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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Rosmy Sundr on March 22, 2012, 12:31:13 am

Title: Psykers/Psychic Powers? (edited)
Post by: Rosmy Sundr on March 22, 2012, 12:31:13 am
First, some background: http://fallout.wikia.com/wiki/Psyker

I know the board rules are to post as much detail as possible, but there seems to be an inverse relationship between the amount of work put into a post and how seriously its taken. I kinda want to be intentionally vague with this post too feel out other players opinions. Details like "replace gambling skill with-", "require taking a psyker trait", or  "base it off of luck+intel+percep" seem like a waste of time if general consensus is against the whole concept. If you think its a dumb idea, please tell why.

Possible crafting:
psychic nullifier
psychic amplifier
tinfoil hat?

Adding some sort of psychic resistance rating to conventional helmets

possible abilities:
electrokinetic - some sort of medium range electric attack? "force lightning"?
photokinetic - generic energy weapon-esq pew-pew, sans weapon/ammo?
telekinetic - forced dropping weapons, some variant on throwing? Pick up items on the ground to your inventory from a distance?
pyrokinetic - flamer type attack? or some sort of explosive? Melee or unarmed attacks count as fire damage?
telepathic - listening in on characters from far away? instant radio? Enhanced perception for purposes of field of view? perhaps the ability to tame non-humanoid creatures?


3/23/12 - More modest, detailed abilities:
A single psyker skill (perhaps accessible through the skilldex), that reduces the luck and perception of a single target by 5 total, randomly distributed between both Stats (could be -5L0P, -4L1P, ... , -0L5P). The duration of the skill would be dependent on skill point investiture (1second/3%pt ?), and the AP cost could be fixed, or preferably a reduction in the rate of AP refill during the duration of the skill's activation.

Direct consequences to target:
Luck + Perception reduced by 5 total, If target has Mental Block support perk; only 2 total
Increased risk of critical failures, weapon drops, falling
Decreased hit chance, critical chance
Reduced field of view
messages similar to REVULSE.MSG (http://fallout.wikia.com/wiki/REVULSE.MSG)

Direct consequences to psyker:
reduce perception by # while activated (3 if psyker skill% under 100%, 2 if under 200%, 1 if >=200%)
reduce AP regeneration rate while active
wears off after (psyker skill%) / 3 seconds
Title: Re: Psykers/Psychic Powers?
Post by: maciek83 on March 22, 2012, 12:40:34 am
to much work , balancing

and i dont really feel its falloutish :-\
Title: Re: Psykers/Psychic Powers?
Post by: falloutdude on March 22, 2012, 12:57:39 am
lol wtf magic powers in fo? you make me laugh hard.
Title: Re: Psykers/Psychic Powers?
Post by: Ganado on March 22, 2012, 01:01:28 am
lol wtf magic powers in fo? you make me laugh hard.
First Aid and Doctor :p
Title: Re: Psykers/Psychic Powers?
Post by: falloutdude on March 22, 2012, 01:03:52 am
First Aid and Doctor :p

yea but first aid and doctor things are humanly possible. throwing lighting out of you arse is well not so much.
Title: Re: Psykers/Psychic Powers?
Post by: Michaelh139 on March 22, 2012, 01:04:37 am
It is canon....
Title: Re: Psykers/Psychic Powers?
Post by: Rosmy Sundr on March 22, 2012, 01:27:32 am
"FEV + radiation" is just as hand-wavy as any other magic. Even if we throw away all the dreaded hocus pocus in F2 with hakunin's and melchior's magic, there are plenty of "pure fallout" tropes that are unrealistic from a hard-scifi standpoint, and markedly un-post-nuclear-apocalyptic.

But just because we're uncomfortable with post-nuke jedis, that doesn't mean we cant have some toned-down fun with "FEV + radiation"
Title: Re: Psykers/Psychic Powers?
Post by: T-888 on March 22, 2012, 02:00:44 am
Pokemons ? No thanks.
Title: Re: Psykers/Psychic Powers?
Post by: Rosmy Sundr on March 22, 2012, 02:26:42 am
Pokemons ? No thanks.
If you're saying that in regards to taming critters, how is it any different than mercs/slaves/companions/dogs?

If you're saying that in regards to kinda "elemental" sounding attacks... would you prefer rock/paper/scissors? Fallout already has varying attack types and armors to address them.
Title: Re: Psykers/Psychic Powers?
Post by: Roachor on March 22, 2012, 02:39:46 am
My 10 int char should be able to implode heads just by concentrating
Title: Re: Psykers/Psychic Powers?
Post by: Surf on March 22, 2012, 09:23:45 am
lol wtf magic powers in fo? you make me laugh hard.

