Please suggest additions/retractions to my character creation list, please recall that everything I'm intending to research needs to get on the list in design, I want my research phase to be mostly chopping/implementing, not random wandering.
CHARACTER CREATION RESEARCH DOC:
STATS and DERIVED STATS:
All Stats:
- Rebalance impact on starting skills
Strength:
- Rebalance Carry Weight to a wider range
- Transfer Unarmed from Endurance to Strength
- Rebalance Melee Damage (stronger?)
Perception:
- Remove compass markers affect
- Add checks to random/special encounters on world map
- Add checks to notice details (depends on uncertainty mod)
Endurance:
- Increase importance of Rad and Poison Resistance
- May need to rebalance health, although the spread looks good
Charisma:
- Disposition Rolls need to have more importance
- Effects number of Followers like FO2
- Only affects characters that care about looks/charm
Agility:
- Increase the AP spread, rebalance to fit combat mods
- Study how it effects movement
- Add dodging back to the game?
Intelligence:
- Rebalance skill point spread downward, probably 5+INT
- Reduce use in dialog, skills = intelligent chat
- Opens up the stupid game at low intelligence
Luck:
- Add checks to random/special encounters on world map
- Have it effect 'lucky loot'
- Increase the 'All Skills' bonus, lucky characters have a slightly easier time at everything at the start
- Other stats should have clear observable bonuses to gameplay, luck is more variable.
- Luck has a linear effect on rolls (i.e. 1=10% luck, 9=90%) in general.
- Luck 1-3 is tiered bad luck, at 3 additional bad luck event scripts will start to run. At 1 the rarest bad luck scripts will run. The tiers are non-linear (i.e. 1=10%, 2=30%, 3=60%).
- Luck 4-7 is neutral luck, no tiered events run.
- Luck 8-10 is tiered good luck, similar distribution as bad luck. Note a luck of 10 triggers rolls on the 8,9,10 tiers inclusively.
Derived Stats:
- In general, the spread will be widened. How you spend your stat points will lead to more diverse characters than in vanilla FO3.
- Details are dependant on combat mod testing. Want to allow all types of characters to succeed in the game, however, non-combat types will actually need to follow non-combat techniques (no pure-diplomat builds gunning their way through a raider base with ease). At the same time, don't want to hamstring play to artificial paths, so generally stats will probably be designed based on an attrition philosophy... as in you can fight as a diplodude, but the expense in ammo, health, and equipment will grind you down faster than a soldier.
SKILLS:
All Skills:
- Initial starting values based on stats will be revised, generally in a downward fashion. Starting characters will be considered green recruits.
- Growth rates will be adjusted, also tag skills will return as double growth, however starting bonus may be reduced to 10%.
- 1-100 are used in the game, so some locks will take 5 skill, others could take 96 or 33.
Barter:
- Test modifier to buying/selling, tweak if needed.
- Used for negotiating checks in speech, this includes:
+ Requesting higher quest rewards
+ Hiring followers price
+ Offering packages of items in exchange for some quest reward.
+ Hiring caravan guards
+ Bribes
+ Anything involving caps for something
Big Guns:
- Increase the impact on accuracy of these weapons, incur penalties without skill.
- Impact rate of weapon decay upon use?
Energy Weapons:
- Increase the impact on accuracy of these weapons, incur penalties without skill.
- Impact rate of weapon decay upon use?
Explosives:
- Affect throwing accuracy
- Affect the roll to disarm any trap
- Offer explosion interactions with scripted items
Lockpick:
- Alter lock skill levels, min threshold to pick, higher skill level over threshold should effect error rates (lockpick mod)
- Implement uncertainty mod, if you are not over min threshold for a lock you cannot tell what skill level you need to pick the lock.
