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Give me your perk ideas!


SATMA

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What do I mean? I've recently taken a fancy to making unique perks; not ones that just boost x stat and leave it at that, but perks that do things which enhance roleplay experience, address flaws in the game, or focus on stats which are seldom treated with. Can Opener, though a little large in scope, is essentially one such mod, allowing you to salvage Power Armor parts from fallen foes, and so is Size Matters 2.0, which makes Size Matters less cheesy and more useful.

 

Tomorrow (or technically, today) I'll start work on another perk - Blood Frenzy - which will, among other things, give you a temporary boost to your fighting skill if you kill so many people within a certain time frame; the specifics I'll iron out after I get it fundamentally working. In the mean time, though, if anyone wants to float their ideas for perks or perk alterations with interesting effects here, I'd be greatly obliged.

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I have one idea that I have been toying with for a while, but have never done anything with. Its more of a curse than a perk though. I like the idea of getting curses in the game and was thinking of putting a few together. The problem is that I am neck deep trying to finish the mod in my sig, so I haven't started a new project yet.

 

Anyway, the perk/curse is called Quantum Leap (has this been used already?) and once you drink a Nuka Cola Quantum, you have a random chance to fast travel / teleport to a random map marker in the game. Drinking more of them decreases the time interval between 'jumps'.

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Cool idea man, ill give u my two cents (whatever that means) :P These may be awful/already done, but you did ask for any idea, these just come to the top of my head

 

'Defensive Posistion' - When crouching behind cover (or just crouching if if too hard to include cover) enemies only have a XX% chance to hit you

.... Note: XX% is meant to be a random variable, feel free to change it...

 

Just basically makes your enemies aim worse when you crouching, a perk im sure we'd all enjoy, as they seem to hit you BETTER when your supposed to be harder to hit

 

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'Zombie Killer' - Due to watching too many horror movies alone in the dark back in the vault you know that the only way to kill a zombie is to aim for the brain. XX% damage increase to headshots on ghouls

.... Note: Again XX% is just a random number, im aware this would likley be hugely overpowered, so just put in whatever seems sensible

 

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'Exile'- You've just been kicked out of your childhood home, all your old friends think that you've changed into a monster, they dont know what you've seen. But it puts everything into perspective for you, its safer to say you're stronger and more mature now the apron strings have been cut.

 

(Note: Comes in automatically after 'Trouble On The Homefront')

 

Gives: (Ive chosen ones that seem realistic to the scenario, change/add if you want)

+XX Repair

+XX Medicine

+XX Sneak

+XX Speech (Due to 'character development')

 

I know that ones a bit epic in terms of rewards, but its a big event, theres no reason you shouldn't have a big pay from it.

 

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'Wolf In Sheeps Clothing' - People will attack you expecting another 'mark', but when the fight starts they recognise you, your reputation is legendary, they know they'll die if they stick around so they'd rather run home crying.

 

Note: Just increases the likelihood of enemies running away when you start fighting, they'll feel overwhelmed easier, due to your 'repuation'

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"robot karma" all robots/turrets that get within XX yards of you suddenly realise that you are not their enemy and join your faction (its all part of a super secret AI project from before the war started by some hackers in a New Jersey basement who believed that robots had souls and should not be required to fight in wars)
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I have one idea that I have been toying with for a while, but have never done anything with. Its more of a curse than a perk though. I like the idea of getting curses in the game and was thinking of putting a few together. The problem is that I am neck deep trying to finish the mod in my sig, so I haven't started a new project yet.

 

Anyway, the perk/curse is called Quantum Leap (has this been used already?) and once you drink a Nuka Cola Quantum, you have a random chance to fast travel / teleport to a random map marker in the game. Drinking more of them decreases the time interval between 'jumps'.

I actually really like this idea, and I'm also pretty sure there is scripting to allow for teleporting (and if one has Zeta, even fancy effects to go with it). Tieing it in would be tricky, though; perhaps make it a perk "awarded" if you complete Sierra's quest with a certain amount of luck (i.e. <=4)?

 

'Defensive Posistion' - When crouching behind cover (or just crouching if if too hard to include cover) enemies only have a XX% chance to hit you

.... Note: XX% is meant to be a random variable, feel free to change it...