"This magic" is in the game since Fallout 1.
Title: Re: Psykers/Psychic Powers?
Post by: Andr3aZ on March 22, 2012, 09:30:36 am
Meh, i wouldnt wanna enhance luck anyway as it is on 10 always, because luck makes me the wizard of california!

I also think jinxed is magic enough.
But when I think again, mages wouldn't need weapons, so we have another "unarmed" trollbuild type that won't loose shit if he dies.
Title: Re: Psykers/Psychic Powers?
Post by: DocAN. on March 22, 2012, 09:56:37 am
What next....?

KAMEHAMEHA *-----------------------((o))
Title: Re: Psykers/Psychic Powers?
Post by: Lizard on March 22, 2012, 10:05:50 am
It's already implemented with Perks.

Why else would you be able to raise stats like Perception or Luck? A perk increasing such stats by 3 instead of 1 on higher levels would make more sense, though.
Title: Re: Psykers/Psychic Powers?
Post by: Wipe on March 22, 2012, 10:52:58 am
I also think jinxed is magic enough.
But when I think again, mages wouldn't need weapons, so we have another "unarmed" trollbuild type that won't loose shit if he dies.

Only if you stick to FOnline(s) style and assume that such ability is available for player from the start (trait/skill) or can be found during character "life" (perk/quest/special encounter/whatever). If you leave decision to the game and won't add huge YOU WIZARD info, you have much more freedom in adding stuff that may create some disbalance. Example: get low chance for adding X during level up, and roll on which one during character registration. Make this chance 0 for all, but Y characters every Z registered. Build set of rules and let the game randomly pick one every day :P Such thing could work not only for this sugg (which has low chance as i see), but many threads around, and even stuff already included ingame, but that's another story.
Title: Re: Psykers/Psychic Powers?
Post by: Andr3aZ on March 22, 2012, 11:00:14 am
This reminds of becoming a jedi/forceuser in SW:Galaxies when the game was in its early years.

There was a way. Nobody knew how. Nobody got it. :D
But yeah such random talent in wasteland magic sounds interesting.
Title: Re: Psykers/Psychic Powers?
Post by: Killy on March 22, 2012, 01:33:37 pm
lol wtf magic powers in fo? you make me laugh hard.
1 word - sneak
Title: Re: Psykers/Psychic Powers?
Post by: Rosmy Sundr on March 22, 2012, 04:20:29 pm
This reminds of becoming a jedi/forceuser in SW:Galaxies when the game was in its early years.

There was a way. Nobody knew how. Nobody got it. :D
But yeah such random talent in wasteland magic sounds interesting.
This is actually quite similar to what I was thinking. I think they called it the "holocron" system requiring massive investments into varying skills and a long string of non-obvious quests to unlock your potential. Perhaps during encounters with "holy people" you could inquire about your own supernatural potential and receive semi-intelligible hakunin-ish hints on what your next skill investment should be. "The desert winds blow curiously about you... but you still must fear the viper." meaning: you've got very minor psychic potential, go earn the snake eater perk to advance to the next requirement.  Or "The sands could shudder at your presence, have you learned to shake the Earth?" to mean: put another 10 points into big guns. There would be no way of knowing at registration what requirements you would need, so there would be a lot more general characters trying to work the hidden Psyker skill. I wont pretend to say it would get rid of specialized alts, but I think it would make the wastes more interesting.
Title: Re: Psykers/Psychic Powers?
Post by: Sarakin on March 22, 2012, 10:51:26 pm
Sooner or later, everyone will know the "correct" combination and many wizards gonna roam the wasteland (if its going to be good, if not, no one will bother to do it).

Psyker skill could be refreshing alternative to already existing weapon skills.
Title: Re: Psykers/Psychic Powers?
Post by: Tomowolf on March 22, 2012, 10:53:52 pm
Add "FUS-RO-DAH" spell in game please.
Title: Re: Psykers/Psychic Powers?
Post by: Rosmy Sundr on March 23, 2012, 12:40:24 am
Sooner or later, everyone will know the "correct" combination and many wizards gonna roam the wasteland (if its going to be good, if not, no one will bother to do it).

Psyker skill could be refreshing alternative to already existing weapon skills.
it could be random to each character.
Title: Re: Psykers/Psychic Powers?
Post by: Sarakin on March 23, 2012, 12:44:55 am
Yes, but these events cant be limitless
Title: Re: Psykers/Psychic Powers?
Post by: Johnny Nuclear on March 23, 2012, 01:15:22 am
well, yes, there is something supernatural in fallout-  master's powers, ghost in F2, some minor psychic abilities might be somehow ehm tolerable, but throwing fireballs is too much.
Title: Re: Psykers/Psychic Powers?
Post by: seb910 on March 23, 2012, 04:47:37 am
Entering enemies mind, forcing them to drop weapon, brake arms, shooting to random npcs or other players, sweasing them and depriving their AP, failing them to concentrate like knock down and knock out. Boosting your friends like drugs - YES

Casting lighting bolts, fireballs, flamewaves, meteorshowers - NO

Possible crafting:
all kind of fetish crowbars.

