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Perk ideas


Burbinator

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Obviously the default perks are kind of terrible. Many of them simply aren't balanced, being crappy or awesome, but that's already an issue that's been addressed with many of the perk mods. However, I thought that while UPP is quite good, there is still a lack of high quality perks. I give props to dree for making such a huge amount, but I really don't like perks that are super specific for say, only one type of weapon. So I've thought a few of my own. If I may say so, they're fairly creative. However, I realize that these are all probably a female dog to code, and some simply won't be possible. But since I don't have the actual knowledge myself, I figured I'd put out a bunch on the offchance any are possible after all. Even if all of these are impossible, if the concepts interest you and you want to make perks, talk to me! I have plenty more ideas and would love to give suggestions, even if I can't actually participate in scripting myself (because I'm a noob).

 

Pack Rat: All items with weight of 1 or less weigh nothing

OR

All items have weight reduced by .5 (meaning more items with low weight = more benefit)

Possible cap of 30-50 weight reduction, to balance it.

 

Quick fingers (alright, I can't really think of a name): reloading and switching weapons are twice as fast (animations will probably be messed but I don't really think that's a big deal).

 

Gun Nut (changed): % of condition repaired is improved by 50% (as in 14% -> 21%, not 64%). I know people have modified it before, but pure skill points seems bland as heck to me, no matter the amount, plus it's super easy to get skill points. Neither does a straight damage increase feel right to me.

 

Quick study: You're excellent in taking in huge amounts of information quickly, but your knowledge doesn't last you long. Every 30 seconds fighting a certain enemy type , your damage to/DR from that enemy increases by 7.5%. Bonuses deteriorate (or reset) while not in engaged in combat. Definition of engaged: proximity + hostile(?) so no sneaking for an hour before getting into a fight, for instance, they have to be aware of you and also close enough that they pose a danger, to constitute "fighting".

 

Size Matters: For every pound your gun weighs, it deals 1.5% more damage. Another boring skill perk, even if the default +15 points might be useful in game. This accomplishes somewhat the same benefit while being unique and not interfering with skills.

 

Warmonger: You naturally spread conflict and discord wherever you go. Enemies hostile and currently fighting you have a 10% chance every five seconds to become hostile to all other enemies as well.

 

Multitasker: You're excellent at switching your focus quickly and smoothly. POSSIBILITIES:

Whenever you switch from melee to ranged or vice versa, your damage is increased by 20% for 5 seconds.

Whenever you switch weapons, your damage is increased by 20% for five seconds, cooldown of 15 seconds (i.e. won't work again until 15 seconds have passed)

Whenever you switch weapons, your damage is increased by 10% for five seconds. No cooldown for constant switching between weaponry for maximum bonus (would actually be kinda cool I think).

 

Poison mastery: You are a master of turning all kinds of chemicals into poisons, and excel at applying them too.

Uses up a chem to add a poison effect to next attack. Generally is simply the side effect of the chem, without the initial positive bonus.

BUFFOUT: loss of str/end

JET: loss of agi/speed (since enemies don't have ap...)

MENTATS: loss of perception/further lowered skills (since int doesn't matter to npcs)

MED-X: DR loss

RAD-X: radiation sickness: mild loss of all end/agi/end BUT this is stackable to represent increased radiation.

PSYCHO: less damage, I guess.

STIMPACK: twist the medicine to cause heart damage, +50% chance of critical if hitting the torso, additional damage based on medicine skill NOT multiplied by critical (to balance things)

Probably want to make this melee only, to add to the theme and balance. Won't make sense and be harder with guns anyway (I have to say though, dart guns would be sick with this).

A nice side bonus would be scaling effects with medicine ranks, something along the lines of small increases at 50/75/100.

 

Acidic blood: radiation has mutated your blood, making it harfmul to all living or even robotic beings. When damaged, your blood sprays around you. Range of blood spray depends on how much damage was dealt -> if you're (un)lucky enough to get criticalled, you can easily hit even medium distance enemies in a gun fight.

