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Author Topic: New Professions... and other suggestions  (Read 1408 times)

New Professions... and other suggestions
« on: April 29, 2010, 11:49:26 pm »

Suggested changes in actual profession:

energy expert: (same requeriments like now)
   lvl1: can craft magneto laser pistol, laser rifle
   lvl2: can craft laser rifle extended, micro fusion cells, plasma pistol
   lvl3: can craft plasma pistol ext. capacitor, plasma rifle
(only craft energy guns)

energy weapons (melee/unarmed):
   lvl1: [7 IN, 90% science] super catle prod, power fist
   lvl2: [8 IN, 130% science] ripper, mega power fist
note: melee fighters can be able to craft rippers or power fist, without raise energy weapon skill. (not forced to create an alt)

scientist medic: (replace the actual medic profession)
   lvl1: [8 IN, 110% science, 80% doctor] can craft healing powder, stimpak, buffout, radaway
   lvl2: [9 IN, 140% science, 110% doctor] can craft super stimpak, mentats, psycho, rad-x

notes:
-some professions have different teachers, so an interesting feature will be that each teacher give some special or different blueprints. I.e: you learn to craft brotherhood armor only if you learn the armor crafter lvl 3 in BOS. magnum and upgrade only if learned gunsmith from boyce (junktown) or deagle and upgrade only if learned from skeeter (gecko). and some other stuff like that.

Now the professions are only crafting professions. A crafter has an alternate way to obtain xp (crafting stuff), and an alternate way to obtain stuff/money.  

So, non crafting professions, would give similar advantages to a player, some professions will give acces to repetable special quests (medic can heal npcs in hospitals, thief will have quest to "obtain" some items, etc), access to special traders (better prices, better/rare items), etc

Suggested professions:

medic:
   lvl1: [7 IN, 5 AG. 80% FA, 100% doc] can craft FA kit and doctor bag, has a 15% lower cooldown when heal/doctor a char (not self)
   lvl2: [8 IN, 6 AG. 110% FA, 130% doc] can craft field medic FA kit and paramedic bag, has a 30% lower cooldown when heal/doctor a char (not self)

thief: {the hub}
   pickpocket:
   lvl1: [7 AG, 90% steal, 60% sneak] bonus to steal small objets, access to stealing quest
   lvl2: [8 AG, 140% steal, 100% sneak] bonus to steal medium objets, access to advanced stealing quest
   safe-cracker:
   lvl1: [6 PE ,5 AG, 90% lockpick, 60% sneak] can craft extended lockpicks, access to lockpick quest
   lvl2: [7 PE,6 AG, 130% lockpick, 90% sneak] can craft improved locks, access to advanced lockpick quest
notes:
-both will have access to quests to recover reputation in guarded towns (with high cooldown) like steal some documents, or some like that. and access to special merchants and places (thief guild).
-also, i think sneak will give some bonus to steal and lockpick skills. in guarder towns sneak would reduce the FoV of guards.

car thief: {new reno gas station}
   lvl1:[7 PE, 6 AG,110% lockpick]: low chance to steal cars (based on lockpick),  10% travel speed bonus in cars.
   lvl2:[9 PE, 8 AG,160% lockpick]: medium chance to steal cars (based on lockpick), can lock cars (increase the lockpick difficult), 20%  travel speed bonus in cars.
notes:
-you need this profession to steal cars.
-may be can be added some cars upgrades to craft.

mechanic: {new reno gas station} can upgrade and craft cars
   lvl1: [6 PE, 7 IN, 100% repair] can craft and install fuel cell controller (lees fuel consumption), and some speed upgrade for cars
   lvl2: [7 PE, 8 IN, 160% repair] can craft dune buggy (require special components obtaines from broken cars)

scout: {kla, NCR}
   lvl1: [7 PE, 90% outdoor] 10% bonus travel speed, small chance to track players (outsdoor check)
   lvl2: [8 PE, 130% outdoor] 20% bonus travel speed, medium chance to track players (outsdoor check)
   lvl3: [9 PE, 170% outdoor] 30% bonus travel speed, high chance to track players (outsdoor check)

slaver: {den, NCR, navarro}
   lvl1: [3 CH, 60% barter] can enslave weak humans (like now)
   lvl2: [6 CH, 110% barter] can enslave normal humans (raiders, robers, caraban guards,etc)
   lvl3: [9 CH, 160% barter] can enslave super mutants(need a brainwasher), and strong humans (rangers, patrols, etc. no bigguners)
notes:
-brainwasher (graphic =psychic nullifier) will be harder to obtain, maybe trough a quest with high cooldown. Also if mutants are too OP they can consume 2 party limit.

