more maintence due to it being a sharp weapon. Sure you might swinging them around, but you are just shooting guns. I just don't like the idea of someone being a jack-of-all-trades in regards to melee weapons just because your skill is high.

Plus, if they did spilt it, there would probably more perks for it sepearately than if they were still merged together.
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Bellismydesi
 
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Post » Wed Dec 07, 2011 9:25 am

Sledgehammer has larger range and weight distibution than a knife, not to mention it's a blunt object so you're definitely going to be more strength required to use it than a knife. There's also the knife requiring more maintence due to it being a sharp weapon. Sure you might swinging them around, but you are just shooting guns. I just don't like the idea of someone being a jack-of-all-trades in regards to melee weapons just because your skill is high.

Plus, if they did spilt it, there would probably more perks for it sepearately than if they were still merged together.

What if.... a sledgehammer and a knife are both governed by the Melee Weapons skill, but they are also govenerd by a primary statistic. Like Strength for the sledge, and Agility for the knife. :P
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BEl J
 
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Post » Wed Dec 07, 2011 8:22 am

They could make work. Or just separate melee weapons into sharp and blunt weapons.
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Steeeph
 
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Post » Wed Dec 07, 2011 3:43 pm

They could make work. Or just separate melee weapons into sharp and blunt weapons.

Well in 3/NV regardless of your skill you always swing things in similar motions, so it isn't like your using some technique, so in terms of wildly swinging them I think they could just use melee weapons.
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phil walsh
 
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Post » Wed Dec 07, 2011 1:44 pm

Sledgehammer has larger range and weight distibution than a knife, not to mention it's a blunt object so you're definitely going to be more strength required to use it than a knife. There's also the knife requiring more maintence due to it being a sharp weapon. Sure you might swinging them around, but you are just shooting guns. I just don't like the idea of someone being a jack-of-all-trades in regards to melee weapons just because your skill is high.

Plus, if they did spilt it, there would probably more perks for it sepearately than if they were still merged together.

There are STR requirements in place for the weapons in New Vegas. A sledgehammer needs STR of 8 for effective use, a Knife need 1, not meeting these requirements doesn't stop you from using it, it just makes it weaker/less useful in the hands of a weakling.
Guns vary a lot more than melee weapons, you have recoil, rate of fire, reloading and maintaining. Alll guns require/have different amounts of each thing mentioned...I can see a reason to seperate them, just not melee.
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Nick Jase Mason
 
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Post » Wed Dec 07, 2011 11:09 pm

I think eighteen would be the best number for the next game. Some multiple of three would be the best (since there's three tagged skills). Too many people here, however, are making either very minor ones by breaking down skills or making too powerful ones by combining others. All of the things they have right now are perfect, we just need to find ways to add more to certain ones to make them as useful as say science or sneak.

I think we should go with the idea of taking mechanics out of Science or possibly making two science groups, "Chemistry" and "Mechanics". Chemistry can go along with chemical weaponry, also. Mechanics could deal with hacking and rewiring or repairing broken machines, as well constructing new ones to fight alongside you possibly.

Who here thinks "crime" should be one? I like the gambling idea but I think it's too useless and should remain with luck since luck svcks enough already. Chemical weaponry sounds good, too. Throwing should probably not return unless the next game has a lot more ninjas. I also think that Intimidation could work or combine Intimidation with Deception, but I honestly like Speech how it is. I guess breaking speech into two categories: "Deception" and "Persuasion" is the best idea since I need one more skill. I think intimidation dialogue options should focus more on other dialogue options, like having a strength of 8 or

Combat Skills - 6

Big Guns
Energy Weapons
Explosives
Melee Weapons
Small Guns
Unarmed

Active Skills - 7

Lockpick
Medicine
Repair - More like smithing from Elder Scrolls, Repair Weapons and Armor, or Reinforce them at Stations
Science
Sneak
Survival - Includes Skinning or other Ways to Get More out of Killing Critters

*NEW*

Crafting - Along with finding new schematics for weapons, you have a list of already known items you can craft, which includes Trapmaking

Passive Skills - 2

Barter
Speech

EDIT: I just used 15 like Wonderwombat said. It allows for the developers to add one more (the other one being survival from NV) and allows for improvements to different skills to make them as useful as speech or science. For example, you can make it so survival can be used to find new resources or have repair reinforce equipment.
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Mylizards Dot com
 
