theoneandonlyboiler Posted August 3, 2012 Share Posted August 3, 2012 (edited) Hi I’m working on a level/skill mod but I’m not really convinced I’m going in the right direction. So I’ll post what I’ve done so far and hope to get some feedback. My goal is to slow leveling down considerably and to make SPECIAL choices more important. I also aim at starting all skills considerably lower and reducing skill bonuses like books and bobbleheads to a minimum. So decisions on how to distribute your skill points become much harder. And I try to force the decision upon the player to have either a weak character with all skills maxed or a strong but specialized character that won’t be able to max out all skills. To achieve this I have leveling and skill rising adjusted as follows: - ixpbumpbase set to 500- reduced most XP gains considerably but also raised a few for better balancing - AP, HP and carry weight lower base but higher bonus from SPECIAL - SPECIAL Points grant no skill bonuses- disabled the comprehension perk, so skill books always give only +1- bobbleheads give only +5 skill points- all perks that raise skills or grant additional skill points have been disabled- all perks that give additional SPECIAL points have been disabled Tag skills have only +5 initial bonus but skill points distributed to them at level-up are multiplied by 2! Skill books still give +1 though. All the skill-points you can distribute at level-up come from your intelligence. There are no base-points and no perks that grant additional points. Intelligence is reduced by 1 and then multiplied by 3 to calculate skill points. That gives you 3 points per level at 2 intelligence and 27 at 10 intelligence. To max out all skills you’ll need an intelligence of 9 from start and acquire the bobblehead no later than level 7. With an average intelligence of 5 you’ll end up missing about 345 skill points at the level cap (30). This means you can have 5 Skills at 100, 2 at 75 and 6 at 50. Or any other combination that amounts to around 950 skill points total. I think that would be good balance for a specialized character. Perk dependency on SPECIAL has been significantly raised, mostly to 7 or higher, so having high intelligence and everything else at average or lower will reduce your perk choices considerably. It will also result in a much weaker character because the derived stats like AP, HP and carry weight are more dependent on your SPECIAL. So you have to decide what’s more important to you: Do you want a character that can max all his skills, then you have to sacrifice a lot of powerful perks and will also be much weaker. If you want a strong character with powerful perks, then you’ll have to specialize and will not be able to max all your skills. Things I’m not sure about yet: I’m thinking about abandoning bobblehead bonuses altogether. I’m just not happy about the fact that this way you can raise all SPECIAL by one point. I’d rather give the player a limited amount of SPECIAL points throughout the game to distribute to his/her liking. Or don’t give any SPECIAL bonuses after the start at all? I really don’t know what would be best… I have created a backdoor by adding a perk at level 30 that will set all SPECIAL and all skills to max. Since at the set leveling speed the game will be probably be over by then I think it’s ok, but I’m still not really convinced that it’s a good idea. The idea behind it is that you can save before level 30 and then don’t take that perk with your normal character. But that savegame would give you the opportunity to go back, take the perk and then raise havoc on the wasteland just for fun if you’re in the mood. I mean, that wouldn’t be fun with a character that isn’t maxed out, would it? So, what do you think? Edited August 3, 2012 by theoneandonlyboiler Link to comment Share on other sites More sharing options...
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