 

Just basically makes your enemies aim worse when you crouching, a perk im sure we'd all enjoy, as they seem to hit you BETTER when your supposed to be harder to hit

I can almost see this - I imagine that the Defender perk from Point Lookout would have some good pointers on what code to use.

 

 

'Zombie Killer' - Due to watching too many horror movies alone in the dark back in the vault you know that the only way to kill a zombie is to aim for the brain. XX% damage increase to headshots on ghouls

.... Note: Again XX% is just a random number, im aware this would likley be hugely overpowered, so just put in whatever seems sensible

I can mash up Point Lookout's Ghoul Ecology and Sniper for this. Perhaps as an award for killing Crowley or the Tenpenny ghouls?

 

'Exile'- You've just been kicked out of your childhood home, all your old friends think that you've changed into a monster, they dont know what you've seen. But it puts everything into perspective for you, its safer to say you're stronger and more mature now the apron strings have been cut.

 

(Note: Comes in automatically after 'Trouble On The Homefront')

 

Gives: (Ive chosen ones that seem realistic to the scenario, change/add if you want)

+XX Repair

+XX Medicine

+XX Sneak

+XX Speech (Due to 'character development')

 

I know that ones a bit epic in terms of rewards, but its a big event, theres no reason you shouldn't have a big pay from it.

I like the idea of getting a perk for Trouble, but like I said, I want to avoid strict skill boosts. However, I do like the idea of stats reinforcing other stats; in much the same way as SPECIAL upgrades certain stats, having perks that makes skills augment non-skill statistics.

 

'Wolf In Sheeps Clothing' - People will attack you expecting another 'mark', but when the fight starts they recognise you, your reputation is legendary, they know they'll die if they stick around so they'd rather run home crying.

 

Note: Just increases the likelihood of enemies running away when you start fighting, they'll feel overwhelmed easier, due to your 'repuation'

I could make something along this line that acts as an ability perhaps, though finding a way to activate it while fighting could be tricky. Setting it "always on" though could make things tiresome, especially if you do a lot of melee combat.

 

"robot karma" all robots/turrets that get within XX yards of you suddenly realise that you are not their enemy and join your faction (its all part of a super secret AI project from before the war started by some hackers in a New Jersey basement who believed that robots had souls and should not be required to fight in wars)

Sort of a "Robot Friend" thing? It'd be doable but there is already something of a glut of robot-nullifying perks out there - aside from Robotics Expert, you also have Talkie Toaster's superlative RobCo Certified. I can see this as an alteration to pulse grenades or pulse mines, though - instead of just doing an enormous amount of damage to bots, setting it off shuts them down Robotics Expert style.

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Raider Psychologist - obtainable by killing a lot of raiders (100-300?), also speech 50, int 6.

 

You know raiders better than anyone else. Inside and outside. When wearing raider armor raiders no longer are hostile towards you, as they think you are one of them.

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Raider Psychologist - obtainable by killing a lot of raiders (100-300?), also speech 50, int 6.

 

You know raiders better than anyone else. Inside and outside. When wearing raider armor raiders no longer are hostile towards you, as they think you are one of them.

Ha, I love it! XD I can even see a slight upgrade to some skills as being worth including. The tricky part would be getting the raider tally; for the perk's effect, I could probably reverse-engineer one of the many armor mods.

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Raider Psychologist - obtainable by killing a lot of raiders (100-300?), also speech 50, int 6.

 

You know raiders better than anyone else. Inside and outside. When wearing raider armor raiders no longer are hostile towards you, as they think you are one of them.

 

I like that idea a lot!

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Anyone have suggestions for the temporary combat boost for Blood Frenzy? One of the suggestions I've had is getting health regenerated for every kill made while frenzying, another is a damage boost given per kill. Another effect I'm definitely going to have is a screen red-out a la addiction.
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I'd like a perk which will change your identity for a limited time. Remember in Oblivion how you could become the Gray Fox, and then when you took off the cowl you'd get your infamy set back to normal? I want something like that so I can indulge in mass-murderings and still be everybodies friend :D

 

Anyone have suggestions for the temporary combat boost for Blood Frenzy? One of the suggestions I've had is getting health regenerated for every kill made while frenzying, another is a damage boost given per kill. Another effect I'm definitely going to have is a screen red-out a la addiction.

 

Sounds very cool, maybe higher running speed?

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