wraith444 Posted December 4, 2010 Share Posted December 4, 2010 (edited) Basic idea of this is that instead of leveling up the player's abilities expand and decay according to how they use them, and rework combat slightly to suit the changes. Specifically how this might work: -Reduce the number of skill points they can distribute to zero. -when the player gains x number of levels they can pick a perk. Perk level requirements are removed, although skill point requirements remain. -Every x number of times the player performs an action associated with a given skill (i.e. shoots a gun, picks a lock, etc) that skill goes up by one point. If a certain time period passes without using a skill, it reduces one point (for example, if you put 100 rounds down range your guns skill goes up one, but if you go 3 days without shooting a gun it goes down one) -Skill books only add one point to a skill but stay in your inventory after use (you can only use one skill book per day -- you only have so much time to study -- and they don't count towards the time limit on skill attrition mentioned in the above point) -Skill magazines add 5 points for the given skill for a few game hours, and when they wear off you retain one skill point (The retention perk increases the number of skill points retained after expiration to 2) In order to deal with combat difficulty complications resulting from the above changes; -remove enemy/monster levelling and rebalance damage levels and crippling resistance/effects. -Rework gun/energy weapon/thrown explosive damage to remain constant so only spread/accuracy are impacted by skill level. -Rework mine/planted explosives so arming and disarming success are dependent on skill level (i.e. Low skill may result in mines being deployed inert or going off when being disarmed. More complex mines/C-4 are harder to deploy/recover successfully.) -Include training mines that give off smoke/light and no damage on detonation for practice so players have the option to train their explosives level without risking blowing themselves up. -Increase the accuracy of thrown non-explosive weapons based on associated skill (melee weapons?). Range and damage adjust based on strength level. (this might already be like this in game, I haven't used thrown weapons much so I don't know) I would make this mod myself, but unfortunately I don't have any skill/experience in scripting... Edited December 4, 2010 by wraith444 Link to comment Share on other sites More sharing options...
wraith444 Posted December 5, 2010 Author Share Posted December 5, 2010 Simply amazing... On a forum that moves dozens of posts on a similar number of threads every day, anything I post has the unique ability to go a full day with no comments and only 7 views... Heck, another request I posted has gone about 2 weeks with only 18 views, no replies... Link to comment Share on other sites More sharing options...
wraith444 Posted December 22, 2010 Author Share Posted December 22, 2010 Bump. I'm not going to let this go until someone at least acknowledges that they read it and possibly gives a little feedback. Link to comment Share on other sites More sharing options...
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