Hi Phobos,
A while ago you asked me what would I want/expect from your mod. Well, now I'm at 29 level and almost ready for Enclave, so I can provide some feedback (I'm afraid I might be posting feedback in the future too).
I. Feedback about minor things:
1. Why does deathclaw gauntlet requires 4 AP for attack while power fist attack cost is ''standard'' 3 AP? I see that you probably intend deathclaw gauntlet to be a mid weapon for unarmed characters, but even with 10 AP you can only attack with it twice. Mega power fist is much better (20-45 3 AP vs 18-35 and 4 AP cost) and I understand that, but being able to attack only twice isn't the best thing for unarmed characters. Or maybe you could give deathclaw gauntlet a perk (+20% to hit chance - it makes sense because those claws are damn long and thus it's easier to hit!)
2. Shiv currently has no real use in game, but it should! You could probably turn it into a real stealth&crit weapon. Shiv is pretty useless at the moment. My proposition: lower it's regular attack cost from standard 3 AP to 2 AP (it has low damage though), make it unnoticeable by the guards, maybe give it a hidden crital hit bonus and hide it in some early game location (Klamath/Den?) so you would reward exploring players, but hide it good.
3. It would be very, very cool if you could add new weapons and recipes for your crafting system. In Klamath you can find two pipe rifles, so I thought that a pipe shotgun would fit (maybe requiring a tool and two pipe rifles). 10-20 dmg, range 12 (way worse than the first shotgun the player can get now). Maybe we can add some tribal, early-game drugs (obvious Honest Hearts influence), maybe mixing xander root and broc flower with alcohol or jet (maybe drugs for raising sequence and armor class)?
IMO crafting should reward players that raise their skills even over 120% (because it's too easy to raise science and repair with books!). Some very good or very expensive items should be craftable when your science/repair skill is over 150%.
4. Barter could be used more often in dialogue (too bad that in F2 speech is for getting discounts), but not only for getting a discount, but it should also represent your knowledge about the trade or let you access the ''special stock'' (because who says that every trader will reveal their best goods for the player?). I know that messing with vanilla traders isn't the best thing - you could probably add new, random encounter only traders and with high enough barter skill they could let you see their entire stock, not only some trash. A rare junk trader perhaps? Fishermans near the costline?
5. This is very minor thing, but some unused items like Gold nuggets should have their purpose. Gold is gold, it's always valuable. Maybe gold nuggets should get a rigid minimum selling price of 50$?
6. Maybe ''crafting''/extracting poison from radscorpion glands (high outdoorsman required)? To poison bullets and melee weapons? AFAIK It's possible to poison the enemy already (mutated toe). Try Age of Decadence if you haven't, it's a brilliant RPG with cool alchemy system.
7. You could add (and hide!) 1 Traps and 1 Barter books to Klamath (In Vic's house there is only a Repair book). Traps should be presented to the player in early game and in poor communities (makes sense: people use cheap traps if they can't afford ammo) of Klamath, Den, Modoc (so I would hide 1 traps books in each of those towns).
8. Since
''Raiders'' location is filled with traps, I would hide a Traps books there somewhere, it makes sense.
Eh... this post is long already. I've got even more ideas.
II General ideas
To even further encourage investing in Traps skill you could add even more traps to
Raiders location and
Great Wannamingo Mine. Please make them hardcore and filled with various traps - put traps even on shelves. Shelves in Great Wannamingo Mine (I mean the ruined jail area) are sadly empty, please put some loot there and bobby-trap it! Failing to disarm means the loot is lost.
Traps are so damn rare that those two ''trap'' locations should have even more traps.
Umbra Tribe needs a trader (that ''bring me wood'' woman? Fisherman maybe?) that could sell fishes, junk (mines, yeah!), ropes, spears, flints - to make this location worth revisiting and to make life easier for traps users. Keep in mind that they live near the sea and the great sea can occasionaly give them even various pre-war treasures (high barter skill needed to buy ''sacred'' items?). So a trader would be nice!
As someone said earlier, fire geckos should give more xp. They always are such pain.... you know where.
More bounty runs please! More gangs! Please.
A long time ago you said that maybe you'll add more perks - new perks would be awesome.
III. (optional) Major powers hit squads? Vilified reputation consequences
And finally I think that a ''being hunted by the major powers'' mechanics would add more sense to the wasteland and it's politics. I mean that earning ''vilified'' reputation in places like San Fran, NCR, Vault City and Navarro (well, attacking Navarro) should result in hit squads that would actively hunt you like Bounty hunters hunt childkillers. To stop them once and for all, you have to destroy that faction entirely : Shi -> kill Ken Lee and the Emperor, NCR -> kill Tandi and chief Elise, VC -> kill Lynette and Stark, Enclave ->blow oil rig. I think right now it doesn't make any sense that you can mess with powerful factions and they will let you live and move freely.
I see those hit squads like that:
Vault City Elite Guards - 4 soldiers, each has 100 hp and 3 stimpacks, armed with assault rifles, wearing metal armours mk II, one should throw frag grenades at the player. Since they usually protect the city they aren't used to wasteland thus you can avoid them with over 80% in outdoorsman. They hunt you near Vault City only.
NCR Ranger hit squad (true to the lore!) - 5 elite rangers (120hp) with one police dog (40 hp?), armed with various weapons, wearing combat armours of course, 1 sniper with DKS maybe, you need at least 100% outdoorsman to escape from them. They can operate everywhere (maybe not near Navarro and San Fran).
Shi Assasins - 4 or 5 Shi guards (120 hp), armed with high tech weapons, all very good in unarmed combat. 90% outdoorsman needed to avoid since they rarely operate out of San Fran.
Enclave Elite Assault Team (verti-assault team if we want to respect lore) - those guys can see you from above and you need over 120% outdoorsman to avoid them! 4-5 soldiers in PA (200 hp each), best weapons possible, 1 or 2 cyberdogs. They mean
death! They should make the player want to reload, lol. If the player has less than 100% outdoorsman there should be a high chance that the player enters combat with some part of HP gone (to represent the fact that miniguns on vertibird did hurt and due to lack of skill you weren't able to take cover in time).
Hit squads/ death squads should generally shoot ''first to cripple & then to kill''', so it should be hard for the player to escape from such encounter with crippled legs!
I think that's enough feedback for now.
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Thank you once again for this excellent mod, @phobos2077 !
To all: if you're reading this and haven't tried this mod yet, please try .