Improvements to the gameplay of the classics?

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Well actually that's stupid, because both have different ways of handling, and need separate training to be able to fire properly. Then there's also the different necessary knowledge of how the guns work, the ammunition they use and way to properly care for them.
And lying and persuasion is also equally different. When you try to persuade someone (and not lie) then you are trying to form the best logical and reasonable argument to persuade them over to your position of thinking. But lying? That comes with the fear of being caught. That means you need to be quick on how to think yourself out of a corner.

As to people who are smooth talkers being great at deceiving people? Well they obviously got both skills. ;)
 
But...

This brings me to another point...

I think that some skills should bleed over to one another when they are increased. For example, for every 10 First Aid you get 1 Doctor (until you reach 100 in First Aid, after that point Doctor won't be increased unless you put points into it).

So Persuasion, Deception and even Barter? They'd all bleed into one another that way. If you're great at persuading people chances are you got what it takes to tell a little lie too. So if you start with 0 in all skills and raise Persuasion and Barter to 100 then Deception will have increased by 20.
Oh and i want to get rid of the science skill. Remove repair while we are at it and replace them with electronics mechanics chemistry hacking and academics. Science is a skill ive never liked. It is far too broad of a skill. Recharging microfusion cells? Science. Talking about crop rotation? Science. Hacking a computer? Science. Science this and science that and sprinkle in some science over there and if you thought that was the end then you are going to love this bag of kittens drowned in science! I dont want fallout to have 50+ skills but i can not stand science. Science is basically if we had a skill called "combat" where we merge all combat skills together.
Aha! Just like Underrail, right? Skills synergy with one another, like Lockpicking and Traps having synergy with Mechanics, thus high Mechanics would add bonus to Lockpicking and Traps. Also, Repair in Underrail is basically Mechanics and Electronics, Science is basically Chemistry and Biology, all of them under the category of Technology with the addition of Tailoring skill.

Sadly, in Underrail it's only mostly Mechanics and Electronics that got action for checks, while Chemistry and Biology only very rarely would appear or not at all iirc, and Tailoring didn't even get any check at all if I'm not mistaken.
 
Yup. It makes sense for skills who have certain similarities to synergize with one another.

There was someone on bethesda forums back in the day who had an idea for fallout but it would probably only work for a new game where the content is tailored for it. Basically, skills would first be about general knowledge up to 50 and then skills would split into specialization subskills.

If we had that we wouldnt need to worry about skills that are too similar to one another. Medicine would eventually split into first aid, doctor, herbalism. Science would split into academics, chemistry, clone technology. Etc.

It has its own pros and cons.

Too many skills isnt fitting for fallout, that is more of a wasteland thing. But i do think that the role-playing experience of the former games would be improved with an overhauled skill list and for the games to accommodate those skills. At the same time i dont want too many skills... A balance needs to be found.
 
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