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Posted: Mon Sep 02, 2002 3:53 pm
by Saint_Proverbius
How the perk worked:

Occationally, a person would show up on the battlefield to help you out. He was generally fairly decent at fighting, except later on.

How this would work as a trait:

Occationally, a person would show up on the battlefield and either help you out, or be against you.

Posted: Mon Sep 02, 2002 7:54 pm
by Som Guy
yeah i never got that perk until ncr so it was never useful except that i could kill the guy for some ammo. :twisted:

Posted: Tue Sep 03, 2002 2:56 am
by Meths
Dan wrote:
Meths wrote:Yeah i'll just create a new topic not messing this one :oops:

I think the disscusion should continue here, because this is where it was started.
Too late hehe :lol:

Mysterious stranger would be useful, if he was gaining experience with you, and accasionally updating his weapon and armor. It can be converted easly into a trait, but then what would happen with the MS perk? Would it be possible to have 2 good MSs or 2 bad MSs at the same time? Or could they fight each other?

Posted: Tue Sep 03, 2002 10:15 pm
by Dan
I like the idea of a MS trait, it can be altered to be more interesting. (Maybe the trait will mean you make people react and because of that they attack or defend you).

I never liked the mysterious stranger perk, it was just out of place.

Posted: Thu Sep 05, 2002 12:00 am
by VasikkA
Now that would be an interesting trait. I'd rather have MS trait than some traits in Fallout and Fallout 2 which are either useless, harmful or don't give you any real advantage.
If it would be a perk, then it should be possible to take 2 or 3 levels of that perk, giving you more powerful 'mysterious strangers'.

Posted: Thu Sep 05, 2002 12:29 am
by Meths
If it would be a perk, then it should be possible to take 2 or 3 levels of that perk, giving you more powerful 'mysterious strangers'.
Interesting. The more levels of this perk are taken, tho more often MSs should also appear. All of it can be also explained - you have some fans tracing you 8) .

Posted: Thu Sep 05, 2002 12:32 am
by VasikkA
Errm, not sure if that's an explanation. They'd have pencils and paper and asking for autographs instead of fighting with you. :)

Posted: Thu Sep 05, 2002 12:37 am
by Meths
So maybe some people that admire you and want to join, but too shy to jusk ask you :oops: . They would be EXACLY the "Misterious strangers".

Posted: Thu Sep 05, 2002 1:05 am
by VasikkA
What about missterious strangers, the ones you could meet in a bar and have fun with? :P

Seriously, a deathclaw that would fight for you in a random encounter and then turn against you would be interesting and spice up the battle. The mysterious stranger perk should be dependant on your luck, maybe a minimum luck of 6, also I'd like to see more 'strange' perks. Way of the Fruit -perk in FOT, for example. :roll:

Posted: Thu Sep 05, 2002 6:47 am
by Strap
returning to the base of this post, i think that having an assassin chase you should only be availible on higher dificulty settings, or possibly after you have beaten the game once, as and added bonus of challengingness.
or you could just be able to select it, or it would come if you biult a stealboy PC or combat or whatnot

Posted: Thu Sep 05, 2002 7:25 pm
by VasikkA
You mean bounty hunters? They should be after you regardless the difficulty, depending on your karma of course. Sneaky, hiding in shadows kinda assassins sent by the main enemy or foe would be interesting and add a feeling of conspiracy, but dunno, that sounds too baldur's gatey. Bounty hunters/hired killers are OK though.

Posted: Tue Oct 22, 2002 2:45 am
by Blacken
Here's an idea for a chase. It's a new trait. You get a free +1 to all your stats in return for having him after you. :D

Posted: Tue Oct 22, 2002 4:15 am
by Megatron
Kind of like a bounty-hunter. But as well as following you in the wasteland, he pops up in various towns through-out the game.

A bit like seeing those videos of frank horrigan...except you're there.

Posted: Tue Oct 22, 2002 7:58 am
by Strap
that would be cool. and it would be able to blend with the story rather well, also, it would help blend all the towns together, unlike in FO1 how not many people mentioned adytum-- this way it would show how not only caravans travel from place to place

Posted: Tue Oct 22, 2002 5:40 pm
by VasikkA
Nah, +1 to all your stats would be too powerful for a perk, even for a trait(Gifted was way too powerful).
Fallout 3 should have bounty hunters if you have low karma and perhaps you'd have to avoid 'law officers' when visiting towns. That rules out solving quests for sheriffs etc. in good towns. I also like the idea of rivaling factions sending hired killers after you, depending you're in one.

Posted: Sun Nov 10, 2002 4:38 am
by Megatron
I was reading the fob (#9) and in fo2 a guy WAS meant to chase you around the wastes and fight you at various places.

It looked pretty darn dope, if ya know what I mean.

KAAAAGAAAAAAAAAAAAAAAA!

Posted: Sun Nov 10, 2002 7:12 pm
by VasikkA
Yeah, some silly tribal Chosen One-wannabe that flees when you try to kill him.

Good thing it was removed.

Posted: Sun Nov 10, 2002 10:27 pm
by Meths
VasikkA wrote:Nah, +1 to all your stats would be too powerful for a perk, even for a trait(Gifted was way too powerful).
Sure, "gifted" trait should be removed - it's way too easy to create your character if you have +7 char points. It's not an RPG if you can everything. Your char must have his/her good and bad sides.

"the chased" wouldn't be any trade off since it'd be more fun and chance to get some extra exps and ammo.
Fallout 3 should have bounty hunters if you have low karma and perhaps you'd have to avoid 'law officers' when visiting towns. That rules out solving quests for sheriffs etc. in good towns. I also like the idea of rivaling factions sending hired killers after you, depending you're in one.
Kinda like Morton brothers - that's how i see it.

Posted: Sun Nov 10, 2002 10:34 pm
by Som Guy
All my charaters would have been terrible without gifted perk. Main problem with gifted perk was you could spend those extra points on int thus negating most of the loss.

Posted: Tue Nov 12, 2002 9:37 pm
by VasikkA
Well, there's nothing wrong with Gifted perk, except it was terribly unbalanced. Using it felt almost like exploiting a bug. Maybe 4-5 additional attribute points would've been OK or perhaps tougher penalties.