So this is my Uhm... Treateasie on "some" Possible improvements to a "FO3"
The 'Special' system, to tell you the truth I'm not THAT attached to it.
It had weird flaws, bugs and other oddities. But It beat all other systems of the day hands down.
The part I really wanna see changed is the "percent" basied skill level.
It was not that logical seeing as you sed a Percent of some value to describe a skill.
Which logically meant that you could become a total MASTER at some point (100%).
Which also Can't happen, as then there would be no point of advancement.
So the way I'd do it is;
With, Skills and Sub-Skills
and each sub-skill could have individual bonuses or simply generalization on all of them:
you put a point into the sub-skill each time you choose to 'level' a General Skill.
The Sub-skills provide a small but not worthless bonus to a SPECIFIC use of the SKILL.
Also there is Skill Experience, thus if you pick enough locks/pickpocket/shoot enough targets
you will gain a level in that SUB-skill, but not nearly as fast as putting POINTS into them.
Markmanshp Lv.6
Markmanship:
The skill does not change depending on weapon: Firing a Laser Pistol and a Conventional Pistol BOTH use the Same skill. Just not for maintenance, repair, or modification.
Mostly the way it works in Fallout;
Fast shooting CAN get a good critical but VERY RARELY, but autofire just multiplies this greatly.
Precision shooting while slow and AP intensive, will frequently get fair to good criticals.
Melee:
The Damage mechanics of all these attacks work DIFFERENTLY! They also have very different possible criticals, each has its own specialitly.
-Concussion/Bludgeoning weapons do poor damage but are nearly IMPOSSIBLE to stop with armor.
Also poor critical damage, but you can stun / knockout an opponent.
-Cuttting/Slashing will do good damage but do superficial critical damage sometimes. Or lop off body parts rarely. Good armor can reduce this damage greatly.
-Piercing weapons can do fair damage, but get Nasty criticals and internal damage which can cripple an opponents ability to fight. However this type of damage can be worthless against good armor.
Medical:
Made of of various components that alter its stats:
Head = Seneors, Processor (INT, PER)
Body Core = Power, Mechanical strength (END, STR 1/2)
Manipulators = (DEX,
Motivators = Servo Strength (STR1/2
Programing = (Perks?, LUC)
Also craft/mod items, seeing as its a STANDARD gameplay staple these days.
Also I'm not showing ALL my ideas for the other skills, it might make the game EXTREMELY complex.
(which is good IMHO for skilled RPG players, but the mass-market drones these days would recoil in SHOCK if they ever glimpsed the 'FULL'version, and I don't want to type all day long, Also too much choice is Scientifically proven the be a BAD THINGTM)
More forthcoming.
The 'Special' system, to tell you the truth I'm not THAT attached to it.
It had weird flaws, bugs and other oddities. But It beat all other systems of the day hands down.
The part I really wanna see changed is the "percent" basied skill level.
It was not that logical seeing as you sed a Percent of some value to describe a skill.
Which logically meant that you could become a total MASTER at some point (100%).
Which also Can't happen, as then there would be no point of advancement.
So the way I'd do it is;
With, Skills and Sub-Skills
- -No 105% non-sense.
-use a Level basied system.
-they all start at level ZERO. 0
-Generalized skills
and each sub-skill could have individual bonuses or simply generalization on all of them:
you put a point into the sub-skill each time you choose to 'level' a General Skill.
The Sub-skills provide a small but not worthless bonus to a SPECIFIC use of the SKILL.
Also there is Skill Experience, thus if you pick enough locks/pickpocket/shoot enough targets
you will gain a level in that SUB-skill, but not nearly as fast as putting POINTS into them.
Markmanshp Lv.6
- -Snap Shots Lv.3
-Precision Shooting Lv.2
-Autofire Lv.1
-Indirect/Crossbows/Bows/Other Lv.0
Markmanship:
- -Snap Shots (the ability to shoot QUICKLY at the Center-Mass of a target)
-Precision Shooting(the ability to shoot at a SPECIFIC part of a target)
-Autofire(being able to hit ANYTHING other than air on autofire)
-Arc'ed/Crossbows/Bows/Indirect fire (not inccl. grenades, fire is effected by gravity greatly also indirect fire like Mortars, Bows, Crossbows, Rockets, Artillery)
The skill does not change depending on weapon: Firing a Laser Pistol and a Conventional Pistol BOTH use the Same skill. Just not for maintenance, repair, or modification.
Mostly the way it works in Fallout;
Fast shooting CAN get a good critical but VERY RARELY, but autofire just multiplies this greatly.
Precision shooting while slow and AP intensive, will frequently get fair to good criticals.
Melee:
- -Punching/Kicking (also brass-knuckles, gloves, steel-toe boots, ect)
-Bludgeoning wpns. (Mace, Club, sap)
-Cutting/Slashing wpns. (Scimitar, Axe)
-Penetrating/Piercing wpns. (Spear, Rapier)
The Damage mechanics of all these attacks work DIFFERENTLY! They also have very different possible criticals, each has its own specialitly.
-Concussion/Bludgeoning weapons do poor damage but are nearly IMPOSSIBLE to stop with armor.
Also poor critical damage, but you can stun / knockout an opponent.
-Cuttting/Slashing will do good damage but do superficial critical damage sometimes. Or lop off body parts rarely. Good armor can reduce this damage greatly.
-Piercing weapons can do fair damage, but get Nasty criticals and internal damage which can cripple an opponents ability to fight. However this type of damage can be worthless against good armor.
Medical:
- -Trauma/FirstAid (stopping bleeding/shock/setting broken bones/stop poisoning, ect)
-Surgery/Healing (regenerating HP, and Fatigue)
-Pharmaceuticals (using/making Chems to boost your skill/abilities)
-Surgical Enhanchements (altering yourself or others to improve stats, also VERY risky, expensive)
- -Electronics (Repair, Modification, Maintenance of Electrical/Computerized items)
-Mechanics (R/M/M of PURELY mechanical items, most Guns, Lockpicks, Locks, Traps(?) )
-Construction/Fabrication (building Stuff from scratch, small items, buildings(?) )
- -Chemestry (things that go BOOM, or melt stuff, or poison/burn/other bad things)
-Biology (things that crawl, ooze, limp, or plod...but perhaps not after you are done with them)
-Physics (things that also go BOOM but not ones you even want to be near when they do...)
-Cybernetics/Robotics (Robots/Androids/AI/Complex Computer systems)
Made of of various components that alter its stats:
Head = Seneors, Processor (INT, PER)
Body Core = Power, Mechanical strength (END, STR 1/2)
Manipulators = (DEX,
Motivators = Servo Strength (STR1/2
Programing = (Perks?, LUC)
Also craft/mod items, seeing as its a STANDARD gameplay staple these days.
Also I'm not showing ALL my ideas for the other skills, it might make the game EXTREMELY complex.
(which is good IMHO for skilled RPG players, but the mass-market drones these days would recoil in SHOCK if they ever glimpsed the 'FULL'version, and I don't want to type all day long, Also too much choice is Scientifically proven the be a BAD THINGTM)
More forthcoming.