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Toxification

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Everything posted by Toxification

  1. I think it's the result of terrible design on bethesda's part. I know you could sort of brute force it by checking all the available conditions that effect the weapon damage, then controlling the multiplier based upon that. That's the only way I can personally think of making it possible through fo4 edit. But I'm not very good at this. You could probably script it into the game somehow.
  2. I'd love this mod, considering that at the moment I consistently resort to dropping items from my inventory onto the ground in a giant circle around me then scrapping them from there.
  3. One of the things I've thought about would be to give the player 2 perk points every level, where you can spend one on wasteland survival stuff, and the other you are forced to spend on combat. I personally find that this would require to separate and distinct perk trees. However this creating a separate perk tree seems quite inevitable at the moment, so maybe it's not such a bad thing. Although the current perk system would have to be expanded to introduce explicit survival attributes to all the different attribute lines.
  4. Nice drawing, and I like the idea. Though this is probably better posted over at the "Mod Requests" section of the forum, if you haven't already posted there.
  5. The problem with two shot, is it's literally double damage at the expense of accuracy. It's blatantly far too strong, the weapon you put it on is irrelevant. I understand the impact of what decreased accuracy does on the weapon, I personally never use V.A.T.S. It's not like the accuracy is halved, it's like a 10% decrease in accuracy at the expense of double damage, I can't think of a weapon where this wouldn't be fantastic. But I do have to agree with you about matching the mod to the weapon class.
  6. Yeah his numbers need work in some places. Having said that, that gives two shot a 20% damage increase, at the cost of a little accuracy. Not necessarily a bad thing, it's arguably still more powerful than a lot of the other legendary weapon mods he's suggested. It's a similar thing with his never ending suggestion, for me personally, that would make the mod utterly useless on almost all of my weapons, but numbers are always tweak able, it's the concepts and providing interesting idea's around legendary mods that's important, numbers are easy to work with.
  7. I too strongly dislike the current legendary weapon setup. I like most of your suggestions, I'd argue numbers could be tweaked for some of them, but hey it's a good start. Ideas -increases in damage the farther you are away from a target, but receives a damage penalty for being closer to the target. Say 20% damage bonus at max range and 10% damage penalty at close range. -Provide knock back based on the weapons attack speed. Lower speed means greater chance of a knock back. There's a ton of idea's that are feasible for legendary weapons, it's just that implementing them isn't necessarily simple without the creation kit. Especially from the perspective of balance. For instance the bleed effect is far more potent on certain weapons than others, unless you take certain variables into account and that kind of requires math.
  8. When you say perk icon, do you mean the little animations in the perk menu? Because I don't have a clue how to change those. Perk names are changeable using FO4Edit right now, though I haven't tested whether or not it will show up in the Perk Selection menu, though I assume it will. If you don't know how to use FO4Edit to create a mod, this video should pretty much clear that up. The only thing to do after that would be to edit the FULL - NAME category, and that should change the name of the perk. I'm new to this though so take this with a grain of salt.
  9. I completely agree with everything you wrote regarding perk leveling and distribution. How I'd personally implement it would look something along the lines of: 1) Your number of points in a given SPECIAL attribute is determined by the base amount of points assigned to the SPECIAL perk in question, multiplied by your level. So let's say that I have 5 base points in strength and I'm level 10, the number of special points in Strength would be 10 x 5 = 50. Obviously all of the pre-existing numbers would need to be revamped, but hey. I'd also like to see a base offset of maybe 20 or 30 so that you don't get 10 times more powerful on the road from level 1 to 10. You would be able to have 0 base points in any given attribute. Reasoning: In my head this encourages - Role Playing, as you can't modify your character's base attributes heavily throughout the game, you start as a stupid savant, you can't end the game as a genius. It increases the benefits you receive from leveling up, but the scaling isn't mental and can be easily modified. This also integrates nicely into the system I've devised for acquiring perks, which I'm about to get into. 2) Your ability acquire any given perk is based on the number of SPECIAL points you have in that specific attribute. So gunslinger level 1 may be available at 30 points in perception, while level 2 may be available at 50 points in perception. Reasoning: For starters, Role Playing is encouraged, and hopefully in game immersion is increased. Why does it make sense that someone who was a technical genius before the war needs to be explicitly level 25 before he can build certain weapon modifications, while someone with the minimum amount of intelligence can do so at level 25 as well? It doesn't. At the same time the person would need to spend a decent amount of time in the wasteland before they learned about much of the surrounding technology - hence higher level perks. Additionally it encourages balance in the mindset that I think you had, where just getting one SPECIAL level completely unlocks a line of perks, as you can put an upper limit of 120 on a perk line, which makes it blatantly impossible to reach without at least 2 base points in whatever that attribute is. It's powerful but still quite simple. 