Sneakers should be sneakers, tanks tanks and medics medics. Heavy weapons guy sneaking with his minigun and healing himself up is not only overpowered and preposterous, those stupid power build leave no other options to players, they either choose one fightan build for turbo crits or another fightan build for miniguns or rocket launchers.
No, no, no, no please, don't turn FOnline in other boring wasting time MMORPG where are tanks, damage dealers, buffers and healers, and anti-tanks and anti-damage dealers.
If you don't want to read this all, please start to read from green line, thanks.You want classes? The best way to do that was suggested before, don't know what skills was there, but here I divided them for gameplay purposes, not sense:
Combat skills:
- Small Guns
- Big Guns
- Energy Weapons
- Unarmed
- Melee Weapons
- Throwing
Security (don't know how to call, but for Scoundrel/Rogue character type) skills:
- Sneak
- Lockpick
- Steal
- Traps
- Gambling
- Outdoorsman
Social skills:
- First Aid
- Doctor
- Science
- Repair
- Speech
- Barter
And no, it's not just another way "simply need to make a suggestion about changing game".
There're 3 sections of skills with 6 skills in each, every section has atleast one skill which will be used by every type of character. Divide SP gained per level on 3 (if after dividing number isn't integer, then 1 SP will be added to Combat, 2nd to Security, next time 1st it'll be added to Social and 2nd Combat, then to Security and Social, etc.) So you'll
have to spend points on something from these skills.
- Small Guns: every "powerbuild" (later combat character) will get all SPs on one weapon skill to use it on max.
- Big Guns: same as above.
- Energy Weapons: same as above.
- Unarmed: same as above.
- Melee Weapons: same as above.
- Throwing: same as above, also can be used as combo with other combat skill.
As you can see nothing will be changed here, powerbuild maxed thier weapon skill, now everyone can max thier weapon skill. Some players can increase more than 1 weapon skill at the same time.
- Sneak: every combat character which uses grenades or sniper-loner/ambusher with shoot'n'hide tactic will use this skill on max.
- Lockpick: yea, they will make alts for this, that's why it should be possible lock doors with only lockpick skill during combat at towns for low time depending on lockpick skill, so it can be used everytime, and lockpicker in team sometimes can use it to make a bunker from house with windows or to open that bunker to be able to rush in there.
- Steal: alts, succesful sneak should positively affect reputation for some gangs/underground, and high reputation should unlock some possibilities that can be used by main characters very good, like special training to increase some skills/give perk, so it'll be "good" for alt and excellent for main character.
- Traps: I hope devs will make guards to learn how to use "traps" skill to disarm dynamites and mines at guarded towns instantly with 100% success, not to look at laying activated dynamite and wait till someone pick it up to shoot that person after, so mines can be implemented and even used and during battle, traps skill is very good for combat characters to spot, lay and disarm them, or explode locked door, which was locked with lockpick skill, also mines should start to work atleast on 5th second after planting, so you can't fast lay mine if someone's chasing you or at guarded towns, because the nearest guard will instantly run and disarm mine, others guards will shoot terrorist and first guard, after disarming, will join shooting.
- Gambling: not used yet, but I think there must be a minigame to Tragic the Garnering, which you can play with NPCs only, deck could be find only at caves and encounters, and gambling skill will affect only max wager ammount, win/lose depend on player himself only by playing this minigame, wins should increase your reputation everywhere (and reputation effect should be changed, and it should be good for every type of character) and of couse caps, loses only decrease caps. Loners may some increase this skill if they're not interested in sneak and have high enough outdoorsman or not interested in it too. This skill may not be increased and used well, but increasing will allow to make higher wagers, and again, if devs will make something with reputation, higher skill will increase reputation more, so it can be useful for main character and useless for alts. Probably having high gambling skill and high reputation, someone somewhere will give special training to increase some skills/give perk, so it'll be "good" for alt and excellent for main character (the same as Steal skill).
- Outdoorsman: every type of character may find this skill useful.
Every powerbuild increased nothing from these skills. With mines (and not dumb guards) traps skill will be used by combat character, lockpick can be used too, if not, then it'll be outdoorsman. Gambling/Steal skill should give benefit for increasing them, so you can increase it even by main character, but probably get permanent bad reputation somewhere for totally changing life of character and gameplay.
- First Aid: oh yeah, every combat character will invest points in this.
- Doctor: and in this.
- Science: loners for crafting, crafting alts, or that's why there must be security system in some high tech unguarded locations, which has reason to fight for, so this skill will be used to terminal to observe cameras and do bad things by slicing computer, like gas room or locking/opening doors, but I can't imagine what in Fallout can have such system and mass player interaction at the same time.
- Repair: loners for crafting, crafting alts, weapon/armor deterioration should be more dynamic, so it may break during fight, using repair skill on character should target his armor or main hand weapon, so mechanic in team will be almost the same as doc.
- Speech: again, the same as steal and gambling, implemented in that way, high skill will unlock certain quests which will give something unique and impossible to give to other players (not item), like skills/perks, so it'll be excellent for main characters, yeah, powerbuild may tag it the same as steal and gambling ^_^ to get some benefits and again, it shouldn't be easy to get these benefits, you'll need to think alot during these quests or .. whatever, but it shouldn't be like that: I have X% speech, it means I'll get this benefit 100%, I only need to follow wiki or something.
- Barter: barter alts, and if battle for town will be implemented like king of hill or whatever it calls: with limited number of players which number and type is locked and can't be changed, so total amount of barter% of all characters taking part in it will affect reward for wining TC.
That's really silly, but combat characters will love social skills very much (except for science), as you can see every skill can be tagged and used by every type of character.
Well, this was small post about how it can be done by other way, so you can really RP when alot quests will be added, and alting will be not useful for only 1 purpose and boring, because you'll have alot quests avaible and reputation system which isn't implemented yet. This game has great future and you need only time to wait.