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Wanna play as a mutant or a ghoul?

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Roachor:

--- Quote from: Wallace on January 12, 2010, 12:22:10 am ---Another one who doesn't know a thing about other races...

Deathclaws and Super Mutants have built in "armor" due to their thick leathery skin - not to mention about advanced racial perks which give bonuses to various damage resistances

Besides i dont see any reason for armorer crafters not to be able to make leather/metal armors for muties and at least a some robes for deathclaws

--- End quote ---

First of all, don't question my fallout knowledge, I've been playing fallout since the demo was released and have played it constantly since then. Supermutants could take vat skin which is just a dodge bonus and hide of scars only gives 15% res. Yes armour for mutants and ghouls could be possible but it does not exist. As for deathclaw robes, if they were a playable race you'd need to use the goris skin all the time because adult deathclaws are too big and it's the only plausible way you could interact with anyone without them shooting you on sight.

Wallace:

--- Quote from: Roachor on January 12, 2010, 07:52:02 pm ---First of all, don't question my fallout knowledge, I've been playing fallout since the demo was released and have played it constantly since then. Supermutants could take vat skin which is just a dodge bonus and hide of scars only gives 15% res. Yes armour for mutants and ghouls could be possible but it does not exist. As for deathclaw robes, if they were a playable race you'd need to use the goris skin all the time because adult deathclaws are too big and it's the only plausible way you could interact with anyone without them shooting you on sight.

--- End quote ---

Uhm... i've questioned your knowledge because you've said that " Even with 200+ hp you won't last very long taking full damage." which is equal to saying that muties have no inborn resistances (but in fact their skin is a little better than leather armor)
Besides:
- "Vat Skin" is just an AC bonus - correct
- "Hide of scars" is a Deathclaw perk - gives +15% to all resists. except fire (2 ranks)
- S. Mutant perk is "Tough hide" which gives +15 to AC and +10% to all resists (2 ranks)

Well if D.claws were to be playable i would suggest goris' skin (robed or not)
And yes - playing a Deathclaw would probably be a hardcore when trying to interact with many NPC or at least entering most towns. Even though i just cannot imagine that i could not play a Deathclaw some day, hope that dream is still to come true ;) (I've liked playing DeathClaws most of all races in Fallout P&P 2.0)

"Yes armour for mutants and ghouls could be possible" - agree as they aren't so damn clumsy not to make themselves some protection in some form of armor or other (in follout 1 & 2 there were almost no need for it cause you've played as human - and it also showed how isolated Muties were that "nobody cares for them enough to make an armor,or anything else, that fits them)
"but it does not exist" - Doesn't exist for now, but we do have crafting system which could be harnessed to make some Non-human armors... after all in previous fallouts crafting system didn't exist too :)

Well sorry for saying that you don't know a thing, now i see you do, but please be more accurate and specific next time to avoid misunderstandings such as this one

BaffoBeardson:
Don't forget 2xThoughness perk = +10% dr and +4 dmg treshold

Anyway Though hide would probably be modified in a similar manner as Though (or could stay as it is in FT to compensate for armors...).

Never the less, with a specialized build you could still make over the top s. mutant tanks and ghoul snipers, but you'd have to plan it in advance when you create the char; even if special stats can't go over 10 you could take St 8 on your initial human char to reach 10 (with the racial boost once you turn into super mutant) and the additional racial bonuses (like +5 melee dmg and extra carry weight) would partially compensate for the missing points of strength you would have in FT.
It's the same as if in FT you'd invest less points in St during char creation, counting on future weapon handling perk or the St boost you get when wearing Pow armor.

Ofc if the devs will be able/willing to change the special stats limits, I'm in favor of potential St 13 super muties, but if it isn't possible I still think this compromise (the proposition in my previous post) would be acceptable.

P.S. As a matter of fact I'd be more than happy even if we got just the possibility of switching the standard bluesuiter skin with other skins, regardless of racial bonuses.

Wallace:

--- Quote from: BaffoBeardson on January 13, 2010, 12:39:53 am ---Don't forget 2xThoughness perk = +10% dr and +4 dmg treshold

Anyway Though hide would probably be modified in a similar manner as Though (or could stay as it is in FT to compensate for armors...).

Never the less, with a specialized build you could still make over the top s. mutant tanks and ghoul snipers, but you'd have to plan it in advance when you create the char; even if special stats can't go over 10 you could take St 8 on your initial human char to reach 10 (with the racial boost once you turn into super mutant) and the additional racial bonuses (like +5 melee dmg and extra carry weight) would partially compensate for the missing points of strength you would have in FT.
It's the same as if in FT you'd invest less points in St during char creation, counting on future weapon handling perk or the St boost you get when wearing Pow armor.

Ofc if the devs will be able/willing to change the special stats limits, I'm in favor of potential St 13 super muties, but if it isn't possible I still think this compromise (the proposition in my previous post) would be acceptable.

P.S. As a matter of fact I'd be more than happy even if we got just the possibility of switching the standard bluesuiter skin with other skins, regardless of racial bonuses.

--- End quote ---

I didn't forget about Toughness perk for a single moment. Its just that other races gain perks every 4 levels thus allowing to have only 5 perks till level 21. So in this case almost no one would pick such inferior perk when there is still many advanced racial perks better than this one

There could be some quests to become ghoul or mutie but i prefer as starting non-human character from a scrach, not as a mundane, puny human ;)

Racial bonuses such as bonus melee damage/carry weight/sequence /etc. is only a partial sollution - however - if every excess SPECIAL point spent over max ten allowed in char creation screen would affect derived stats as normal and keep their levels upon entering the game, then THIS would be acceptable

Roachor:
I think we should keep the stat min/maxs for non humans from tactics.

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