Another Perk Idea

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Better/more use out of the repair skill might also be nice/useful depending on the kind of character that was aimed at the making. It seemed to me that a strictly scientific/"know-how" driven character was in no way feasible in any of the fallout series.
It also occurred to me that the repair skill was used to both disable and fix machines, So with that in mind, if one has the skill to disable something and to also fix that something, then why not have the ability to create said something. This would require spair parts, not exactly a precedence but Vic does strip down the radio you find in Klamath to fix the one Metzger has, and maybe raw materials. It seems reasonable to me for a mechanically minded person to able to construct seomthing given the knowledge of its inner workings. High repair, maybe science, required to perform feats of creation. Quest base perk? Limited by exposure to items and level of repair/science?
And so the concensus is...
 
That's not a perk:

[font size=1" color="#FF0000]LAST EDITED ON May-06-02 AT 06:43AM (GMT)[p]It's a skill use.

There's been quite a few agreements that they could use a cobbling system like from Arcanum and such for Repair and Science both.

No quests are (nor should be) based upon Perks, as Perks are given every few levels depending if you have Skilled Trait or not. Perks and Traits share the same tab, but that was due to the interface and the limited number of traits originally used in Fallout 1 and changed for Fallout 2 to allow for more Traits to be earned.

Traits are chosen at the start or given out depending upon certain events like Gigolo or "Expert Excrement Expediter".
 
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