Other > Suggestions

New Skill System

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Josh:
[Backstory] So I was bored in class and wishing I could play fonline, so I decided to think about more multipurpose builds when it dawned on me that I couldn't even remember half the skills available due to uselessness. And then I remembered a compliment I received from a moderator on a suggestion about fusing some skills together. The gears started turning and by next block I had made a very rough draft of a possible alternative skill section. [/Backstory]

NOTE: Stats would remain the same in this system, however they would affect skills differently in some cases.

Combat Skills:*
Light Weapons: the classification for any weapon that is not heavy or energy based. it would contain all entries under small guns and the lighter melee weapons such as knives & spears. perhaps frag grenades should also be placed here or perhaps they should remain independent...

Heavy Weapons: the classification for any of the weapons that are not light or energy based (with possible exception of gatling). it would contain the current big guns items and also include the more brutish melee weapons, namely the sledge family and the louisville slugger. perhaps contains incendiary grenades or perhaps they should remain independent.

Energy Weapons: the classification of all energy based weapons, both ranged and melee. if grenades are not independent then the plasma and pulse grenades would be placed here.

Non-Combat Skills:*
Medicine: first aid and doctor, used both in the field and at the med terminal.

Technology: science rebranded all shiny and new, deals with the creation of energy weapons and their accessories and the interaction with Pre-War artifacts.

Mechanic: an upgraded version of repair that deals both with the restoration and manufacture of all mechanical weapons. used to craft both light and heavy weapons, although the professions would remain separate.

Burgler: all the troll skills rolled into one loathsome package, contains the functions of lockpick, sneak, traps, and (unfortunately) steal. feel free to tack a nice cooldown onto this one.

* I separate the skills this way solely to display them effectively, not to say that the skills must be divided into those groups if used.

Notes on Combat Skills: I decided that it would best to include melee weapons in the other categories so they are used by more the a few players on a regular basis. You will also notice that there is no mention of melee and little of throwing, I will explain why in Independent Skills.

Independent Skills: I felt that some skills shouldn't require an investable skill category but should instead be based off one's stats and increase in effectiveness as the player advances in level. The theory behind this is that they would require no special training and would advance in effectiveness over time keeping innate capabilities in mind. Unarmed would be the primary example of this, an equation would be made determining how many skill points the skill increases by each level.
A quick example formula would be:
UNARMED=(LEVEL)*[6(STRENGTH)/10+4(ENDURANCE)10+4(AGILITY)10]+6
Plugging in my build:
21*[6(6)/10+4(1)/10+4(10)/10]+6=21*[36/10+4/10+40/10]+6=21*[8]+6=174
Certainly an improvement over the typical melee skill of a small guns crafter & user.
Other skills using this system would be throwing (although the crafting of grenades would fall into their classification's profession), barter/speech, outdoorsman, and gambling.

Thoughts? Comments? Suggestions?

Jotisz:
Personally I don't really like the suggestion if the system must change I would much rather see it like this.
For ranged weapons
Handguns (all one handed gun laser pistol too)
Rifles (all rifle be it fn fall or sniper I would add the laser rifle here too)
Heavy weapons (plasma and the bigguns)
Close combat
Brawling (all hand to hand fight include throwing of knives and spears)
Martial art (to unlock the other punch and kick types)
Other skill merges
Demolation (granades bombs traps etc)
Survival (outdoorsman and some minor healing)
Medical (first aid and doctor skill)

Still even though this above one is my idea I still prefer the existing system and I think others do too.

OskaRus:
And one more skill
Demotivation - skill to ruin others game, troll, make them cry and ragequit. xD


Otherwise we dont need to change SPECIAL at all. It works fine. If some skills are not used at all? Remove them or let them there and never look at them.

kraskish:
so intelligence trait would be useless? More powerbuilds here we go!

Josh:
@Jotisz, the point of merging is too make fewer options so people spend it on more then one area of skills...

@OskaRus, yes this is why I said the stat system would remain the same but have skills like unarmed and such tied directly in it.

@krashkishm I only gave unarmed as an example because its easy to make a formula for that people won't argue over. Intelligence helps determine speech/barter, SP gain, and the base stats of basically all the non-combat skills.

@Rat, first note how you only mention guns in there since unarmed/melee just isn't useful to invest in either as separate options or lumped in one. Second, more versatile use just requires a non-specialized build, you can use both sniping and burst mode as long as you don't get fast shot, you might not be successful against specialized power builds but you can do it. Repair has a use now, while speech and barter will never be of high enough priority to dedicate points to. Whether or not sneak needs to be reworked isn't being discussed in this thread. Right now the reason people are so different is because it is better to have a char with a build dedicated to each activity then to have a mixture. If you believe people becoming more generalized a bad thing think of how it would reduce the need for alting.

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