So buying a car has become a hassle, since the price keep going up. Whether it too many cars being sold or a crappy
economic system, who knows?
So I came up with some ideas for the car...A. The idea of implementing a new skill (borrowing from tactics), such as adding a Pilot skill. Here's how it would work...
Example: A person who spend a couple of skill points on pilot but lower than 50%, can still be able to drive any car when
going through the world map (let say the person wanted to go from NCR to San Fran). The car will go to a random
direction (who knows, maybe the driver was trying to find a better route or is driving for the first time), that person has
the keep on clicking on the map until the car goes through the right direction. Not to forget, the less points on Pilot, the
more damage and slower the car gets. Here's where Pilot comes to play, the higher the points for Pilot, the less random
the car goes, less damage and more speed the car gets.
B. Reusing an old perk (again borrowed from tactics), adding the Road Warrior perk. Instead of giving a bonus to Pilot skill,
this perk will grant the player an added 10-15% extra damage (too much?!?) to any weapons. The drawback is that it
works while driving or riding with a car through random encounters on the world map (that including fighting other players
who are also in a random encounter).
C. A new random encounter when using any car (depending on the car, the player skills and the player gang). Here's the
scenario...
Example: The player travels through the world map with the car (maybe it a hummer and it's carrying 3 buddies who are
very skilled gunners, also 2 more who are part of the player mercenaries and are Energy weapon user). Then all of a
sudden a random encounter happen, it's the a bunch of car bandits (similar to the highwaymen from FO2). These bandits
will have a truck or somewhat a similar vehicle nearby. Here's the options...
1. Enter the encounter, but leave the map with the gang without the car, the bandits will steal the car fuel and stuff it
was carrying.
2. Avoid the encounter, but still keep getting the encounter until arriving to a town or the car runs out of fuel.
3. Fight the bandits (depending on the player skills and partners skills), kill the bandits and take their fuel from their truck
(not the truck since it would defeat gameplay purposes), also what they're carrying from their truck (the truck will
serve as a reward, could be 300 rounds of ammo or anything. The idea is the bigger the player gang is, the greater the
reward but also much riskier as more bandits could appear with better equipment).
D. Another idea is to implement a new vehicle such as a motorcycle. The motorcycle can carry 2 passengers. A upgrade to
the motorcycle could be adding a sidecar (can be bought from T-Ray?). This sidecar can act as a storage (whether it
carrying ammo, armor or medical supplies), or carrying one more extra passenger without the stuff.
Moving to other topics...1. I heard by the name of Cheezy in the forums, who had an idea for a weapon attachment and I found it to be a great
idea. The ability to add a magazine expansion or a scope to your weapon (something that makes sense, I mean adding a
silencer to rocket launcher isn't going to do much). In order to make this idea work, the more attachments that are
added to the weapon, the higher the deterioration rate goes...
Example: Say if the player used a 10mm Pistol, the deterioration rate is normal. Now if the player used a 10mm Pistol with
a scope attachment the deterioration rate will be a bit faster, adding that with a magazine expansion the deterioration
rate will be even more faster, and so on. The reason would have to be for more variety to the weapons, whether it's
adding a scope for the Magneto-Laser Pistol to cut a deathclaw in half from far away or adding a magazine expansion to
your HK P90c with AP ammo during a player vs player, this would require for people to think before going into battle.
2. When buying Mercenaries, they need to have some type of personality or attitude due to being bland. For example
A. When in a random encounter, and fighting a deathclaw they should have something to say like "this shit just got real"
B. When in a random encounter, and surviving with just barely enough health they should say "It's just a flesh wound!"
Something funny and different so it doesn't get too repetitive.
3. A player upgrade would be a good idea (just like in FO2), such as the memory module (that raises one of the
S.P.E.C.I.A.L.), the pipboy enhancer (that raises the points to one of the skills), or the combat implants such as the
dermal and phoenix implant that would grant the player damage resistance. The drawback is a limit for two upgrade only.
So if you want a character with dermal implant mixed with a +1 Perception from one of the memory module, you can.
The purpose is to give everyone a chance, but not to make their character into damn supermen.
Thanks and give a shout, I would really appreciate it.