caravan merchant:{hub} can have its own caravan (guards, and carts), access to especial quest to bring bunch of resources/components form town to town (if has a caravan)
   lvl1: [7 CH. 90% barter, 60% outdoor] 10% travel speed bonus (walking or in carts), 20% less cost for mercs and carts
   lvl2: [8 CH. 130% barter, 80% outdoor] 20% travel speed bonus(walking or in carts), 40% less cost for mercs and carts

High tech professions:
each level wiil use 2 profession points.

Implants doctor: {vault, san f }
   lvl1: [8 IN, 120% doctor, 90% science] can craft dermal and fenix implants, can craft and ST and CH memory modules.
   lvl2: [10 IN, 170% doctor, 130% science] can craft dermal and fenix implant upgrades, and PE and IN memory modules, can turn merc dogs in robo dogs (improved armor, dmg, hp and ap).
notes:
-a player can only have 2 memory implants, the ST and CH modules will have a minimum lvl requirement of 9, the PE and IN implants will have a minimum lvl requirement of 15. (can only be implanted in players with the required lvl)
-to craft memory modules will be required a special item that will be hard to obtain, may be a quest with global cooldown(that means if a player do the quest all players have to wait for the cooldown time)
-The dermal and fenix implants will deteriorate after each death. ie: a player have the dermal implant at 5% (5% bonus DR  against normal and fire) when die the bonus will be 4% DR for each type. after 5 deaths, (0%) the implant can be repaired/replaced with another implant. The implant upgrades can be implanted only if the first implant has at 5%.
-Emp weapons deals 4x each % DR bonus from implants. (if you have 5% dhermal implant, and 7% fenix implant you receive 48% damage from emp weapons) and 20% more for each memory module.

Robot crafter:
   lvl1: [8 IN, 120% repair, 90% science] can craft eyebots and minugun turrets
   lvl2: [10 IN, 170% repair, 130% science] can craft plasma turrets, some upgrades for eyebots.
notes:
-robots and turrets will deteriorate after time and in combat. (can be repaired)
-turrets can only be placed in faction bases. each base type will be a max number of towers allowed. turrets will require ammunition to work.
To have a robot as companion you will need 8 IN. and 10 IN to have 2 robots.

Infiltrator: a high tech spy
   lvl1:[8AG, 7IN. 120% sneak, 90% science] can craft radio interceptor, motion sensor
   lvl2:[10AG, 8IN. 170% sneak, 130% science] can craft stealthboy, can craft mp grenades
notes:
-radio interceptor give you a chance to hear near radio transmissions (and see distress calls), the messages will be received with some distortion. (you cant use this item if you don’t have this profession)
-motion sensor will increase the chance to avoid random encounters, also can increase PE for detect sneak checks.
-this profession will give a special ability(reqire stealboy), you can follow a char without been detected. it will be like the track option but you have to follow the target before he leaves the town/encounter (like following a party member). when the char are  traveling will have a periodical chance to detect you (sneak against PE +¿outdoor?).
You can only follow a player if you are alone. (you cannot bring companions/party members with you)

Other professions:
-shaman/witch doctor:{klm?} can craft cigarets, healing powders and  poison, and has a FA bonus. [IN, outdoor, first aid]
-prostitute/pimp. porn actor/actress:{reno} [CH, EN]: heal/boost stats in exchange of gold, req condoms.
-gambler:{reno, junktown} [LK, gambling]
-monster hunter: tracking big animals ability (deatclaws, aliens, etc), get pelts from deathclaws and fire geckos, advanced traps. may be also a small chance to track humans [requires hunter] [PE, AG.  outdoor, traps]


Repairing/disassembling items

i thing this features need to be reworked a bit.
why i need sciense to to dismantle an item? if i know how to repair it (and some times carft it), in most cases i will know how to dismantle it.
So instead of use a skill on an item, maybe it will be an option (like reload, or drop) to repair and an option to dismantle, both based on repair skill.

also the chance of success in both cases will be easier.
to compensate the economy, repair items would consume some components.like 1 piece of junk for simple items, 1 piece of metal or 1 alloy for complex items, 1 hq metal or 1 hq alloy for high tech items. a success will improve the condition of the item, a critical fail will reduce the condition (normal fail wont reduce the condition).

