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Give me your perk ideas!


SATMA

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Ugh. This Blood Frenzy is the Vietnam War of perks. I'm leaving it for now, but here is the download for it if anyone is interested:

 

Google Docs Link

 

No finishing polish on this one, and a bunch of testing code still in place. It's a perk-script-effect set; the script requires the player to have the perk to run, and the script has what I call a "two-stroke" block - one cylinder fires, stores the first variable, and sets up the next cylinder to fire when the script is called again by the quest, and when the second cylinder fires, it stores the second variable, then sets up the first cylinder to fire again. The second part of the script checks to see if the second variable subtracted from the first variable is a certain value, and if it is, then adds a temporary perk to the player which gives the actual blood frenzy effect.

 

I've run into these problems in development, though: the conditions will only work inter-stroke - i.e., after the first variable has been accounted for, but before the second has been collected. Otherwise the script returns zero. This wouldn't be so bad; in gameplay terms, it basically means that the effect only has a 50% chance of going off, and I can adjust for that by easing the firing variables - i.e., decreasing the script delay in the quest, or decreasing the frenzystart variable. What I can't fix is the secondary script, which is called by the temporary perk. It piles on too much of a speed boost, and I think keeps adding onto it, and doesn't regen at all. :(

 

The testing code bits are the player.setscale functions, which I added just to make sure that each if-endif loop was properly firing, and the addperk bloodfrenzy at the very beginning.

 

In the mean time, going to actually *play* the game some, and work on Quantum Leap.

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I like the idea too. The effect would be the same as "yet another disguise mod" but feel different because it's an acquired perk

 

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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Perks obtainable by an injection. Kinda like genetic modifications, maybe associated with FEV.

 

For example: Pyro-boy

gives 25% extra fire resistance!

 

Dog (Deathclaw, Yao Guai etc.) Pheromones

 

Makes (the animal) defend you.

 

and so on and so on...

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Perks obtainable by an injection. Kinda like genetic modifications, maybe associated with FEV.

 

For example: Pyro-boy

gives 25% extra fire resistance!

 

Dog (Deathclaw, Yao Guai etc.) Pheromones

 

Makes (the animal) defend you.

 

and so on and so on...

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RobCo Welder - Obtained by repairing 10 robots using RobCo Certified

 

You can go to any workbench and use a specific number of scrap metal and other parts to create a robot 'corpse' which you can then activate using RobCo Certified. Useful for making new robots without having to get all the specialized equipment in other mods.

 

 

----

 

Hypno Master - Obtained by sucessfully using the mezmatron to enslave 10 people

 

When using the Mezmatron, you always hypnotize them without their heads exploding or them going berserk.

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Packrat: for every stack of items, the weight is nullified up to .5 a pound (balanced for FWE). For vanilla, all items have their weight reduced by .5, min of zero. The more items you get, the more you get out of the prek. Something along those lines. Probably be a pain to code though, sorry.

 

Quick fingers: reload/weapon switching time reduced by 1/2. Might mess up animations, but that really isn't much of an issue.

 

Gun Nut 2.0: All small guns receive +33% max health. Rather than boosting your skillpionts, it benefits repair by increasing the overall durability and increases damage simply because higher health weapons will function better.

 

Size Matters: You receive a flat -12% penalty to damage for all guns (possibly melee too? though not unarmed weapons). For every pound that your weapon weighs, you gain +1.5% damage. The break even point is 8 lbs, of course. You might possibly wish to change the +% damage to logarithmic rather than linear for balance. Also, I figure the break even point of 8 lb means you can use rifles with very little penalty and you'll have substantial but not super overpowered bonuses for the larger guns (+18% at most with a 20 lb weapon). Exact numbers will have to be rebalanced depending on the overhaul mod you're using. Much more interesting than flat skill increase, more benefits to a player that maxes out big guns anyway, and it adds a new dynamic to the game.

 

[sidenote: pretty much I think all the vanilla +skill perks need revamping, although in such a way that they still have their original purpose. +skill point is boring, useless in vanilla (in the end you get everything to 100), and has no-long term potential. They're just bad. Furthermore, since i use FWE, tagging skills also doubles your skill investment in that skill. Of course, this doesn't apply to perks. Paradoxically, then, the "optimal" path is not to take perks in skills you specialize in and have tagged, meaning my big guns character won't ever get Size Matters (unless I don't tag big guns, which might be worth it in this case even if it's my primary skill).]

