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Author Topic: balancing skills  (Read 1625 times)

balancing skills
« on: January 29, 2010, 05:41:35 pm »

My suggestions are:

Change gambling in to a "fortune" skill (starting value LK*4)
fortune will be a passive skill, it will affect:
-gambling
-deterioration of the stuff founded in RE (1% less deterioration for each 6% in skill)
-amount of gold founded in RE (1% more gold for each 1% in skill)
-amount o bullets founded in RE (1% more bullets for each 5% in skill)
-Chance to find special stuff in RE (would be some like the enemies will drop the armor that are wearing or some rare items)

How it will works in groups?
the total skill % will be the sum off all players fortune skill divided the amount of players, plus the 10% of the skill for each player.
in a group of 2 if one player have 150% , and the other 40% the value will be (150+40)/2 +15+4 =114
in a group of 5 if each player have 120% the final value will be 180%

so Fortune will be a interesting skill for farming more efficient, and players will form groups for drop special items.

Rename the traps skills to explosives or demolition

Merge the steal and lock pick skill in one skill like thievery (starting value 15% +PE +AG)

change the other skill to some like Alertness (starting value 5% +3*PE)
Alertness will be a passive skill, it will affect:
-sneakers detection
-traps detection
-steal detection
-start position in RE

So Sniper players will need to improve the Alertness skill, to see sneaking enemies at high range. And in PvE would be effective to start far from enemies
Detection formula would be some like:
(20+PE*3)-distance to target  + opponent's alertness skill/6 - previously calculated sneak skill / 5
so: 

210 sneak vs 120 alertness
           front    fsides  bsides   back
1PE:      19        13        7           3-        hexes.
5 PE:     31        25        19         13        hexes.
8 PE :    40        34        28         22        hexes.
10 PE:   46        40        34         28        hexes.

300 sneak vs 120 alertness
           front    fsides  bsides   back
1PE:      3-        3-        3-         3-       hexes.
5 PE:     13        7          3-         3-       hexes.
8 PE :    22        16        10         4         hexes.
10 PE:   28        22        16         10       hexes.

300 sneak vs 46 alertness
           front    fsides  bsides   back
1PE:      3-        3-        3-         3-      hexes.
5 PE:     0          3-        3-         3-      hexes.
8 PE :    9          3          3-         3-      hexes.
10 PE:   15        9          3           3-      hexes.

210 sneak vs 210 alertness
           front    fsides  bsides   back
1PE:      23+      23+    22         16       hexes.
5 PE:     35+      35+     34         28      hexes.
8 PE :    44+      44+     43         37      hexes.
10 PE:   50+      50+     49         43      hexes.

the values in the tables represent the distance that the sneaker is detected.
the - means that the value is lower than 3
the + means that the value is greater than the LoS for the PE value (20+PE*3)

and make the field of view limited only by perception and obstacles (not from sides), because when you are sneaking you already have the modiefers from the side at the enemy is looking.  maybe adjust it to make more difference in hex from sides. like
 -100 when directly looking at opponent
 -60 when looking from frontsides
 -20 when opponent is in backside area
+20 for 'behind' hexes

with this adjustment the table will look:
210 sneak vs 120 alertness
           front    fsides  bsides   back
1PE:      21        13        5           3-        hexes.
5 PE:     33        25        17         9         hexes.
8 PE :    42        34        26         18        hexes.
10 PE:   48        40        32         24        hexes.

i know devs want  to keep the game as close to the original, but in the original fallout the skills wasn’t balanced. so maybe some of them would need to be replaced or modified.

well… that’s is my suggestion... and sorry for my english.
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"Is it possible for man to conquer his own Karma!? Unless we can find a way to defeat the cycles of time, there is no future for mankind!"
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Re: balancing skills
« Reply #1 on: January 29, 2010, 05:49:21 pm »

Doesn't this "alertness" skill do exacly the same as perception stat?
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Re: balancing skills
« Reply #2 on: January 29, 2010, 06:00:30 pm »

nope,alertness dosn't increase your range ::).
the perception stat gives you a base for these factors, the alertness skill will improve these factors.