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Post » Wed Dec 07, 2011 5:45 pm

I think 15 skills would be more ideal. It is divisible by 3 like you said lynx is a good idea. Also it adds 2 more skills just a small improvement so they can see how that works instead of scrapping many skills and throwing in new ideas.
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Project
 
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Post » Wed Dec 07, 2011 9:49 pm

Here's a more annoying list I'd prefer:

01 Blade (For stealth kills)
02 Blunt (For toe to toe combat.)
03 Throwing (Grenades, spears, hatchets, knives)
04 Chemical Weapons (Acid, fire, cryo.)
05 Explosives (Includes grenades as well.) (*Grenades do not get a double bonus from both Throwing and Explosives.)
06 Big Guns (Explosives, Energy Weapons and Traditional Firearms all include their variants of big guns as well, this skill just means you can use every Big Gun no matter it's class type.)
07 Traditional Firearms (Guns)
08 Energy Weapons
09 Hand To Hand (For taking down people without killing them, mainly to be used against NPC's in civilized places but can be used in wasteland combat as well, it's just not as good as Blunt is.)
10 Chemistry (For crafting chems, medicine, acids and flamer fuel, also used for repairing and upgrading Chemical Weapons and it's ammo types.)
11 Electronics (For repairing energy weapons, recharging cells, tapping energy sources, cutting the electricity for lamps and alarms and crafting electronic based items.)
12 Hacking
13 Lockpicking
14 Sneak
15 Steal
16 Armorer (For repairing, upgrading and crafting armors.)
17 Mechanics (Cosmetic change from Repair)
18 Poison Making (Strictly for creating poisons for close combat weapons, coating bullets and applying through syringes to people)
19 Cooking (For crafting healing items based on food, food is more abundent, has better effects and it's healing stacks.)
20 Traps (For detecting, disarming and creating traps.)
21 Taming (Decides how successful you are at taming an animal, 100 + perks could earn you a young advlt deathclaw.)
22 Pilot (Decides how well you can pilot vehicles.)
23 Outdoorsman (Determines how well you can find plants, vegetables, fruits and stuff and how less likely animals are to attack you. (The higher the skill the further away you can see food items used for crafting, they get a sort of aura around them when you zoom in on the screen.))
24 Medicine (Deterimines how well you can apply stimpaks and chems, you can also craft medicine to be used agaisnt diseases.)
25 Surgery (Deterimines how successful you are at healing crippled limbs, applying rad-away and sewing up Bleed wounds.)
26 Linguistics (Determines how well you can understand tribals and communicate with them. Also applies to lesser intelligence from mutated animals.)
27 Barter
28 Deception (Determines how well you can lie when confronted, how successful you are at smuggling and how well you can disguise yourself)
29 Persuasion (Basically speech.)
30 Intimidation (Determines how well you can intimidate NPC's in dialogue and how likely humanoid and lesser creatures are to attack you.)
31 Climbing (Determines how well you can climb up cliff walls, buildings, fences and concrete walls. Agility is 1AGI:5Climbing)
32 Athlethics (Determines how fast you can sprint, how likely you are to trip, how much fall damage you receive and how high and far you can jump. 1AGI:7Athlethics)
33 Swimming (Determines how fast you can swim forward and backwards, how fast you can dive down, how long you can hold your breath and how well you are at dodging and attacking underwater. 1END:3Swimming 1AGI:3Swimming)

:D

(I'd actually love to see this is a seriously serious skill list.)

There we go.
And yes I would like to see this kind of skill list.

And before anyone go "Too many!" how about this:
Two game modes, one with this skill list, and one with a cut down skill list.
The cut down version would mak Swimming, Athlethics and Climbing completely Agility and Endurance oriented.
It would make intimidation matter with armor types and weapon equipped, so that a power armor and minigun would earn 100 in Intimidation.
Throwing is merged with Blade and Blunt
Big Guns is scrapped.
Outdoorsman, Poison Making and Cooking is merged back to Survival. (Taming is still it's own skill though.)

I'd love it.
People who want a less complicated skill list and for skills to matter more can pick the cut down version, while I and any others who want to define our characters to the spot can do that with the expanded skill list.

