Timez
First time out of the vault

Creating separate discussion thread as I am working on fairer game experience.
CH combat effect
Most of the primary stats have perceivable influence on a game except CH that was used for dialog checks only in FO1. FO2 fixed it somewhat making it controlling party size. Generally speaking party size should have tremendous impact. However, people still disregard it as end game player in APA is a tank crushing everything in their way with or without party members help. I am thinking to add more value to it.
My first thought is to make combat slightly more unforgiving and player combat progress more smooth so that people experience about same combat challenge throughout the game. Then probably balance it in a way that party size should really matter in average combat. Fighting alone should be practically unpassable against gradually increasing encounters throughout the game forcing player to more grinding and lagging behind in the game unable to visit already discovered but yet too challenging areas. Whereas having party of six should be relatively not challenging.
Early game stage is already like that when one cannot pass Toxic Caves without Sulik. End game needs further tweaking.
Second though is to let CH affect actual combat in some way. Since stat naming is quite arbitrary and more or less generic (they just want to spell SPECIAL with it) I assume that charisma represent any kind of psychological influence. That may also mean leadership ability to inspire army in battle. Or it could mean fierce and merciless fighter fame paralyzing opponent with fear and despair. From one hand it may affect party combat abilities both way: AP, damage, accuracy, DR. With higher CH improving and lower CH worsening these stats. From the other hand it could affect foes with higher CH making them randomly flee or skip turns in hesitation to attack such mighty leader. Whereas low CH should increase their AP making them eager to attack.
The effect should not be too drastic as bigger party size is already a big bonus. From the other side, party size may be unlimited but then CH battlefield effect should be game changing.
Barter
As it is implemented now barter has zero value. Regardless of low prices loot flow from random encounters is unlimited. Lowering prices leads just to increased grinding.
I am thinking disabling loot from random encounters. This way the free flow of items will be significantly limited and player would cherish every item they buy or sell. Barter will become and extremely important skill as it would define player and party equipment level.
Another option is to make items (armor/weapon) break randomly forcing player to repurchase them and again adjusting equipment to barter skill.
Another option is to inflate prices the more player buy stuff making it more and more difficult to equip.
Another option is to adjust loot worth to wearers combat abilities so better loot will be much more difficult to acquire.
CH combat effect
Most of the primary stats have perceivable influence on a game except CH that was used for dialog checks only in FO1. FO2 fixed it somewhat making it controlling party size. Generally speaking party size should have tremendous impact. However, people still disregard it as end game player in APA is a tank crushing everything in their way with or without party members help. I am thinking to add more value to it.
My first thought is to make combat slightly more unforgiving and player combat progress more smooth so that people experience about same combat challenge throughout the game. Then probably balance it in a way that party size should really matter in average combat. Fighting alone should be practically unpassable against gradually increasing encounters throughout the game forcing player to more grinding and lagging behind in the game unable to visit already discovered but yet too challenging areas. Whereas having party of six should be relatively not challenging.
Early game stage is already like that when one cannot pass Toxic Caves without Sulik. End game needs further tweaking.
Second though is to let CH affect actual combat in some way. Since stat naming is quite arbitrary and more or less generic (they just want to spell SPECIAL with it) I assume that charisma represent any kind of psychological influence. That may also mean leadership ability to inspire army in battle. Or it could mean fierce and merciless fighter fame paralyzing opponent with fear and despair. From one hand it may affect party combat abilities both way: AP, damage, accuracy, DR. With higher CH improving and lower CH worsening these stats. From the other hand it could affect foes with higher CH making them randomly flee or skip turns in hesitation to attack such mighty leader. Whereas low CH should increase their AP making them eager to attack.
The effect should not be too drastic as bigger party size is already a big bonus. From the other side, party size may be unlimited but then CH battlefield effect should be game changing.
Barter
As it is implemented now barter has zero value. Regardless of low prices loot flow from random encounters is unlimited. Lowering prices leads just to increased grinding.
I am thinking disabling loot from random encounters. This way the free flow of items will be significantly limited and player would cherish every item they buy or sell. Barter will become and extremely important skill as it would define player and party equipment level.
Another option is to make items (armor/weapon) break randomly forcing player to repurchase them and again adjusting equipment to barter skill.
Another option is to inflate prices the more player buy stuff making it more and more difficult to equip.
Another option is to adjust loot worth to wearers combat abilities so better loot will be much more difficult to acquire.