it works like barter and CH.
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"Is it possible for man to conquer his own Karma!? Unless we can find a way to defeat the cycles of time, there is no future for mankind!"
-Desty Nova.
Re: balancing skills
« Reply #3 on: January 29, 2010, 06:09:27 pm »

Adding another skill required for sneaker sniper and forcing him to use it (when already need HIGH PE, 10PE means 50hex sight - range of sniper rifle) gonna kill this build. Even 8-9 IN sniper can't reach 2 skills above 220% having all others (sneak? first aid? outdoorsmen?) on average ~100%.. Need to be retought once again :P
« Last Edit: January 29, 2010, 06:11:06 pm by Szef »
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Re: balancing skills
« Reply #4 on: January 29, 2010, 06:09:51 pm »

missclick, smbdy kill this one post please
« Last Edit: January 29, 2010, 06:11:31 pm by Szef »
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Re: balancing skills
« Reply #5 on: January 29, 2010, 06:20:17 pm »

nope,alertness dosn't increase your range ::).
the perception stat gives you a base for these factors, the alertness skill will improve these factors.

it works like barter and CH.

Alertness will be a passive skill, it will affect:
-sneakers detection
-traps detection
-steal detection
-start position in RE

I think that all of these depends on PE now.

Anyway, sneaking has been nerfed to the point of absurd, so implementing a special skill, that would give you a bonus to detecting sneakers, seems pointless.
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Nice_Boat

  • I shot a man in Reno just to watch him die.
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Re: balancing skills
« Reply #6 on: January 29, 2010, 06:22:28 pm »

So basically all PvP chars have to go weapon+alertness+sneak/FA and all crafters are going to get screwed by sneak ninjas once again? I don't really think that's a good idea.
Re: balancing skills
« Reply #7 on: January 29, 2010, 06:27:19 pm »

So basically all PvP chars have to go weapon+alertness+sneak/FA

Now it's just weapon+FA.  ::)
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Re: balancing skills
« Reply #8 on: January 29, 2010, 06:47:35 pm »

Quote
sneaking has been nerfed to the point of absurd, so implementing a special skill, that would give you a bonus to detecting sneakers, seems pointless.
thats the point, sneak has been nerfed and now its useless. So with alerness it will be efective against characters that doesn have raised this skill. if the char have raised alertness, sneak will works like now against those characters.

Quote
So basically all PvP chars have to go weapon+alertness+sneak/FA
no, PvP chars have to raise weapon+FA just like now. but they will have more options:
 if they dont want to be ambushed by sneakers they will raise alertness, and if they want to ambush chars they will have to raise sneak.

Quote
all crafters are going to get screwed by sneak ninjas once again?
not if they raise alertness.
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"Is it possible for man to conquer his own Karma!? Unless we can find a way to defeat the cycles of time, there is no future for mankind!"
-Desty Nova.

avv

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Re: balancing skills
« Reply #9 on: January 29, 2010, 08:42:30 pm »

Basically stealth and steal could be fused since they are both about something that's being done without being noticed, or lockpick and traps because both have to do with mechanical devices.
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Re: balancing skills
« Reply #10 on: January 29, 2010, 08:45:35 pm »

Is combining skills possible without modding the engine?
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Re: balancing skills
« Reply #11 on: January 29, 2010, 09:11:20 pm »

Why not just have magic find % so we can find epic sawed off shotgun of lightning tornadoes.
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vedaras

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Re: balancing skills
« Reply #12 on: January 29, 2010, 09:24:05 pm »

i think that the author has made a topic for his current character to be better, but the skill changeds you are offering still suck :>
Re: balancing skills
« Reply #13 on: January 29, 2010, 09:51:15 pm »

i think that the author has made a topic for his current character to be better
You are wrong, I have two chars:
One is a sniper-armor crafter and the other one is an energy expert-sniper.
I only suggest that there are useless skills, and maybe they might be changed into more useful ones
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"Is it possible for man to conquer his own Karma!? Unless we can find a way to defeat the cycles of time, there is no future for mankind!"
-Desty Nova.
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