POSSIBILITIES:

Pure damage (eh, boring, but easiest to code I imagine)

Damage + high chance of stunning for 3 seconds. (acid in the eyes, anyone?) Very useful, because this would probably come into play in melee fights where getting surrounded is dangerous and you need to get away. Or if you're a melee fighter, it'd help tanking immeasurably.

Other poisonous effect?

 

Spartan: No, not that kind of spartan. You live a very harsh life and care little about the finer things in life, choosing to instead focus on more immediately practical matters. +10% DR, +15% damage with all weapons. Barter -20. Chance of finding caps and other valuable trinkets reduced DRAMATICALLY. I'm thinking this is a high level perk, where you already have lots of money. I'm always hearing complaints about how people have too much money at the end anyway.

 

Magnetic field: some strange mutation has made your magnetic field exceptionally strong, for a human. Small objects like bullets have a chance of being flung back at their shooters. (it'd make sense for it to affect YOU as well, but that'd suck. So no.)

 

No weaknesses (okay, this isn't actually a remake, I just thought the original is totally uselesss and I like the name): enemies have 25% less chance to critical on you and their criticals deal 50% less damage. Very useful in high damage mods, I imagine.

 

Better criticals (variation!): Every time you score a critical hit, you have % chance equal to your critical %x2 chance to add more critical damage. If the chance succeeds, you have another % chance equal to your critical chance x2 to further add critical damage. Caps at 3x crit damage.

I actually like better criticals as is, but it could be reworked to be more interesting. Or you could use both, since the method is slightly different. I made it x2 critical chance because, from what I remember about game mechanics, most players will only have 10% from luck and 5% from finesse. I guess vats kind of makes it unfair, but I don't use vats (personally). Perhaps it should only be equal to critical chance alone while using in vats?

 

Thief: You're so good at stealing thing that even while in plain view, your actions go unnoticed until people around you get specifically suspicious. Effectively, you can perform one steal action (pickpocket, grab item, use terminal(?)) even while [DETECTED] without any bad effects besides karma drop. I am thinking of only letting this be used once every minute, to make it constantly useful but not overpowering unless you want to spend forever looting a place. Note that an unsuccessful pickpocket will still use up your sneak action. Just thinking about scripting this would be tricky, though.

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Drunken Master- 10 pts of extra unarmed damage when addicted to alcohol.

Zombie Slayer- Considerably higher chance to hit a ghoul in the head.

Cyborg- in addition to all of the other attribute increases, you can use scrap metal to heal yourself slightly.

Hammertime- longer range with melee weapons in VATS and they use less AP.

Stoner- When addicted to a chem, that chem is double effective.

Cyborg Ninja- [requires cyborg and ninja perks to access] Stealth field on crouch [like dragoon suit, but without it]

Hellfire- as long as you maintain very evil karma, you do fire damage with unarmed attacks.

Mr. Sandman Rank 2- Can kill anyone whether they're sleeping or not, so long as you remain [HIDDEN]

Suicide Bomber- Can detonate self once per day with the force of a nuke at the cost of 50% current health, kills just about everything you can see.

Power Trip- Power Armor now weighs a mere 10 lbs.

Silent but Deadly- Putting a live explosive in someone's pocket will not get you detected.

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I like your suggestions for the most part, krimzin. Cyborg ninja definitely sounds like a great perk to build a character around =]. And I like that hellfire actually makes karma semi relevant.

 

Not sure if having a perk solely around power armor would work too well though. Furthermore, simply reducing weight is bland, don't you think?

 

suicide bomber sounds extraordinarily overpowered. But fun. Oh, I know. How about it deals 100% of your health, but the more radiated you are then the less damage you take? It fits in with th enuclear explosion, sort of. Radiation already works in funny ways in the game.

