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Fallout 4 Perk ideas?

 
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CountryStrong106
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PostPosted: Tue Aug 07, 2012 3:49    Post subject: Fallout 4 Perk ideas? Reply with quote

(Remember these most likely be in the game)I'm thinking a Perk that allows you to hatch Creature eggs since in New Vegas your always finding eggs everywhere. Perk Requirements:Level 14 and 7 Charisma Perk Ranks:2 Perk Name:Animal ControlPerk Idea:When you carry an egg around w/ you for a few hours It'll hatch the stronger the creature the longer it takes to hatch(Gecko eggs(or a similar creature in Fallout 4)would take about 2-3 days to hatch while Deathclaw eggs(or similar Fallout 4 creature) would take about 6-7 days to hatch),it starts as a Baby/Young and slowly grows as it gains XP from kills you or it makes(5-10% of XP goes to it until its full grown). The stronger the creature the longer it takes to grow(Geckos(or similar Fallout 4 Creature)would take about 1-2 weeks and Deathclaws(or similar Fallout 4 creature)would take about 1 1/2 months to get full grown even longer if you want an Alpha Male/Female), the Females would give you an egg every now and then, while the Alpha Males are stronger. And if you wanted another creature you would either have to kill or release the one following you or get the second rank. And you could rename the creatures and probably find them in the wild(friendly) again if you released it and wanted to get it as a companion again. Anyone have any other ideas??
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Microtor
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PostPosted: Sun Dec 02, 2012 1:35    Post subject: "The Master" Perk Reply with quote

Perk Requirements: Maximum level possible. Charisma 5 or more and Intelligence 10.
Perk Ranks: 1
Perk Idea: If you have a F.E.V Container (Forced Evolution Virus) You can trick all mutants originaly mutated by this Virus into helping you, (The F.E.V Container will be able to be obtained by killing The Master, Hopefully if bethesda decides to give him a second chance to cause destruction).

I belive it would be a great idea to get The Master back, he is really quite a character, i don`t think he could have died that easily.
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UndeadNecro
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PostPosted: Sun Dec 02, 2012 4:39    Post subject: Reply with quote

More perks for Energy weapons. Maybe I'm blind, but I haven't seen a lot, and the ones you get in every fallout game aren't exactly...useful.
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Ljett
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PostPosted: Mon Jan 21, 2013 22:40    Post subject: Reply with quote

Cowboy Eyes:
Perk Requirements: Per: 6 Luck: 6 Level 15
Perk Ranks: 1
Perk Idea: When using vats, against, people with bad karma, animals, or mutants, it has a 50% more chance to be a critical hit.
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Cave Bear
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PostPosted: Sun May 05, 2013 17:42    Post subject: Reply with quote

Mama Bear/Papa Bear
Requirements: Charisma 6, Survival 25
You gain maternal/paternal dialogue options when speaking with children, and certain NPC's may mistake you for a long lost parent.
In addition, you unlock a recipe for Dad's Hamburger or Mom's Meatloaf.
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Oppen
Where'd That 6th Toe Come From?



Joined: 26 Dec 2011
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PostPosted: Mon May 06, 2013 2:38    Post subject: Reply with quote

Cave Bear wrote:
Mama Bear/Papa Bear
Requirements: Charisma 6, Survival 25
You gain maternal/paternal dialogue options when speaking with children, and certain NPC's may mistake you for a long lost parent.
In addition, you unlock a recipe for Dad's Hamburger or Mom's Meatloaf.

That sounds like fun.

Microtor wrote:
Perk Requirements: Maximum level possible. Charisma 5 or more and Intelligence 10.
Perk Ranks: 1
Perk Idea: If you have a F.E.V Container (Forced Evolution Virus) You can trick all mutants originaly mutated by this Virus into helping you, (The F.E.V Container will be able to be obtained by killing The Master, Hopefully if bethesda decides to give him a second chance to cause destruction).

I belive it would be a great idea to get The Master back, he is really quite a character, i don`t think he could have died that easily.

Please, DON'T. The Master is dead, and there is no reason to bring him back. Also, Beth would probably make him into a shitty character. Probably just a bringer of destruction, as you depict him.
Also, there is no reason a mutant will help you just because you have FEV.

CountryStrong106 wrote:
(Remember these most likely be in the game)I'm thinking a Perk that allows you to hatch Creature eggs since in New Vegas your always finding eggs everywhere. Perk Requirements:Level 14 and 7 Charisma Perk Ranks:2 Perk Name:Animal ControlPerk Idea:When you carry an egg around w/ you for a few hours It'll hatch the stronger the creature the longer it takes to hatch(Gecko eggs(or a similar creature in Fallout 4)would take about 2-3 days to hatch while Deathclaw eggs(or similar Fallout 4 creature) would take about 6-7 days to hatch),it starts as a Baby/Young and slowly grows as it gains XP from kills you or it makes(5-10% of XP goes to it until its full grown). The stronger the creature the longer it takes to grow(Geckos(or similar Fallout 4 Creature)would take about 1-2 weeks and Deathclaws(or similar Fallout 4 creature)would take about 1 1/2 months to get full grown even longer if you want an Alpha Male/Female), the Females would give you an egg every now and then, while the Alpha Males are stronger. And if you wanted another creature you would either have to kill or release the one following you or get the second rank. And you could rename the creatures and probably find them in the wild(friendly) again if you released it and wanted to get it as a companion again. Anyone have any other ideas??

I kind of like the idea, but I don't see how CH could be relevant to the ability to hatch eggs. Maybe INT makes more sense.
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Yamu
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Joined: 26 Jul 2003
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PostPosted: Mon May 06, 2013 3:27    Post subject: Reply with quote

I'm not sure I like the idea of running around the wasteland as a Pokemon master, and some things (such as Deathclaws and lurks) just shouldn't ever be tameable, IMO. Having a Yao Guai rush to your rescue now and then if you'd invested two ranks in Animal Friend was kinda cool, but already sidling up to the edge of ridiculousness. Game design 101 demands that in the interest of balance, any single perk that would grant you a replaceable, levelable non-situational companion would probably require too much nerfing to make it worthwhile.

That said, I think it could make for a pretty fun (if overpowered) mod Mr. Green
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Oppen
Where'd That 6th Toe Come From?



Joined: 26 Dec 2011
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PostPosted: Mon May 06, 2013 10:24    Post subject: Reply with quote

That^
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