This topic gave me an idea. Now I've missed the discussions here for a while and I don't know if this was really suggested or not, but what do you guys think of expandable skill, perks whatever?
I'm guessing it could be done with the doctor/first aid skills for one, e.g. you can have FA for starters and after a point/level/exp you could also choose to learn doctor for higher efficiency or whatever else of value.
Do you guys think it could work/should be done?
expandable skill and perks?
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- requiem_for_a_starfury
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You mean for example keep the skills seperate, and not be able to add points to Doctor until you've completed first aid training? I'd prefer one medical skill, with diferent rankings, start off 0-50% = First-aider, 51-100% = Paramedic, 101-200% = Doctor and 201% upwards = Surgeon. When you've reached a new rank of the skill, you'd get different perks available.Flamescreen wrote:This topic gave me an idea. Now I've missed the discussions here for a while and I don't know if this was really suggested or not, but what do you guys think of expandable skill, perks whatever?
I'm guessing it could be done with the doctor/first aid skills for one, e.g. you can have FA for starters and after a point/level/exp you could also choose to learn doctor for higher efficiency or whatever else of value.
Do you guys think it could work/should be done?
It might work better for the combat skills. Hmm instead of the three guns skills, you could have basic, advanced and expert ratings, with different guns (the more complex pre-war weaponry) having set skill requirements including needing special traits. If you found someone to train you with energy weapons you'd get that as a special trait and could start using the energy weapons properly.
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Twisted by knaves to make a trap for fools,
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Up to a point this is my suggestion. You went a step further with it, but that's not always a bad think. if we can get some more feedback at it, might prove valuable.requiem_for_a_starfury wrote:You mean for example keep the skills seperate, and not be able to add points to Doctor until you've completed first aid training? I'd prefer one medical skill, with diferent rankings, start off 0-50% = First-aider, 51-100% = Paramedic, 101-200% = Doctor and 201% upwards = Surgeon. When you've reached a new rank of the skill, you'd get different perks available.
It might work better for the combat skills. Hmm instead of the three guns skills, you could have basic, advanced and expert ratings, with different guns (the more complex pre-war weaponry) having set skill requirements including needing special traits. If you found someone to train you with energy weapons you'd get that as a special trait and could start using the energy weapons properly.
Dan i don't mind the splitting at all, then again it wasn't my topic, oops! :)
I did actually, yes some ideas there are in fact quite interesting. hope they will finish the job, because most projects weren't even half done last I checked.Rama Stryfe wrote:I say add some more perks. The Fallout Pen N'Paper games have some interesting perks and expanded skills. Though I'd say more traits and perks and modfiy skill slightly.
If any of you read the Enclave Source Book and BOS source books for Pen and paper games, they are pretty interesting.
that would be cool at the same time as it was sucking.
unless there was for instence:
first aid- school nurse; doctor's assistent; paramedic; trauma crew or whatnot, just for first aid, and doctor had its own things,
like- small town doctor; clinic doctor; etc... surgeon.
that way you wouldnt be forced to add skill points just so you could use a doctor's bag, or that the first aid kit would loose its perpose. same with guns, it should stay in thier own 3 skills, but have their own names and such.
i like the name thing, and how it increases. but i doubt that you were even talking about skills loosing perpose after you pass a lower level.
unless there was for instence:
first aid- school nurse; doctor's assistent; paramedic; trauma crew or whatnot, just for first aid, and doctor had its own things,
like- small town doctor; clinic doctor; etc... surgeon.
that way you wouldnt be forced to add skill points just so you could use a doctor's bag, or that the first aid kit would loose its perpose. same with guns, it should stay in thier own 3 skills, but have their own names and such.
i like the name thing, and how it increases. but i doubt that you were even talking about skills loosing perpose after you pass a lower level.
- requiem_for_a_starfury
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I don't see the first aid kit losing it's purpose, limited availability would make both equally valuable. You'd also be able to still use the doctor's bag at low levels, but you shouldn't be able to repair broken limbs, eye damage etc until you had increased your skills.Strapon2 wrote:that would be cool at the same time as it was sucking.
unless there was for instence:
first aid- school nurse; doctor's assistent; paramedic; trauma crew or whatnot, just for first aid, and doctor had its own things,
like- small town doctor; clinic doctor; etc... surgeon.
that way you wouldnt be forced to add skill points just so you could use a doctor's bag, or that the first aid kit would loose its perpose. same with guns, it should stay in thier own 3 skills, but have their own names and such.
i like the name thing, and how it increases. but i doubt that you were even talking about skills loosing perpose after you pass a lower level.
I still think that the firearms skills should be revamped, at the moment we've got 5 combat related skills. To have one firearms skill, with special traits and perks, to allow the use of the more complex pre-war weaponry, with energy weapons needing a reasonable science skill would bring new life to character development.
Also a change to the steal skill, so that when you try to search a container with someone in the room who objects you get a chance to steal from the container, as well as from the person.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,