I'm thinking that certain skills should be grouped together in sets of three like this:
Small Guns
Big Guns
Energy Weapons
Unarmed
Melee Weapons
Throwing
Sneak
Lockpick
Steal
First Aid
Doctor
Science
Traps
Repair
Outdoorsman
Speech
Barter
Gambling
Tagging skills would be gone but putting a point into a group would increase each skill in that group by 1%, but you could lower one skill to add to another before finalizing the level up. Essentially 3 points to redistribute allowing for specialization or general proficiency. Perks would be every 2 levels and powerful perks would be broken up, ie better crits would be 2 10% perks. Skill points from int would have to be reworked.
Changes/additions to perks to make them more useful/help with balance:
AC hit reduction changed to a flat miss %, this will affect all attackers equally regardless of distance and remove 95% miss rates. Im thinking a max dodge of 60% over 3 perks, two of which are hth exclusive.
Pill Popper: reduce the ap cost of using drugs to 1 ap. (replace useless quick pockets)
Hit the deck: add 30% to dodge splash damage
Practiced Hands: Reduce ap cost of non combat actions by 1 (fa/doc/science/stealing/traps/gathering)
Polished armour: Identical to toughness but against EW
Ghoulification: Rads don't reduce stats and instead increase hp regen
Fast Shot: should affect single shot weapons like flamer and RL
Bonus move: Add 2 to stamina regen (see below)
Other changes regarding combat:
Burst weapons:
-Remove ability to crit with burst weapons
-Burst doesn't spread into 3 lanes like before unless the bullet misses the main target, so 30/30 bullets hitting possible beyond 1hex.
-Each bullet after the first has a lower chance to hit increasing by 5% each bullet.
-missed bullets have a chance to hit anyone in the lanes on either side
Sniping:
-scoped weapons have similar mechanics to scoped hunting rifle regarding min/max range
-Only pistols can do eye shots
-Increased crit multiplier dmg
Stamina: When in combat you can only run as many hexes as your endurance allows using a formula based on equipped weapon before you are forced to walk. So 1 handed weapons/2handed weapons/BG and leather/ca/metal/pa
from longest run to shortest. Stamina points would function similar to ap but be based on endurance instead of agility and only function for movement. Outside of combat running would function normally.
Combat mode: Combat mode would only be entered when you shoot or get hit, someone shooting and missing would not refresh the cd.
Anyways let me know what you guys think, suggestions etc. I think we need to move away from the outdated fallout system its a good base but wasn't by any means perfect or intended for an mmo.