shingouki2002 Posted October 14, 2016 Author Share Posted October 14, 2016 (edited) (not sure how feasible any of these are from an implementation standpoint as I'm no modder) Expert Maintenance: ballistic weapon mods are n% more effective (standard mods would need a buff as well).Self-stabilizing Optics: laser weapons are n% more accurate, and scope sway is removed.Matter of Fact: kills with plasma weapons yield n% more XP.Chain Reaction: kills with explosives detonate ammunition on the target.Great suggestions! Thank you! If you have more keep them coming. As it stands, I can absolutely do all of these and I especially like that last one. You gave me an especially good idea with a few of these: Combination perks to further deepen your weapon specialization: Ie: Focusing on one weapon type, and one ammo type can create unique perks if they satisfy two level conditions. Ie: Laser Prof + Sniper = Self-Stab OpticsShotgun + Ballistic + Robot Kill Challenge = Armor Piercing RoundsHighLevel Frost (if I get there hehe) + Melee = Smasher: Instantly Kill Frozen Targets with Melee attacks/Gun Bashing. It's hard to detect that sort of thing though, but it is definitely possible, and would be fun, especially if it's hidden. This is the sort of situation where ideas are the things I need the most, as I'm mostly drawing blanks with interesting ideas for this one. But more than likely you guys dont need to feel limited by what you think might not be possible, as FO4's system is really flexible and I have a decent understanding of what's possible and how. Edited October 14, 2016 by shingouki2002 Link to comment Share on other sites More sharing options...
ancientwillow Posted October 15, 2016 Share Posted October 15, 2016 Combo perks would be interesting, indeed, like the skill requirements in FO3/NV. Would also help with balancing because stabilizing optics would partly render Sniper obsolete. But you'd need to be careful not to make them feel compulsory, IMO. Here are some more quick ideas that you can use as you see fit: Infantryman: range and accuracy with iron and glow sights increased by n% (give players a reason to use them).Field Engineer: can swap out (not build) weapon mods without the need of a workbench.A Penny For Your Thoughts: headshots reimburse the spent ammo (laser musket fans, rejoice!). This falls under "magic", which some players won't like. Another improvement to plasma weapons could be faster projectiles. Link to comment Share on other sites More sharing options...
Gohstly Posted October 18, 2016 Share Posted October 18, 2016 I'm really liking the way this mod is looking. Honestly I think this is the direction Bethesda should have went with the leveling in this game because it makes up for the lack of skills. Link to comment Share on other sites More sharing options...
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