Anyway it`s good idea, there can be lot of nice, new things added to the game but that not gonna happen.
Title: Re: Psykers/Psychic Powers?
Post by: Slaver Snipe on March 23, 2012, 05:51:53 am
The only part of this I would like is what seb said, that would create a new support class but then again it might just make it retarded  ;D
Title: Re: Psykers/Psychic Powers?
Post by: Handyman on March 23, 2012, 07:30:09 am
Well, there are mutated rats and so on, so why not human mutate into telekinesis psi masters of universe ?
( Hears wishpers in hear )
Title: Re: Psykers/Psychic Powers?
Post by: Ox-Skull on March 23, 2012, 08:47:33 am
Entering enemies mind, forcing them to drop weapon, brake arms, shooting to random npcs or other players, sweasing them and depriving their AP, failing them to concentrate like knock down and knock out. Boosting your friends like drugs - YES

Anyway it`s good idea, there can be lot of nice, new things added to the game but that not gonna happen.

Intereting, never really releasied it exsited in FO1, but plainly obvious when u think about it. :P
The Master hits you with a mind blast like thing when u go down the gooey corridor. doesnt he?

If it was to be possible in FOnline:2238, id say the things seb910 sugested would be the go.
Id say that "exploding weapon" shouldnt be part of the powers.

dont know about support for friends, ids say they should be way less powerful than drugs, and last for 10ap.

Take note of the end sentance in sebs quote.
Title: Re: Psykers/Psychic Powers?
Post by: Johnny Nuclear on March 23, 2012, 10:17:49 am
Yeah but that was master, not random bluesuit, as i said some minor stuff, like cuasing headache= reducing some stats, in encounters preventing animals attack.
Title: Re: Psykers/Psychic Powers?
Post by: manero on March 23, 2012, 12:47:41 pm
Delightful absurd  ;D
Title: Re: Psykers/Psychic Powers?
Post by: Rosmy Sundr on March 24, 2012, 03:08:27 am
Yeah but that was master, not random bluesuit, as i said some minor stuff, like cuasing headache= reducing some stats, in encounters preventing animals attack.
yes, but that was two heavily irradiated generations ago, after multiple explosions (including a nuke) scattered even more FEV to the local wasteland. These influences have already breed intelligent molerats, deathclaws, and talking two headed cows. Unless we are working under the principle that we are literally blue-suits, IE fresh from a vault, it would not be absurd to presume that natural selection has, on rare occasion, produced individual humans with at least the capabilities of those the master "created" through random injections of FEV to the brain. That said, I believe there was also a F1 perk to resist psyker influence, Mental Block; perhaps a support perk that could reduce the chance of psyker success by a substantial percentage. IE and additional 30% chance to resist weapon drop, or reducing the effectiveness of a psyker attack against your concentration (reducing % off hit chance, % off active skill rolls, etc)




3/23/12 - More modest, detailed abilities:
A single psyker skill (perhaps accessible through the skilldex), that reduces the luck and perception of a single target by 5 total, randomly distributed between both Stats (could be -5L0P, -4L1P, ... , -0L5P). The duration of the skill would be dependent on skill point investiture (1second/3%pt ?), and the AP cost could be fixed, or preferably a reduction in the rate of AP refill during the duration of the skill's activation.

Direct consequences to target:
Luck + Perception reduced by 5 total, If target has Mental Block support perk; only 2 total
Increased risk of critical failures, weapon drops, falling
Decreased hit chance, critical chance
Reduced field of view
messages similar to REVULSE.MSG (http://fallout.wikia.com/wiki/REVULSE.MSG)

Direct consequences to psyker:
reduce perception by # while activated (3 if psyker skill% under 100%, 2 if under 200%, 1 if >=200%)
reduce AP regeneration rate while active
wears off after (psyker skill%) / 3 seconds
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Chrupek on March 24, 2012, 10:11:20 am
How about: single psyker skill - reducing targets screen resolution (or even increasing zoom up to 400%).


I hope, that someone lock this topic soon.
Title: Re: Psykers/Psychic Powers? (edited)
Post by: DocAN. on March 24, 2012, 10:28:23 am
How about Time Delay, Fireball, Teleport, Meteor Storm and so on.....

Only PSI-shit i can handle is some Animals Control which will allow to tame something more then brahmin.