3) You had something in mind with respect to diminishing returns, I agree with this, Though how I'd personally go about implementing it would be something along the lines of decreasing the number of perks that became available at higher levels, along with decreasing the benefits from higher stats, for instance taking your perception from 500 to 1000 might only increase your accuracy by 10% and unlock 1 or 2 perks, while increasing it from 250 to 500 might increase accuracy by 15-20% and unlock 3 or 4 perks. This might encourage increasing the base SPECIAL cap to something like 20 or 30. I'll give a concrete example, let's assume there is a base offset of 25 to your level multiplier - we'll call it that. I'll do a quick spec of 3 perception perks. Pickpocket Current (Per >= 1): Rank 1 - No level requirement Rank 2 - Level 6 Rank 3 - Level 17 Rank 4 - Level 30 Pickpocket Revised: Rank 1 - Requires 15 perception points Rank 2 - Requires 60 perception points Rank 3 - Requires 110 perception points Rank 4 - Requires 180 perception points Rifleman Current (Per >= 2): Rank 1 - No level requirement Rank 2 - Level 9 Rank 3 - level 18 Rank 4 - level 31 Rank 5 - level 46 Rifleman Revised: Rank 1 - Requires 30 perception Rank 2 - Requires 100 perception Rank 3 - Requires 160 perception Rank 4 - Requires 220 perception Rank 5 - Requires 270 perception Awareness Current (Per >= 3): Rank 1 = No level requirement Awareness Revised: Rank 1 - Requires 55 perception. So if I have 3 perception, At level 1, I will have access to pickpocket, as 3 x (1 + 15) = 48. At level 5 I will have access to level 2 of pickpocket as 3 x ( 5 + 15) = 60. however I then must reach level 22 before I gain access to pickpocket level 3, and I must be level 45 to reach pickpocket level 4. On the other hand if I only have a single base point in perception, life gets a lot harder. Level 1 becomes available at level 1, but level 2 becomes available at level 45, rank 3 is basically unfeasible, requiring level 95. Finally if I have 10 perception at the start of the game, I immediately have access to pickpocket levels 1, 2 and 3 as 10 x (15 + 1) = 160, which doesn't seem unreasonable in my mind, as, if your perception is 10, it makes sense that you'd be an amazing pickpocket. From a balance perspective this works out fine, as you aren't going to be able to do much of anything with my other perk lines, as they're all going to be relatively weak. Though tweaks to the current perks are in order as they're kinda awful. SPECIAL Revised Conceptually, and based off most of the mechanics in the game, the mechanics are there for all of the different special attributes, which actually frustrates me far too much. Strength 1) Less recoil from weapons with higher strength. I'd personally vote for the amount of recoil you receive from weapons to be divided by (strength + 2 * level), meaning if you have 6 strength, you receive half the recoil that someone with 2 strength receives. This implements a soft cap on weapons with respect to strength and level, if the recoil is too high, using the weapon is simply going to be unfeasible. You could even implement a mechanic, in which, if the recoil is too high, the weapon blatantly flies out of your hands. 2) The higher your strength, the more damage your melee weapons do. 3) Your carry weight would be based on your base strength, I'm considering logarithmic formulas for this so that it increases with level, the current model is 150*ln(strength/50 + e), which gives a starting carry weight of 166 at level 1 for people with 1 strength, and puts them at 207 carry weight at level 50, whereas 10 strength has a starting carry weight of 266 at level 1 and 413 at level 50. Perception 1) Increased perception increases accuracy with all weapons, period. I like the formula for carry weight, so I'm going to steal it for perception, with your accuracy being multiplied by ln(per/50 + e) 2) The difficulty of picking locks and stealing decreases with increased perception, not significantly, mind you. Endurance 1) Increases the time you can go between eating, proportional to (5 + base endurance), but consequently increases the amount you need to eat to feel full. This basically means you don't need to carry so much food and can eat when you get back to town. Would also increase the amount of time you need to go between sleeping and how long the rewards from sleeping would last, but you'd need to sleep longer to refill your "sleep" meter. 2) Increases your max health based on your base endurance, uses the same pre-existing formula. 3) Increases your total AP. Charisma I've honestly got no ideas. I'm not happy with the rewards from this perk tree line, but I don't know how to improve upon it. Intelligence 1) Increases your available sensory points - more on this later. 2) Increases the amount of experience you receive. Not a huge fan but whatever. 3) Increases your capacity to hack terminals similar to lock pick mechanics. Agility 1) Increases your sprint speed. Unsure how much from a balance perspective. 