G
Guest
Guest
This is the way i think a class system COULD be put in. Each class has a different base skill system and gear.
Desert Ranger
Starts out with decent gear, SMG, flak jacket. Plus has a +20% bonus to all combat skills and outdoorsman, but has -10 to science, repair, barter and gambling. Plus, has a "heroic effect" on some people. Str of at least 5, and atleast 7AG
Vault Dweller
Starts out w/ F01 gear, but also has some good misc. gear like geiger counter and one pack of Rad-away. Starts out with 20 skill points, and has a +20 bonus to doctor, firstaid, Science and Repair, but -10 to outdoorsman, gambling and barter. Generally, a versatile guy. has an intelligence of at least 6
Rouge Trader
Starts out w/ ok gear (pistol, maybe a jacket) and a stash of merchandise. has a charisma of at least 6, and has 500$. Barter, speech and gambling + 30. Science, repair +5, and close combat skills -20.
Mercenary
Starts out w/ ok gear (pistol, leather armor) and 1000 cash and a mission to accomplish. Weapon skills +20 and barter and speach +10. Science and repair down 15. Needs at least 5 charisma and 6 str.
BOS Initiate
Starts out with GREAT gear. (Good assault rifle,maybe combat or metal armor), but gets half the skill points as normal. Gets perks only every 4 levels, and has energy weaps +30, so is big guns, +10 to small guns and +15 to science.
Well, tell me what ya think...
Desert Ranger
Starts out with decent gear, SMG, flak jacket. Plus has a +20% bonus to all combat skills and outdoorsman, but has -10 to science, repair, barter and gambling. Plus, has a "heroic effect" on some people. Str of at least 5, and atleast 7AG
Vault Dweller
Starts out w/ F01 gear, but also has some good misc. gear like geiger counter and one pack of Rad-away. Starts out with 20 skill points, and has a +20 bonus to doctor, firstaid, Science and Repair, but -10 to outdoorsman, gambling and barter. Generally, a versatile guy. has an intelligence of at least 6
Rouge Trader
Starts out w/ ok gear (pistol, maybe a jacket) and a stash of merchandise. has a charisma of at least 6, and has 500$. Barter, speech and gambling + 30. Science, repair +5, and close combat skills -20.
Mercenary
Starts out w/ ok gear (pistol, leather armor) and 1000 cash and a mission to accomplish. Weapon skills +20 and barter and speach +10. Science and repair down 15. Needs at least 5 charisma and 6 str.
BOS Initiate
Starts out with GREAT gear. (Good assault rifle,maybe combat or metal armor), but gets half the skill points as normal. Gets perks only every 4 levels, and has energy weaps +30, so is big guns, +10 to small guns and +15 to science.
Well, tell me what ya think...