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Attributes and Perks make no damn sense.


ZanderCaster

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I know that you can't currently change perks without modding the .db in CET , likely due to checksum hash protections build into the exe. BUT....

Can we all agree that the perk trees are kind of broken... There is also a clear disconnect between attribute requirements and Cyberware install requirements (to say nothing of limitations based on street credit... as if capitalists would ever let that get in the way, hell what good is a black-market with anonymous transactions if people need to know who you, word on the street, to deal with you first?). Against all Q.O.L, I tend to have one too few attribute points or one too many, depending on what that attribute might or might not unlock in the perk tree within said attribute stat compared to what an implant/chrome might require.

 

A couple value changes is all I think it needs, 1-5 common 6-10 rare 11-15 epic 16-20 legendary.... thats it for cyberware and set each of the perk tree tiers at intervals of 3-5... 6-10... 11-15... 16-20... etc that way perk unlocks become available in congruence with cyberware implants... that way builds can be more sync.

 

Next comes the perk bonus themselves, which I know probably can't be changed much other then values and availability. but lets look at assault for a min, perks mostly seem to require cover, or offer a pittance of a boost. The inference here is that the devs meant for riflemen to snipe from a vantage and never move from cover. Good luck in melee combat :P, and why are shotguns and smgs put together in the perk tree of body? I get that their both "pray and spray" weapons but blades should be in body (melee) and annihilation should be in reflex. Its things like that.. oh and one last thing, why is "crafting" and "engineering" not the same thing (other then to create a perk point sink). Tech should have Devices (where you perk breach daemons for cameras/turrets/bots/mechs/adam smasher) and Assembly (where you perk/unlock craftable weapons/armor/nades/consumables/etc)... Intel would then become Hacking (opening doors/access points/computers/stealing cars) and Cyberwarfare (Quick hacking with perk tiers going toward covert/control or combat/offense) as for leveling these subskills, usage and perk count should matter, so if you never perk something, even if the host attribute is 20 you shouldn't get above say halfway, so 10 ish. (no idea how to pull off that limitation, but could keep the greedy more honest with gameplay)

 

There's more but that's a start.

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