Hehe, youre right, but imo silent death should remain an unarmed perk because sneaking with a frikkin sledgehammer is wrong
Just like sneaking with minigun...
Other subject: HtH Evade needs implementing very fastlike if we want unarmed to have reasonable AC.
So yeah, bonus AC at end of turns dont work for obvious reasons. Or can it?
The engine needs some support about this, but what about a RT AC bonus system that doesnt add AC at end of the turn, but modify AC with every action made? In RT when you are generating AP, thats like waiting for your turn right? So its plausable imo.
You are standing still in NCR with 10 agility, that gives a bonus AC of +10(+20 with hth evade) Punch someone, you have 7 AP, +7 AC. AC should be modified only when you are doing actions, not when your AP is changed. This means, that you dont get AC modified after each AP regenerated, because that would have a serious impact on server performance imo. If a character begins to move, server checks for current AP, modifies AC. AC doesnt get updated with every hex, just when the character starts to run.
Anyways this suggestion was a bit offtopic, was just another brainstorm, i dont know what effects this would have on gameplay, or would it cause huge lag. In FO2 i usually blew all my AP in the turn with either attacking or moving. Here, players would have a default +10 AC, or even +18 with jet junkies. I dont think it would be too OP tho, because average players have 150+ % in combat skills. The best solution for this would be if players had 0 AP as default, like i suggested yesterday. AP would only start to generate when players initiate an attack - but cant attack because of no AP, they need to wait. Like in RL when you shoot, you cant shoot instantly, you need to "generate AP", prepare the shot... Lift the rifle, aim down the sight, bam. This way, players would have a constant 0-5 AC bonus, because when they gathered enough AP to attack, it returns to 0, thus AC wont get modified.
ANYHOW...This is a far fetched suggestion, hard to do, maybe not even a good idea. What CAN however be done to HtH Evade is to let it increase AC for skill/12, like it should. For 120 skill thats +10 AC. 10 AG+Dodger+HtH Evade+combat leather jacket(no sneak penalty, 18 ac)=43 AC. Good against rats, not really helping against rockets...
Sneak to the rescue! Sneak may or may not be successful. If you are unarmed with silent death, you will however be seen before attacking. Double damage still applies afaik, but triggerhappy opponents can and in many cases will make swiss cheese out of the sneaking bastard.. So, like i said many times, sneak should add an AC bonus - while sneak is active.
How much would not be OP considering the average ninja would have 43 AC? Sneak/12? With 120 sneak thats 53 AC. With 240, thats 63. With 150 skill from the opponent, thats roughly 87% hit chance. Aimed eye shot however, would be very risky to pull of, so IMO that 63 AC would be just fine for a ninja.
Over time however, players would adopt to the new sneakers, with increasing skills over 200+%. Because +1 skill gives +1% hit chance, and +1 sneak/unarmed gives only -1/12% it would still be underpowevered. Keeping sneak and unarmed on the same skill level however gives an edge, because with 200+% small guns for example the player requires alot more skillpoints, then with 150-150 sneak-unarmed.
K im tired, too many words, Ombra say something..