Medicine:
- Reduce range of impact on drugs
- Offer more healing rolls in game dialog
- Bring back first aid kit
- High impact on recovering from crippling without doctors
- Allow as dialog option to heal Followers (with kit and meds)
Melee Weapons:
- Allow VATS targeting with melee
- Damage bonus for high skill
- Improve use of blocks in game
Repair:
- Require repairing equipment to occur at a workbench
- Expand the notion of 'parts' that can be used for repairs
- Impacts the rate of decay of using weapons/armor
- Repair interactions with scripted items (Megaton pipes)
- Repair robot followers (with tools and parts)
- More makeshift weapon schematics
Science:
- Alter hacking levels, min threshold and higher skill level should effect error rates.
- Implement uncertainty mod
- Science interactions with scripted items
- Science 'workbenches' to brew chems (with supplies)
- Modify options available on computers
Small Guns:
- Increase the impact on accuracy of these weapons, incur penalties without skill.
- Impact rate of weapon decay upon use?
Sneak:
- Tweak sneaking and picking pockets effectiveness
- Tweak sneak criticals to match other combat mods
Speech:
- Remove probabilistic nature of speech rolls, you either get it or you don't.
Unarmed:
- Tweak blocking ability
- Add VATS targeting
- Add damage bonus for high skill levels
LEVELING UP AND XP
- Raising level cap to 25.
- Difficulty of acquiring levels will be slightly harder than FO3. Particularly the early levels, later levels might grow at a slightly lower rate to avoid backloading the XP distribution. Probably a log curve will be used as the basis.
- Game has less skills points from intel, no points from bobbleheads (although some bonuses may be returned in other forms), and much fewer points from skill books (243 books is overkill, think more like 50-ish).
- Still deciding between perk per level, or every two levels (starting at 3).
- XP is distributed on a budget per episode. There is the theoretical max, and then the estimated practical level which is much lower. The budget is broken down based on related skill, combat, and quests. The budget will be flat distributed across the eps, but early episodes will only use a portion, the excess being moved forward for use in new quest lines appearing in that region in later episodes.
- XP budget is designed for maxing the character near Episode 9 (if they are pushing the practical maximum), and will likely not be reached at all unless the player does an extensive playthrough.
- There will be repeating random encounters that do not count towards budget, so determined levelers will always be able to reach cap.
- In general, finding XP will be hard, there are fewer grind opportunities, and more quests or complex locations to tackle. So XP will probably come in big chunks, with a slow trickle from normal gameplay.
PERKS
Perk values will need to be tweaked based on derived stats and combat modifications, however the tentative list:
- Black Widow/LadyKiller
- Intense Training (at higher level requirement)
- Swift Learner (one way to beat XP budget)
- Comprehension
- Educated
- Entomologist
- Iron Fist
- Bloody Mess (at lower level)
- Demolition Expert
- Fortune Finder
- Gunslinger
- Lead Belly (note healing needs significant tweaks)
- Toughness
- Commando
- Rad Resistance
- Scrounger
- Strong Back
- Animal Friend (may be reimaged in meaning/title)
- Finesse
- Here and Now
- Mister Sandman
- Mysterious Stranger
- Nerd Rage (may be retweaked to Adrenaline Rush)
- Night Person
- Cannibal
- Fast Metabolism (if reworked to fit healing mods)
- Life Giver
- Pyromaniac
- Robotics expert (minus shutdown?)
- Sniper
- Adamantium Skeleton
- Chemist
- Cyborg (no skill bonus)
- Light Step
- Master Trader
- Action Boy (revamped by combat mods)
- Better Criticals
- Chem-Resistant
- Tag (higher level requirement to reflect cap change?)
- Concentrated Fire (if it survives combat mod)
- Ninja
- Solar Powered
- Awareness (if I add uncertainy mod with VATS messages)
- Bonus Rate of Fire (for AP in VATS, maybe in FPS mode?)
- Cautious Nature/Explorer (improves encounter rolls)
- Magnetic Personality
- Snake-Eater
That is the list derived basically from FO3 and FO2. I am considering additional perks. Note that everything from prereqs to effects is subject to tweaking, and that I am purposely avoiding anything that adds to skill points.
If anything I'm leaning towards a perk per level, because I like the idea that you come up with some silly realization about life fairly often. Also I think it can increase the variability of character builds, especially if I make perks harder to obtain in general (no one build fits all perk reqs as in FO3).