2) Increases how well you can sneak, probably use the same logarithmic formula as before 3) Increases how quickly you can reload and the speed of melee attacks Luck 1) Increases your critical chance by your base luck, so 10 luck yields a 10% increased crit chance Mechanics Changes I'll preface this by saying that I hate the current state of V.A.T.S, it isn't super useful, unless you're an absolutely horrible shot. It's far to range dependent, but at the same time doesn't take into account how difficult it is to hit the target in question. For instance any of the insects in the game are quite difficult to hit and I miss 4 out of 5 shots, V.A.T.S will hit every single one. On the other hand, if I'm doing some long ranged hunting, V.A.T.S will have an accuracy of 5% while the shots are pretty much guaranteed on my end. So I'd like to introduce a mechanic, it would ideally be toggleable, much like sneaking and holding your breath in scopes. This would be a sensory mode in which you gather information, the usefulness of this mechanic would vary heavily based on perks in your perception tree. With select perception perks you'd be able to do things like see enemy positions based off of sound, possibly even infrared, tripwires and traps would glow, get night vision, view enemy weaknesses, see select loot. I know this is well within the capacity of the engine, as there were shouts in skyrim that could do something very similar. The amount of time you could spend in this mode would depend on your intelligence, as staying in the mode too long provides sensory overload and is mentally exhausting. You could integrate a perk that would slow time into the sensory mode. Perks Design mentality - perks should augment the character in general, as well as make sense given the trait line that they are in. Why would increased agility make my pistols do more damage? I have no idea. I also strongly dislike blatant damage increases to weapon types. It blatantly imbalances the game and makes any weapon that doesn't have a damage buff significantly less viable in comparison to the buffed weapon. To emphasize this point, I will point out what I have observed in my game playthrough thusfar. I personally enjoy playing a long distance character that relies on stealth to kill things. So obviously I chose to use rifles. At this point I have 4 points in Rifleman, which increases my rifle damage by 80% and gives my rifle 25% armor penetration and a chance to cripple limbs. There is almost no reason to use shotguns, pistols or automatic weapons, as my non-automatic rifles blatantly do more damage per second and far range and are generally more viable against different enemies. The only reason I ever use my 10mm pistol is due to the fact that I have this enormous surplus of 10mm ammo and .308 ammo is expensive as hell. I'd like players to not feel pigeon holed into using a specific weapon, and instead receive general buffs that lend themselves towards specific playstyles, and have the different weapons lend themselves to those different playstyles. Perception The perks in perception should reward precision, along with helping to provide data about the environment to the player in any way possible. Locksmith: No change from current Use Your Eyes: Rank 1 - In sensory mode, dead bodies and loot glow Rank 2 - In sensory mode, tripwires and traps glow Mutant Senses: Rank 1-4 - Moving enemies are detectable in sensory mode when they are moving, allows you to essentially see enemies through walls, radius increases with levels Rank 5 - Your eyes have mutated to the point where you can detect infrared light in sensory mode and you can see enemies any enemies with a heat signature Headhunter: Increases damage done on headshots by 15..30..45%. 3 Ranks Concentrated Fire: Repeated assaults on the same body part yield wear down your target, causing different effects based on the body part. Repeated head shots yield stunning effects, repeated body shots yield decreased armor, limb shots provide a significantly greater chance of crippling the target. Awareness: Sensory mode will highlight the targets limb to which you will do the most damage with your current weapon. This is likely very difficult to implement, the current V.A.T.S version may be better. Agility Perks The perks in the agility trait line revolve around dexterity, and being able to move quickly and quietly, in one way or another. Speed is the crucial variable here. One of the mechanics that I'd like implemented would be that enemies have a harder time hitting a moving target, I'm not sure to what degree this currently exists, but as it stands, I don't think it's that prominent, this mechanic is actually quite important for a few of the agility perks. Gunslinger - Decreases how long it takes to reload, and allows you to sprint at 20 - 40 - 60 - 80 -100% speed while reloading. Chameleon - Increases recoil recovery significantly while standing still, makes you harder to detect while standing still and not shooting Moving Target - Increases movement speed while aiming, based on the weight of the weapon and your strength. For instance, aiming with a pistol should not hinder your movement speed if you have max ranks in this perk. Whereas it will only increase your movement speed while using the minigun a decent amount. Although if you have max strength and very high agility, I'd like the ability to allow you to move quite quickly with most heavy weapons. It also allows you to move unhindered while swinging melee weapons - again based on your strength and number of perks. Sneak - No changes, ability will probably need to get nerfed at least a little. Overdrive - While in sensory mode, time is slowed by 15 - 30 - 50% Sharpshooter - Increases recoil recovery time Mister Sandman - Can kill sleeping targets instantly, sneak damage increased to 1.8, 2.1, 2.4 x weapon damage, every consecutive sneak attack on a single target extends the sneak attack window based off of the amount of noise generated by the weapon. Unknown, Unknown, Unknown - No clue about these last 3 perks.
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