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that is a good idea, i like that better. lol you're right power trip is kinda weak. I just hate how power armor is so heavy seeing as how its supposed to do the work for you. But I can always just change that. Maybe that can be added to the actual power armor training perk. once you know how to use it, it actually weighs less? i dunno. Anyway, here's a few more

 

Mutant Healing Factor [wolverine ftw!]- when not in combat, you health slowly recovers, so long as you have minor rad poisoning, any higher or lower and you will not heal.

Dead Aim- You actually become MORE accurate when you have crippled arms.

Hunting Party- You can now have 2 followers besides dogmeat at a time.

Blacksmith- You can repair your equipment at workbenches. [for some reason you still need enough caps, although its free]

Ghoulification- You now have all the properties of a ghoul, minus the looks. rad resist up, and rad healing. [rad overdose still lethal]

Headhunter- like lawbringer and contract killer. This time its super mutant heads.

Man's Best Friend- Dogmeats health and attack are now doubled.

Falcon Pawnch!- Once a day you are given the power of captain falcon and can deliver one [1] instant-kill, target-splattering punch.

Hogtied-If you sneak up behind an unsuspecting human or ghoul, you can bind them in ropes, thus the human counterpart of robotics expert. (Ties them up like super mutant captives)

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i like alot of those perks, and yeah the default perks suck and are unbalanced, but really it didn't bother me that much till Broken Steel perks came out.... i thought they sucked, it's like they ran out of idea's and just thought of some crappy ones to fill the gap, if there gonna be past 20 perks then they should be better than the lvl 20 perks in my opinion, not get perks like if you get 10 nuka cola's you can make a quantom, yet you could get more of a profit selling 10 rather than one quantom i think. But anyway i did like your idea's, prehaps we could get a mod like this...

 

it would be difficult with the meshe's animation and that... but im sure there will be a way to fix it

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that is a good idea, i like that better. lol you're right power trip is kinda weak. I just hate how power armor is so heavy seeing as how its supposed to do the work for you. But I can always just change that. Maybe that can be added to the actual power armor training perk. once you know how to use it, it actually weighs less? i dunno. Anyway, here's a few more

 

Mutant Healing Factor [wolverine ftw!]- when not in combat, you health slowly recovers, so long as you have minor rad poisoning, any higher or lower and you will not heal.

Dead Aim- You actually become MORE accurate when you have crippled arms.

Hunting Party- You can now have 2 followers besides dogmeat at a time.

Blacksmith- You can repair your equipment at workbenches. [for some reason you still need enough caps, although its free]

Ghoulification- You now have all the properties of a ghoul, minus the looks. rad resist up, and rad healing. [rad overdose still lethal]

Headhunter- like lawbringer and contract killer. This time its super mutant heads.

Man's Best Friend- Dogmeats health and attack are now doubled.

Falcon Pawnch!- Once a day you are given the power of captain falcon and can deliver one [1] instant-kill, target-splattering punch.

Hogtied-If you sneak up behind an unsuspecting human or ghoul, you can bind them in ropes, thus the human counterpart of robotics expert. (Ties them up like super mutant captives)

 

My opinion on your perks

 

Mutant Healing - that one is a good one how your health slowly recovers, i know they made one like that but it was a lvl 20 perk i think.... didn't you only recover in sun light though?. Anyway i agree with you, if it's a high injury then you shouldn't recover, if you did then you may aswell scrap the doctors.

 

Dead Aim - that's kinda a weird one, but yet creative i like that.

