>Add:
>1. Some thing like spells or
>or a item slot for
>stuff that does spell like
>things.
You mean like a grenade, or stimpack, or bandage? Stuff like that? I agree, like in Arcanum, how you had 10 hotkey slots for items, spells, or skills.
>2. More Big Guns.
Ammo was too hard to get. If you wanted to use a flamethrower or rocket launcher you needed to carry around like 100 pounds of ammo and it was expensive stuff too. And they were only good for certain situtations.
>3. Make the Skills more useful.
Small Guns + Big Guns + Enery Weapons = Guns
Unarmed + Melee + Throwing = Kung Fu
First Aid + Doctor = Doctor
Sneak + Lockpicks + Steal + Traps = Thief
Barter + Speech = Social
Repair + Science = Tech
Outdoorsman
Gambling
And you should get 1 tag skill at the beginning of game. Ourdoorsman and Gambling are untaggable, but progress just as fast a tag skill because of their simplicity.
In addition to this combination of skill, they should be made more useful. Have boomerangs like from Road Warrior. Have a stretchy weapon with a weighted spiked ball at the end like in Spider-Man how he could grab something with his web and sorta spin it around and wack guys, like when he hurled the lunch tray at that guy.
>4. Lager Towns (Thay have to
>rebiled(SP?) some time!)
??
>5. Better Quests (Or just less
>"Go there, take this, go
>back"
More quests that involve investigations and stuff. Simple quests are good, but elaborate quests are more fun, like when you have to figure out who killed Richard Wright. That was really fun and challenging the first time, but quests need to be faced with decisions on how to approach them. You should be able to choose like have Renesco pay you $500 to lie to the Wrights. Using social skills you can pull it off and get more money from Renesco. With enough kung fu, you should be able to intimidate JaggedJimmy instead of having him attack you if you piss him off. Stuff like that ya know. Kung Fu and Strength actaully should determine intimiation effectiveness.
>Take Out:
>1. NPCs (I never use them,
>And I think it takes
>fun out of the game)
Make them not die so easily. That's important. Also have fewer NPC's and maybe have like you can pick 1 NPC that's your "best friend" and you can customize him alot and control him optionally and he's your only NPC. Whenever you have an NPC with you, all other NPC's that you leveled up and improved slowly have their skills deteriorate, so you couldn't just like use Myron just for Sierra Army Depot or certain quests. Also, the higher your social skills, the better your best friend performs in combat, so diplomats would have more power than having 5 crappy NPC's all confusing in battle like in Fallout 2.
>2. Any Time lemits (I hate
>them, I did hit the
>13 Years in Fallout 2
>one time)
How about optional? Options are always good. Some people say it makes the game too easy, well guess what: Increase the difficulty!
Oh well just my $10.01
8^)