As for the argument "Won't this make some skills far more important than others, overshadowing them?"
Well, yeah, that's the point, not every skill should be as equally viable, some are better than others.
If you want to play the expanded skill list and pick the most viable skills then do so.
I on the other hand want to roleplay with weak characters as well. :D
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Alyce Argabright
 
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Post » Wed Dec 07, 2011 10:04 am

EDIT: Nevermind.
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Sophie Morrell
 
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Post » Wed Dec 07, 2011 11:34 am

Well in 3/NV regardless of your skill you always swing things in similar motions, so it isn't like your using some technique, so in terms of wildly swinging them I think they could just use melee weapons.
Then why even have an unarmed skill in that case? You're basically doing the same thing as you are with melee weapons, the difference being you don't need a weapon.
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natalie mccormick
 
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Post » Wed Dec 07, 2011 12:04 pm

Unless they decide to make unarmed combat more advanced in FO4.

EDIT: Didn't mean to bump my own thread.
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josh evans
 
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Post » Wed Dec 07, 2011 8:20 pm

I decided to look at DnD skills and here some interesting ones for Fallout:

History - Seems logical. A game that takes place in a post-apocalyptic setting with notable landmarks and all. It can also lead to some odd or bad writing, like exactly how certain things the vault hero may know. Probably best left to figuring out things.

Investigating - If quests require more investigating than usual in the next fallout, this may be a good idea. Probably best left to getting information through speech options, however.

Bluff and Diplomacy - Speech is split into two options: Bluff and Diplomacy. Bluff is more about lying and bypassing security and Diplomacy is persuading others to do what you want. Stealth is more sneaking around in Fallout and DnD so Bluff could be a really good idea. Maybe splitting speech isn't such a bad idea. There's also streetwise, which is kind of like the linguistics idea given previously.
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Sammykins
 
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Post » Wed Dec 07, 2011 1:15 pm

They need to take Science out imo, and put something like Wit
its a little thing but Science isnt really about hacking computers, maybe it is but when someone yells SCIENCE! im thinkings preforming experiments and not computer hacking..but thats just imo
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Nicole Kraus
 
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Post » Wed Dec 07, 2011 11:48 pm

I decided to look at DnD skills and here some interesting ones for Fallout:

History - Seems logical. A game that takes place in a post-apocalyptic setting with notable landmarks and all. It can also lead to some odd or bad writing, like exactly how certain things the vault hero may know. Probably best left to figuring out things.

Investigating - If quests require more investigating than usual in the next fallout, this may be a good idea. Probably best left to getting information through speech options, however.

Bluff and Diplomacy - Speech is split into two options: Bluff and Diplomacy. Bluff is more about lying and bypassing security and Diplomacy is persuading others to do what you want. Stealth is more sneaking around in Fallout and DnD so Bluff could be a really good idea. Maybe splitting speech isn't such a bad idea. There's also streetwise, which is kind of like the linguistics idea given previously.

Investigating: Perception

Bluff And Diplomacy: Deception and Persuasion.
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x_JeNnY_x
 
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Post » Wed Dec 07, 2011 7:55 pm

I think science should be turned into Mechanics and Chemistry.

Mechanics takes the hacking and robot knowledge and fuses with the repair skill

Chemistry is scientific knowledge and incorporates a new skill to craft items similar to alchemy in Skyrim

Crafting is a new skill that works pretty well with mechanics and survival where you craft items at a crafting table, such as weapons from weapon schematics, or traps, as well reinforcing existing armor and weapons
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Hayley Bristow
 
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Post » Wed Dec 07, 2011 1:30 pm

They need to take Science out imo, and put something like Wit
its a little thing but Science isnt really about hacking computers, maybe it is but when someone yells SCIENCE! im thinkings preforming experiments and not computer hacking..but thats just imo

Wit would be covered by speech, it is an inteligence-based speech skill. It has nothing to do with hacking computers.

________

I'd like unarmed to remain a skill, as it's a lot more skill based than swinging a weapon, as your inherent damage causing ability is far lower without skill when you're only using your fists. I would however like some better learnable moves. The Legion superman punch, the Scribe counter and the Khan trick were pretty cool, but the Ranger takedown was pretty damn far-fetched; a takedown move would be good, but it needs to be grappling-based - such as a standing footsweep or double-leg, which should be relatively easy to represent in the first person view. Spinning movements such as the ranger takedown were clearly not, and would give people motion sickness if they didn't make the first and third person movements completely different.
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Amie Mccubbing
 
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