 

Hunting Party - I like this one alot, i thought it was stupid how you could only have 1 person as a companion, i like Dog meat at my side, but then again... i like Fawkes.... so it would be good to have them both by my side instead of picking all the time, but it kinda got on my nervous so i just downloaded a mod for it and i was happy then, but i still like that perk thought thats a good idea

 

Blacksmith Perk - This one is a good one, i like the fact how you can repair them on your own work bench, and about paying caps, well your gonna have to spend caps for the replacements and repairs, so i think it's only necessary that caps should be lost, also i think there should be a chance that those items might break and can't be repaired again, just to make it a bit fair for the shoppers who can repair for you

 

Ghoulification - Though if this perk was true... it would ruin a few quests, as for one of them you need to gain raidiation in order to do the quest for moria, But i like the idea of this one, also i think it would be good to not put this as selectable, maybe add a quest and you gain it at the end as a reward, but we could advance it to, how about half ghoul half human, add a bit of ghoul marks as your apperience and share all your ghoul powers as slow ageing, radiation healing, radiation resistance and other stuff like that, this would be a good perk to take to the next level if you ask me

 

 

Head hunter - Hahaa i like that, it makes it actually worth it to kill a supermutant

 

*Spoiler* though... at the end of broken steel you get offered that if you collect blood of supermutants i think it is... you deliver them back to the brotherhood of steel and they give you money for it

 

Mans Best Friend - I thought Dog Meat was a bit to weak, but at the end of the day he is a dog... not a chuck norris, mind you it would be very cool doubling his main stats without him dying all the time and me typing 'resurrect' 24/7 just to revive him lmao.

 

Falcon Pawnch - i didn't really understand this mod, but so i've understood is this like another mysterious stranger who is like your guardian angel who helps you, exept hes not your guardian angel, it's just a power you can use once a day? sorry if im wrong, i can get newbie sometimes

 

Hogtied - Now this one was the best of the best, this is the most creative one, this was a great idea if you ask me, plus it would be better if you could add options to them... for example if you clicked on them and you had bad karma, you could sell them to paradise falls or even kill them or use them as your own slave, or if your good, you could turn them into the brother hood of steel and get a few caps, for letting them serve justice, but if its a supermutant, then it should be killed cause that's a good thing to do, if it's a raider or other bad villian then you should have the brother hood option. Of course these are just my thoughts, i bet other people could come up with much more exellent idea's than me about this perk, but this perk i think was the best you came up with out of all of them

 

well they are my opinions on them, in overall i would really like these perks in my game, i think it would be great fun, so well done you got my support if you want to take these to the next level, and by the way about your first post about the power armor, that's a good idea, i noticed how he said let it work for you, but yet you have to carry like a 2 ton power armor round your neck, it should be alot lighter with meditation and muscle training paladin gunny gave you.

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There is already a perk called rad absorption which drains radiation to heal hitpoints (not sure which perk pack it's in, but it's one of the bigger ones).

 

I would add +1 or 2 more to hunting party, because honestly I think followers are weak to begin with.

 

blacksmith perk: workbench repair stuff is already implemented in several repair mods.

 

dead aim: interesting, but yeah, I'd never pick it. How often do you ever get crippled in the arms? Either that means you're taking a bunch of damage and are going to die quickly, or you did something stupid like step on a mine. Or it'll lead to silly things like intentionally crippling yourself in town to get the acc bonus and wander around with two crippled arms.

 

ghoulification: not quite sure what you're referring to with rad healing, hp regen while radiated?. But since you can already pick a rad resistant perk and there are perks for radiation hp regen, why is this unique? Perhaps you could gain physical stat bonuses, but that would be harder to balance.

 

dogmeat: I dunno, I don't really like perks that are that specific (which is sorta the point of my starting this thread). A perk to increase the stats of one character ? Plus, simply doubling damage and health is a bit snore. I suppose its worth it if you like dogmeat that much. But it's hardly innovative.

 

Hogtied: how is this different from your sandman rank 2? (btw sandman 2 is pretty OP considering you can 1hk anyone with a chinese pistol, no need even for a headshot).

 

Falcon punch: pretty silly. But since it's a joke perk, I suppose it doesn't matter.

 

first, though, we need to actually find someone who would be willing to mod for this stuff.

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