In advance: I'm working off of my knowledge, what the fonline wiki says, and what the fallout wiki says. I am sorry for any bad information, and please do not hesitate to correct my mistakes. This is a work in progress more than anything.
As it is now there are several perks which are always chosen, and several that are always ignored. In the interest of more varied builds I was hoping we could update perks. I've looked through a handful of threads, but for the most part the suggestions given have been on a single perk. I'm hoping to cover multiple perks with this post. For the most part I will ignore perks that add to skills, as I'm not sure how to address these. I will mainly address combat related perks, and leave out perks such as scout, pathfinder, etc. as I do not know what to do with these, as I imagine there are some PvE only players who enjoy/use them, and that fonline isn't necessarily all about player versus player.
This is what I have so far, i'll add more in a separate post later
Useless perks in real time, some use in turn based
Cautious Nature
Current: +3 to PE when determining placement in encounters
Additions
* +3 PE to view range when using town preview, (capable of seeing through objects?)
* Possibly give real time view during town preview (I believe it currently takes a "snapshot" of sorts, and doesn't update until you take a 2nd look)
* Should the +3 go beyond the 10PE limit?
Earlier Sequence
Current: +2 to Sequence, 3 ranks
Uncertain
As far as I know sequence is useless in real time. The primary suggestions i can think of would be to change how sequence figures into real time
* Possibly having having sequence effect the battle timer, having it allow someone escape more easily to the worldmap if they are under fire
Faster Healing
Current: +2 to Healing Rate, 3 ranks
Overhaul
* Reduction of the weakness timer
* If players could inflict poison/radiation on each other then maybe this would somehow heal that faster. (Unlikely since that would require a 2nd implementation)
Bonus Move
Current: +2 AP to total AP for movement, 2 ranks
Additions:
--This is sort of a separate idea, but would give bonus move a use, and give HtH a chance in real time
---From what I currently understand, if you walk while in real time, then your AP regeneration will stop until you stand still. If you run, it will stop regenerating until you stand still. I would suggest if a player is running then they're AP will actually drain over time. (I would think people with 0ap can still run, debatable). Walking remains the same in that it neither drains, but you do not gain AP over time
--- Rank1 of bonus movement will change the above so that while running you do not lose AP, and while walking you slowly gain AP (slower than if you stand still)
--- Rank2 of bonus movement will change the above so that while running you slowly gain AP, and while walking you gain AP as fast as if you were standing still.
--- If the AP change to running/walking is not implemented, then the ranks could at the very least allow bonus AP regeneration while moving
Limited or very low current usefulness
Heave Ho!
Current: +2 ST when determining throwing range, 3 ranks
Prenote: The strength bonus will not exceed the weapon's maximum range. Maximum range for grenades is 15, which requires 5st to achieve (range is ST * 3) I do not see why there are 3 ranks. Plasma grenades require 4ST, Frag 3ST. Even if you only have 3ST, with 1 rank of this perk you have enough ST to have maximum range
Overhaul:
* +1(2?)st for determining throwing range, (2-3) ranks. May exceed weapon's maximum throwing range.
---If someone has 5st, and gains 3 ranks, then they would potentially have a range of 15base range, + 9 for a total of 21 range.
---In the interest of balance I will mention with the right build grenades have an AP cost of 2 (fast shot + brof, i've tested and can verify) The ability to spam grenades so easily should be taken into consideration. I don't know with certainty how well grenades compare to rockets in the ability to knock down for extended periods of time
EDIT: As it is now AC doesn't have much use considering so many people get an obscene amount of weapon%. I don't know for certain how much these next 2 perks will actually effect chance to hit, but I figured they would add quite a lot. In retrospect I probably shouldn't use the term AC since that is something that will be the same for all people attacking me, but the idea is if i'm farther away from someone shooting at me then i will have a higher chance to dodge that attack.
Dodger
Current: +5 to AC
Overhaul:
* +1 AC for every (1-3, i suggest 2)hexagon away from your target
* Possibly additional AC for when you're moving in real time
HtH Evade
Current: Additional bonus to AC at the end of turn
Prenote: from what I've heard this is completely broken, and does nothing at the moment
Overhaul:Multiple possibilities here
* AC has double the effect when you are holding no items in either slot
* Possibly additional AC for when you're moving in real time (if this isn't used for dodger)
* Inverse version of dodge, the closer to your target the more AC you have (not necessarily AC, could simply have increased chance to miss for that person)
Demolition Expert
current:Extra damage and no failures with explosives[
prenote: From what I understand this simply adds 10 more damage for timed explosives (dynamite and plastic explosives) and the time you set is always exact.
Overhaul:
* explosives (rockets, frag/plasma grenades, molotovs) get +10 damage
* Bullets users have +2 per bullet, hth can get a +2 per hit, a general damage is available of +5 to living things, why not give explosives something similar?
* Possibly having it so that weapons that have a chance to explode and harm you will never do so (they will simply critically fail and drop to the ground or something