If there will be something else, be sure to be trolled all the time.
Title: Re: Psykers/Psychic Powers?
Post by: Johnnybravo on March 24, 2012, 11:38:01 am
well, yes, there is something supernatural in fallout-  master's powers, ghost in F2, some minor psychic abilities might be somehow ehm tolerable, but throwing fireballs is too much.
Can't speak for F2, but considering you've got lizard breathing fire or people surviving heavily radiated environment in near-death state for incredibly long, some form of telekinesis and pyrokinesis is not far fetched.
On other side, check out who had those available - they were all heavily mutated (or at least had mutated brain, and were not able to survive on their own due to massive damage to it) - so it'd be a bit too weird to make it available to players.
And even when you accept it, you have to think about it's usage - reducing stat of nearby people? Godsend for proxies.
Setting people on fire? Pretty much form of ranged melee.
Clairvoyance? Just a bit more safer sneak alt..
Title: Re: Psykers/Psychic Powers?
Post by: Johnny Nuclear on March 24, 2012, 12:15:42 pm
These influences have already breed intelligent molerats, deathclaws, and talking two headed cows.
intelligent molerats - true
deathclaws - not random FEV and rad mutation, wiki: "Deathclaws are a large, agile and strong species of mutant Jackson's Chameleon[1] created through genetic engineering, with the addition of DNA of various other species."
talking two headed cows - special encounter,not supposed to be taken seriously

Title: Re: Psykers/Psychic Powers? (edited)
Post by: Lizard on March 24, 2012, 12:16:20 pm
Make psyker NPCs like Burer with sprite of Holy People, just as a trubute to Stalker. Player shouldn't have this form of powers.

Critters, that you've should be afraid of, very afraid, must posess psyker powers. Because mutated Wasteland should be able to ultimately waste you, not the Enclave Patrols.
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Killer Rabbit on March 24, 2012, 04:41:15 pm
so you want to make fo pvp like this ?

https://www.youtube.com/watch?v=22Tj_l4PcPs
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Roachor on March 24, 2012, 06:16:22 pm
I want a tribal that has a telepathic link to deathclaws like in tactics
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Killer Rabbit on March 24, 2012, 06:23:22 pm
i choose you deathclav! now i choose you fire gecko...now pikachu!!!
or i missed a game?
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Chrupek on March 24, 2012, 07:07:26 pm
i choose you deathclav! now i choose you fire gecko...now pikachu!!!
or i missed a game?

Naah, you just missed your pills...
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Killer Rabbit on March 24, 2012, 07:10:53 pm
all this topic is trash. i dont want wizards and other super natural crap. you want to summon critters or cast fire farts? come on!
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Chrupek on March 24, 2012, 09:02:48 pm
Well, to be honest... there are good and bad suggestions in this section. But this one (wtf?!) shouldnt be even considered. I mean, no offence man (author), but its such an unbelievable magic and unfalloutish crap, that this topic should be locked.

We have detailed world, and ideas like that are huge mistake. Can we cut that lightning/lowering luck ideas?
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Michaelh139 on March 24, 2012, 09:09:07 pm
Well, to be honest... there are good and bad suggestions in this section. But this one (wtf?!) shouldnt be even considered. I mean, no offence man (author), but its such an unbelievable magic and unfalloutish crap, that this topic should be locked.

We have detailed world, and ideas like that are huge mistake. Can we cut that lightning/lowering luck ideas?
You have not played fallout(s) or even read the topic, have you?

Psychic powers are canon  to the fallout universe...  So yeah.

I think implementation and balance would be the biggest issue, so that's the one I chose.  Still a no though, nonetheless.
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Chrupek on March 24, 2012, 10:12:47 pm
Believe me, ive read, and so what? People say  so much crap, and what about that?

Your character, have none psyshit powers in f or f2. No lightning, no decreasing special, no other shit.

For your logic: i suggest to add special attack "bridge guard test". Imagine: you are doing TC, and suddenly BANG! Im there, and asking you some questions. Considering my high 'bridge guard' skill (300% +his robe) you have only 2 seconds for 8-10 hard questions... if you fail, then... sorry bro, u get insta-crit. Isnt it falloutish? So why not to implement?
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Rosmy Sundr on March 25, 2012, 01:23:24 am
I don't think anyone is advocating lightning and fireballs at this point. Those initial suggestions where based on a literal interpretation of the psykers other than the master within the LA vault.
Title: Re: Psykers/Psychic Powers? (edited)
Post by: falloutdude on March 25, 2012, 06:49:22 pm
ok guys lets clear this shit up yea there is magical things in fo 1/2 but its from very special people like shamans not the average ape wastelander. if this was implemented this would really just be runescape with guns. 
Title: Re: Psykers/Psychic Powers? (edited)
Post by: Rosmy Sundr on March 26, 2012, 02:29:50 am
meh, 2/3rds of the forum are against it. I'm content to have this thread moved out of suggestion, though I don't know if it needs to be locked. I'm curious if any psyker traits at all would be supported.