Other > Suggestions

Classes revaluation

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kraskish:
I am all for introducing more variety and fixing some classes up (I gathered my own and others ideas), so here it goes:


MEDIC
as for now its a druggist kept in the base or travelling to VC not more

Solution:

1. Use of doctor skill needs to bear consequences (Just imagine operating an eye) Unskillful doctor intervention would cause damage up to 1 hp. SO there wouldnt be a situations like in NCR yelling DOC FA where everyone tries their luck. The role of medics would improve beyond druggist

2. Implementation of paramedic bag for healing at world map (for pvp role increase) - or needler pistol healing as in other post or both of them
 and doctors bag for healing injuries (how can you operate an eye with your hands? sounds good :D)



TRIBAL MEN (SAVAGE? w/e)

As we know in original fallouts there were tribes and those were relying on hunting etc. But when you see now no one is hunting with a spear rather with pistols and in armors (yeah I know the technology is moving forward :P) but lets be honest, wasteland/villages/Iguana stands need hunters for meat so they can eat and survive.

Solution:

1. NPC quests similar to shit shovelling or brahmin catching but aimed at skin/meat selling. ALSO: SOME ANIMALS SHOULD CONTAIN MEAT: i.e. molerat?

2. Tribal/Savage class (via trait): Boost to spear usage and throwing (just for spears, wouldnt be capable of wielding granades), They would get skins with 100% chance while others without the trait would have 10% or NONE or Tribals get 100% more skins. REASON: REMEMBER THE F2 QUEST WHERE YOU OBTAINED THE SKIN SKILL, ITS NOT THAT EASY

3. Tribals/Savages wouldnt be very good in PvP for sure but PvE would rule. Apart from point 2 (melee, throwing boost for spears) they would have a raised resistance for poison, and increased healing rate + outdoorsman (I think a hunter knows how to choose a prey)

4. 60% max chance while using other weapons WHERE WOULD YOU LEARN IT IN YOUR VILLAGE?

MECHANIC or repairing problem

In most of the cases now ARMORER is simultaneously a MECHANIC repairing stuff etc. Well I believe that he/she could be fixing armors but WEAPONS are a different piece of cake.

Solution 1:
Introduction of MECHANIC class, repairs things based on the lvl of the item to be repaired lvl 1 - 80% to repair lvl 1 weapons, armors etc lvl 2, 3 similar to lvl 2 and 3 stuff

Solution 2:
As mentioned in the suggestions before, repair skill is based on the item usage skill, i.e. repairing a 10mm pistol would base on 1/2 small guns and 1/2 repair, I dont come with a formula but you know what I mean. Im also for the fact that lvl 1 weapon crafter should repair lvl 1 items with a greater chance than lvl 2 or 3, for repairing these one would need lvl 2 or 3 weapon/armor skill


BOS PALADIN - Reason: No idea for BOS faction
PERFECT IDEA BY GORDULAN

http://fodev.net/forum/index.php?topic=4527.0

Namely BOS ranks, quests and so on


Well thats all...I await for your criticism...

HertogJan:
I like the idea of needing a doctor's bag to heal injuries.
It shouldn't be usable for all though.
You should only be able to use and craft it when you have level 2 doctor.
As for the crafting, you should need some:
- hides or skins
- fiber
- stims and super stims
- roots and flowers
- radaway
- empty hypodermic
- and perhaps some med gel and chemical components
You also need an FA book to craft it.
Obviously you would need to have it in your active slot to use it.

Weakened should be curable without a doctor's bag.

An FA bag would be harder to work out and should only cure hp.
So it should contain some healing powder and weak healing powder, perhaps stims but no super stims and some radaway.
You should need doctor profession level 1 to use and craft it.
Crafting would also require an FA book.
I don't like that idea for an FA bag.

kraskish:

--- Quote from: HertogJan on June 09, 2010, 11:15:21 am ---I like the idea of needing a doctor's bag to heal injuries.
It shouldn't be usable for all though.
You should only be able to use and craft it when you have level 2 doctor.
As for the crafting, you should need some:
- hides or skins
- fiber
- stims and super stims
- roots and flowers
- radaway
- empty hypodermic
- and perhaps some med gel and chemical components
You also need an FA book to craft it.
Obviously you would need to have it in your active slot to use it.

Weakened should be curable without a doctor's bag.


--- End quote ---

I like the idea, seems reasonable :).

Well ok, at least we both agree this doctor bag should be used. What about the FA bag or Paramedic? Maybe Paramedic bag/FA bag could be used for healing in Turn Base (for every player)? That would make doctors more useful...

HertogJan:
I think that's harder.
HP healed and cooldown already depend on FA.
Best I can think of is you heal more hp using FA if you have a doctor's bag or paramedic bag, for instance a 10 or 15% bonus on the hp healed.
In the same way the Swift Learner perk works.
For example, you would have healed 40 hp, but get +10% on that healing 44hp.

Another solutions would be to make the healing percentage of stims, super stims, and radaway dependable on FA and (weak) healing powder on FA and/or outdoorsman.
I don't think this a good solution though as it would reduce the usefulness of especially stims and super stims and would make the game more unbalanced.

LagMaster:
i think the ideea whit doctor's bag and FA kit is implemented,no

you can buy them from DR.Fung(San Fran),no?

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