jesterskull25 Posted July 15, 2018 Share Posted July 15, 2018 (edited) Basically depending on your character is built, after getting extremely mutated from Rads and surviving long enough(Like after a couple in game weeks), you gain a Random MUTATION Perk, which has it's perks and disadvantages. Sort of like Fallout New Vegas Traits, but more similar to things you hear from X Men. Possibly Stacks Depending on the Playtrough and Playstyle (But to an obvious limit.) Examples: Bruiser - Gain +2 Strength, -20 Action Points.Heavy Handed - Gain +20 Melee Damage, -30% critical hitsWild Wasteland Adds additional 'wacky' content and modifies existing content and special encounters. Removes access to some 'sane' content.Four Eyes + 2 Perception when wearing glasses. Bonus does not apply when determining Perk requirements. - 1 Perception permanent reduction. Penalty will still apply when determining Perk requirements.Trigger Discipline Guns and energy weapons you fire are 20% more accurate. Guns and energy weapons you fire are 20% less quick, AP cost for your guns and energy weapons are 20% higher.Chem Reliant Recovery time from chem addictions Twice the chance to get addictedFast Metabolism +2 Healing rate Poison Resistance and Radiation Resistance start at 0%Jinxed More critical failures for people around you More critical failures for you, tooFinesse +10% Critical chance -30% overall damageSmall Frame +1 Agility Carry Weight = 25 + (15 x your Strength) Edited July 15, 2018 by jesterskull25 Link to comment Share on other sites More sharing options...
HadToRegister Posted July 15, 2018 Share Posted July 15, 2018 Fountain of Dreams (Unofficial sequel to Wasteland) had a feature like this in the game, where you got to choose in certain situations if you wanted to mutate or not.I liked that feature. Link to comment Share on other sites More sharing options...
payl0ad Posted July 16, 2018 Share Posted July 16, 2018 We had a feature similar to this up until 0.9.7 of PIRAD. Ended up removing it in the end because it forced some ugly choices in our main script. Now, having settled on a stable feature set in 0.9.9, I'm actually thinking of finding a new implementation for mutations. I like your approach, giving people perks with upsides and downsides. I just don't want to have to cough up a whole set of perks to make this happen. If I were to provide the framework (PIRAD and a new script), someone could provide the perks to go with it. Link to comment Share on other sites More sharing options...
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