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Foraging and Scavenging Perks


Huglarh

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There is one thing I found odd when it comes to foraging for resources is that some nodes should be able to provide more than what you get when interacting with a source node.

Let's talk about something related to that - the Jalapeno plant; you can only forage for one jalapeno per 'node', when the model for it makes it look like it has... 3-5 good looking jalapeno's on it. You'd think you get more than one, but either that is some oversight and you weren't suppose to think on it too much, or intentional, but you're not suppose to think too hard on that one. There are plenty of other Jalapeno's on that bush that could make for some great Gecko Kebabs - but no, only one is plucked from the bushel.

Another good example is, in regards to robots, is that you will only get a metal scrap or a metal scrap and some other resources, depending on the perks you have VIA vanilla and/or provided by mods. You'd also think you'd be able to take that sucker apart and get a lot more than a few pieces, albeit I reckon it makes sense if you engaged it in combat ruined some of the components - but if you hadn't and disabled it by any other means, I'd figure you'd have an entire cow intact to work with...

What's more is how you come across open barrels that tumble around when you collide with them, shopping carts, shelves, abandoned and overly rusted cars that barely budge when you shove them but can be sent careening with the right placement of several C4's, etc; you'd think those would be an optimal source of scrapping into other parts you want? (I think there was a mod for that, but I can't find it anymore - but I'd like for this mod proposal to have some function of that nature).

So it got me thinking -- suppose if anyone is up for it, could they create a mod for those who love to forage and scavenge for stuff in their spare time and make exceptional use of what the Mojave has to offer?

I propose the idea as a couple perks (albeit, it can be expanded upon):

 

For each point invested into these perks, the player is guaranteed one extra "finding", and as points are put into the perk, players can find one more per point, and at some point - whatever cap there is, they receive an added bonus for a chance for an extra of a given resource when interacting with a node.

(I.E. - One investment into the "Botanist" perk (placeholder name as of right now) guarantees +1 extra resource for that respective node. Another investment now makes it so you get +2 extra; accruing 3 of that resource, and the last investment either increases the maximum to +3, or leaves it at +2 extra; with the added bonus of 10%-50% chance for one more.)

The perks will apply this principle for organic and inorganic gathering sources, albeit the way players interact with them will be different. With plant life, it's a matter of simply going up to them and harvesting. However, with metals and other junk, players can crouch and interact with robots and anything/most things metal, letting players disassemble and scrap them into other useful parts.

Perhaps this can also expand when hunting for creatures for their meats and hides, and anything else depending on what the developer might find interesting.

I have no coding skill, nor the patience or time to learn how to develop a mod, so I'm hoping someone could take up this suggestion.

Let me know your thoughts!

Edited by Huglarh
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