This will work fine for small, big guns, armors crafters, but to craft energy guns you don’t need to increase repair. So they can craft guns, but wont be able to repair it, or disassemble it if don’t raise repair. So a suggestion is use the science value for repair/disaemble energy guns/stuff.

Also the crafting professions would give a bonus to repair/dismantle the items that you know how to craft.

And my last suggestion:
science is a skill that involves a lot of thing: electronic, metallurgy, chemistry, computation. and (actually) can be used to disassemble items.
so my suggestion is split this skill in 2 skills, one will be electronics (or repair electronics, and repair will become repair mechanics). The other will stay as science, and will be metallurgy and chemistry, etc.

So for the professions suggested above, energy expert, energy weapons crafter, robotics, infiltrator, and implants doctor will change the science requirement to electronic.
Scientist doctor, demolition expert, big gunner, small gun, armor crafter will still require science. and science will still required to craft alloys, metal parts, gunpowder, etc. (craft radios, small energy cells, etc.  will require electronic)

for the repair/disassemble items suggestion this will have more sense, to repair disassemble mechanical items will be used the repair skill (or repair mechanics) and for electronic stuff will be used electronic skill (or repair electronics)

The electronic skill can replace gambling or speech skill (both useless at the moment).
Still can be possible make a gambling build without the gambling skill (high LK and may be 1 or 2 perks).
the speech skill may be can be used to increase power/abilities/commands of npc companions (slaves, mercs, etc). but those things are out of this topic.

what do you think?
« Last Edit: April 30, 2010, 04:00:06 am by RavenWolf »
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vedaras

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Re: New Professions... and other suggestions
« Reply #1 on: April 30, 2010, 12:14:01 am »

many of professions you have mentioned had already been suggested in the past too bad they didint attract much attention :> And when devs removed gifted perk from game idont think they would like memory modules :>

Mr Feltzer

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Re: New Professions... and other suggestions
« Reply #2 on: April 30, 2010, 02:28:29 am »

I Love the Robot proffesion, The Forum always Down ALOT of New Proffesions. ( No Offence ) I Think Pretty Much Alot of these should be added it would allow MUCH more Stuff you can do, and it will really affect the wasteland so there isnt people who ONLY Make something or Do Something, it would add variety more people.
Along with the 3D Most of these SHould work Out Nicely,

* With The Robot Suggestion make LVL 3 Where You can make Sentry Bots ( 20 Electronic Parts, 10 Good Metal, 20 Alloys, Rocket launcher )
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Re: New Professions... and other suggestions
« Reply #3 on: April 30, 2010, 04:23:30 am »

And when devs removed gifted perk from game idont think they would like memory modules :>

gifted trait gives 7 SPECIAL points, with this suggestion you can get only 2 and you have to be at least lvl 9 (and modules will be hard to craft). Also i think devs do a good job removing that trait.
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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: New Professions... and other suggestions
« Reply #4 on: April 30, 2010, 06:54:18 am »

Sneaking isn't really a thief skill because you can't sneak within 1 hex of anyone regardless of how skilled you are or how blind they are.
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vedaras

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Re: New Professions... and other suggestions
« Reply #5 on: April 30, 2010, 07:26:45 am »

Sneaking isn't really a thief skill because you can't sneak within 1 hex of anyone regardless of how skilled you are or how blind they are.

but you have less chance to be seen by guards maybe?
Re: New Professions... and other suggestions
« Reply #6 on: April 30, 2010, 07:28:31 am »

but you have less chance to be seen by guards maybe?

You'll unsneak if you get close enough to steal though, it's just not possible to do both.
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Pandemon

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Re: New Professions... and other suggestions
« Reply #7 on: April 30, 2010, 07:31:06 am »

Yeah, Robot crafter should be ingame, also I like idea with Mechanic, I'd like to see the cars finally useful.
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Re: New Professions... and other suggestions
« Reply #8 on: April 30, 2010, 01:13:36 pm »

Yeah, we need moar alts!!
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