steph87 Posted January 8, 2009 Share Posted January 8, 2009 I'm going to release an improved version of the Adamantium Skeleton Perk, but so far i've come up with TWO ideas and I can't decide which one to release. Adamantium-X (the version i'm using right now)RegenerationLimb regeneration (slow)Rad Regen (slow)Limb damage -15% (cuz the human body is around 15% bones)damage resistance 15% (see above)Health +50Carry Weight +250 (you can support much more weight with you new skeleton)Improved Adamantium (alternative i have in mind)Limb Damage -15%Carry Weight +50 (maybe i'll make this increase based on strength )Str +1 (more strength to support the new skeleton)End +1 (you are TOUGHER now)Damage Resist 10%What do you guys think? Any ideas, suggestions? Link to comment Share on other sites More sharing options...
sumoftwosins Posted January 8, 2009 Share Posted January 8, 2009 I think the first one might have too much perk, but the 2nd sounds good. Link to comment Share on other sites More sharing options...
steph87 Posted January 8, 2009 Author Share Posted January 8, 2009 I think the first one might have too much perk, but the 2nd sounds good.Yeah that's what I thought... the first one is a bit much... but it's balanced in my game-play, I'm using heavy damage mods (fo3 balance overhaul dmg and accuracy HIGH, increased rads etc) plus MMMF increased increased spawns. (10 super mutants with miniguns == ouchie). Forgot to say I also want to reduce the perk level requirement to something between 2-5. Link to comment Share on other sites More sharing options...
drof50 Posted January 8, 2009 Share Posted January 8, 2009 I too think that the second idea is better as it does not overpower the perk what level is it for? keeping it at 12 or moving it up? Also to balance the first version of the perk what do you think of making it have three ranks that builds up untill it has the complete results you posted? but as it stands the second option seems more balanced IMHO.EDIT: Sorry was writing this as you posted i guess with heavy spawns and increased damage the first does seem a little more balanced however if you plan on releasing this to the community it would probably be worth mentioning it's designed for use with Mod's that make Fallout 3 harder or release it as two esp's? Link to comment Share on other sites More sharing options...
steph87 Posted January 8, 2009 Author Share Posted January 8, 2009 I could release two "flavours" like i did with regeneration perk. (I try to evade multiple .esps because I see that it confuses people a lot). about the perks level mhhh, 8 for adamantium-x (could up it to 10 but cuz it's for harder difficulties.. but since it's not for vanilla duties :P )12 for improved adamantium , maybe a little more? Also, for adamantium-x limb regeneration, turning it on only after combat maybe? To add a little more challenge :) Link to comment Share on other sites More sharing options...
ChanceEncounter Posted January 8, 2009 Share Posted January 8, 2009 I like the second one better, though I do like having some kind of 'regeneration' effect. It would be pointless if you have an adamantium skeleton, but somehow it remains crippled for a significant amount of time, so a Rad Regen effect is a good one. As for 15% of the body being bone resulting in 15% DR, I don't quite understand that logic, it doesn't really follow. :P Link to comment Share on other sites More sharing options...
jsnider193 Posted January 9, 2009 Share Posted January 9, 2009 I like second .. and the 1st depending on the mods you might be using with it in the game. As to the DR, hmmm I guess i could rationalize it if it also hardened the cartilage in the rib area, in effect giving you internal armor that would stop certain rounds from penetrating. Link to comment Share on other sites More sharing options...
dexxtaa Posted January 9, 2009 Share Posted January 9, 2009 second one has my vote, cos its still pretty balanced. the first one basically lets you sit in a ditch for a couple minutes then jump out with more health. reduces the game to a more hide&seek-esque gameplay, which doesnt really suit. plus just the sheer lopsidedness on the perk makes the game unbalanced. Link to comment Share on other sites More sharing options...
steph87 Posted January 9, 2009 Author Share Posted January 9, 2009 I like the second one better, though I do like having some kind of 'regeneration' effect. It would be pointless if you have an adamantium skeleton, but somehow it remains crippled for a significant amount of time, so a Rad Regen effect is a good one. As for 15% of the body being bone resulting in 15% DR, I don't quite understand that logic, it doesn't really follow. :Pfor the DR: I like second .. and the 1st depending on the mods you might be using with it in the game. As to the DR, hmmm I guess i could rationalize it if it also hardened the cartilage in the rib area, in effect giving you internal armor that would stop certain rounds from penetrating.Health = Flesh, muscles and bones, etc.Adamantium skeleton makes the bones indestructible.The skeleton is 12-15% of the human body. you get shot:no adamantium = the bullet hits the bones, shatters them, maybe even goes straight trough it.with adamantium = the bullet does no damage to the bones (15% less limb damage cuz your limbs are 15% bones), the bullet can even bounce off the adamantium bones thus not going trough your precious internal organs (15% less damage). second one has my vote, cos its still pretty balanced. the first one basically lets you sit in a ditch for a couple minutes then jump out with more health. reduces the game to a more hide&seek-esque gameplay, which doesnt really suit. plus just the sheer lopsidedness on the perk makes the game unbalanced.I do hide myself a lot behind covers and walls but not really hide and seek because those nutty raiders and supermutants always run towards you :PI see you point. thanks, for the feedback, guys! Link to comment Share on other sites More sharing options...
jsnider193 Posted January 9, 2009 Share Posted January 9, 2009 That was my point ... the rib cage provides serious protection and if you want to add a 3rd level of Ad to the game could have it produce cartilage filaments that start to pervade the body and act like normal armor in effect, thus I could wear some stylish suits instead of that clunky PA and kill in style. Now that I'd like to see ... yes could have more levels adding to the armoring as it spreads more and more ... of course have to have a down side, say as it takes over (note use of takes over) it gets harder and harder to move so agility impact maybe. Your call is your mod, but think u need to put the 1st in also, folks don't have to take it. In my game I took the perk as soon as available, but thought didn't go far enuf. Link to comment Share on other sites More sharing options...
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