 

Warmonger: You naturally spread conflict and discord wherever you go. Every hit you deliver or take, the victim/attacker has a 33% chance of frenzying. (so much better than the worthless schematics bonus)

 

Multitasker: you're excellent at quickly switching your focus from one task to another. Whenever you switch weapons, you receive +10% damage (nonstackable) for 5 seconds. This would be pretty fun I think, you'll be constantly switching weapons to keep the damage bonus. No more using a .223 pistol to clear out the wasteland (if you use FWE, anyway)

 

Acidic Blood: The Wasteland has mutated you in unique ways! 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. Damage + 75% chance of stunning for 2 seconds to all that are hit. (acid in the eyes, anyone?) Possibly ignore the range based on damage, that seems too complicated to code, simply make another rank that can increase range. Very useful for melees, those fighting melees, or just being surrounded in general. Imo, there aren't enough rambo-style perks. This would make sprinting into raider bases fun ^_^.

 

Spartan: No, not 300. 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, +10% damage with all weapons. Barter -20. Chance of finding caps and other valuable trinkets reduced DRAMATICALLY (opposite of fortune finder, but major). Req: level 20. I'm always hearing complaints about how people have too much money. This perk is strong, but I think this is pretttttty well balanced compared to grim reaper's sprint.

 

No weaknesses: enemies have 25% less chance to critical on you and their criticals deal 50% less damage. (the original broken steel perk is absolutely useless. and the name fits)

 

Better criticals (variation!): Every time you score a critical hit, you have % chance equal to your critical % chance to double (only) the 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, there's no reason they wouldn't be able to stack.

 

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.) Perhaps it'd be possible for damage reflection 100% to have a chance of triggering on hit? Is damage reflectoin still possible in fo3? I figure it would be since it was in oblivion as a spell effect, but who knows.

 

Chivalrous: Your honor gives you perseverance! +10% DR, moderately faster AP regen. However, if you ever commit an evil act, you lose the effect of Chivalrous until you gain karma equal to or more than the loss. Req: good karma only.

 

Intimidating reputation: People miles around know you for your relentless slaughtering. And though they try not to show it, they're fairly impressed - or scared. Every kill you get adds a bonus to your barter/speech skills, within a 24 hour timeframe. Max of +25. Nongood karma only

animals = .25

robots = .5

ferals = .5

humans = 1

SM = 1.25

 

if this is too complicated, just make it count only humans/SMs for 1 each. Anyway, the bonuses are independent of each other, so if you one person every hour, the bonus will decrease by 1 once 24 hours is up for the first death, and so on. Now that I look at it, the numbers are pretty imbalanced haha but do whatever you want with it.

 

Cyborg: you are part robot! you can partially integrate with your energy weaponry for greater effectiveness. First rank: increased projectile speed, +4% RR/DR. Second rank: decreased min spread, +7% RR/DR. Third rank: slightly faster RoF, +10% RR/DR. Furthermore, you gain the ability (Overcharge? I suck at names) to power your weapons through your own energy rather than through ammunition. While active, you lose no ammunition (would it be possible to use the godmode infinite ammo aspect, without the invulnerability?) This ability drains AP, much like bullet time or sprinting. AP cost decreases slightly per rank. Also, because of temporary complete integration, your weapon receives further bonuses. At second rank, min spread is reduced even more while using Overcharge. At third rank, RoF is increased even more while using Overcharge. Crit chance is also increased by 8/12/16%.

 

Ride the Shockwave: Hollywood has great survival tips. So long as you are not touching the ground, you receive no damage from explosions, but are propelled with twice the force away from it. a high requirement would be necessary for balance (80 expl and 10 agil?). however, I don't think it's very game breaking since explosives aren't used THAT often. When it's most dangerous, with missiles, it's also harder to time right.

 

the following perks are suggestions of krimzin and I take no credit for them. I merely thought they were somewhat interesting. my comments are in ( )

Hellfire- as long as you maintain very evil karma, you do fire damage with unarmed attacks. (karma needs to play a larger role in this game)

Stoner- When addicted to a chem, that chem is double effective. (addiction is a joke right now. You can avoid the penatlies so long as you are actually using the chem, plus curing the addiction costs a ridiculously low amount of money, and everyone has lots money in this game.)

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"The Insider"

1. brightness increased by 10%

2. enemy noises are louder

3. you will hear a beep when on mine distance from certain items like: mini nuke, fat man, alien cells, alien blaster, bobbleheads, uniques, very hard locks(?) and teddy bears

 

hope you like this :tongue:

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When it's most dangerous, with Fat Men, it's also harder to time right.

 

Fixed.

 

Don't know if this is possible, but:

 

Throwing Master:

 

You may hurl melee weapons, by attacking while blocking. This deals normal damage for the weapon, with a bonus depending on agility. damage decreased with range.

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