Proposed Endurance Mod

Ravager69 said:
Yeah, hp isn't all that important. So, instead of giving bonuses for high Endurance, how about giving penalties for low? For example having 4 and 6 End would be a huge diffrence in resitances etc.

I agree.

And about my thoughts of the mod: Fallout needs balance improvement, and one of its weak points is SPECIAL. So this mod is very needed. Though not as needed as Intelligence nerf, Agility nerf, Strength buff, and maybe Perception buff.
 
IMO it'd be a better solution to buff the useless stats (EN, to a lesser extent CH and maybe PE) than to nerf the good ones (IN, AG) that are good because they would and should be. Just logical that intelligence and reflexes are important in the post-apocalyptic world.
 
Yeah, Intelligence is really important in real life and in most (if not all) game worlds, it should be the most important thing.

But in a game, balance is more important than realism, at least more important to me. Anyway, it won't be unrealistic if the formula for skill points gained per level is reduced.

Also, strength should be much more important than reflexes for surviving in a post-apocalyptic world. At least until you get a gun.

But strength is currently broken, because it can be increased by +5 in every game, so if you start with more than 5 you're screwed at the lategame. Besides, its only uses are carry weight (useless once you get NPCs and a car), barely noticeable HP increase, used for some checks (can be simulated by Buffout), and melee damage, but the formula is so that for every point of melee damage you get, you lose points you can potentially have at lategame.
 
Blackened said:
Yeah, Intelligence is really important in real life and in most (if not all) game worlds, it should be the most important thing.

But in a game, balance is more important than realism, at least more important to me. Anyway, it won't be unrealistic if the formula for skill points gained per level is reduced.

Also, strength should be much more important than reflexes for surviving in a post-apocalyptic world. At least until you get a gun.

But strength is currently broken, because it can be increased by +5 in every game, so if you start with more than 5 you're screwed at the lategame. Besides, its only uses are carry weight (useless once you get NPCs and a car), barely noticeable HP increase, used for some checks (can be simulated by Buffout), and melee damage, but the formula is so that for every point of melee damage you get, you lose points you can potentially have at lategame.

I'd agree about the formula for skill points per level, but i see no problem with the Agility stat. As for the Strenght stat, i disagree about it being broken, it's not, some people may feel the points go to waste because of the +3/+4 from the power armors but that does not mean the stat it's broken, it means those +3/+4 may be too much of a boost.
 
x'il said:
i disagree about it being broken, it's not, some people may feel the points go to waste because of the +3/+4 from the power armors but that does not mean the stat it's broken, it means those +3/+4 may be too much of a boost.

Good point. However I for one to see strength stats have some more positive effects which power armor plus str bonus shouldn't give also this would be damn hard to implent I imagen.
what more positive effects you ask? I have to think on that one..

So first endurance and now strength. A new topic should be in order "rebalance SPECIAL" :P heh maybe that isn't so bad idea ;)
 
I also want to nerf the power armors to give only 2 and 3 points to strength, but right now I can't seem to get it to work. I made a new thread about it, if anyone scripting savvy feels like taking a look at the non-functional script, please do, here.
 
I have a proposition - how about making Endurance affect the speed of traveling on foot on the worldmap? It could come in handy.
 
Ravager69 said:
How about making Endurance affect the speed of traveling on foot on the worldmap?

Higher endurance = faster ground speed…makes sense, but shouldn’t the weight carried also be a factor…heavy weight = slower ground speed. It could be a balance between endurance and carry weight.
 
Making Endurance give lots of HP is better than it giving extra DT. The game already has a TON of ways to reduce incoming damage: in addition to power armour there are the combat implants and the huge damage resistance boost you get for boxing in New Reno. Because of all these, late game you take little damage. Pretty much the only thing that hurts you at that point are armour bypassing critical hits (especially from machine guns), so at that point extra HP are more useful than extra DT, HP lets you survive the only thing there is to fear at that point.

What I mean is, I usually recall my fights with Horrigan going like this:

Turret hits you for 0 damage.
Turret hits you for 0 damage.
Turret hits you for 0 damage.
Horrigan hits you for 6 damage.
Horrigan hits you for 10 damage.
Horrigan hits you for 5 damage.
Turret hits you for 0 damage.
Turret critically hits you for 216 damage bypassing your armour. That's gonna leave a scar. You'z dead now.

Of course, with some of the combat rebalance mods around things might be totally different but I'm talking about the basic F2 here.

Oh and it's not just the endgame I think. But maybe it's just the Reno boxing bonuses that are way overpowered. There's a big difference in making Reno one of the first or one of the last places you visit. Six fights (kick one to get DQ'd) give you what, 12 DT and some DR% to boot (2DT per fight right? It's been a while.). That's like a second set of armour you're wearing.


Ravager69 said:
I have a proposition - how about making Endurance affect the speed of traveling on foot on the worldmap? It could come in handy.

It already does this by affecting your Outdoorsman skill.

Err, Outdoorsman increases your speed right? :? Honestly I've no idea. But if it doesn't maybe it should, and if it's now 2xEndurance make it 5xEndurance or something.

.Pixote. said:
but shouldn’t the weight carried also be a factor…heavy weight = slower ground speed. It could be a balance between endurance and carry weight.

Not really. Or maybe it makes some sense, but not worth the time/effort putting it into the game, testing, balancing, etc. It's not like there's a time limit to the game, making travel slower doesn't accomplish much, but is just there to annoy. Also half way through the game you get the car, unless you wanna make the fuel consumption higher for having more stuff in the trunk (please don't). :D

DGT said:
IMO it'd be a better solution to buff the useless stats (EN, to a lesser extent CH and maybe PE) than to nerf the good ones (IN, AG) that are good because they would and should be. Just logical that intelligence and reflexes are important in the post-apocalyptic world.

4 points of AG give you 2 AP maybe giving you one more attack per combat round. I think AG has 1 quest, testing yourself against the scropion in Broken hills.

4 points of CH give you 2 more companions both of whom ought to get at least two attacks per round(at high levels at least). Plenty of CH checks in dialogue I think.

What's the useless stat now :mrgreen:
 
Oracle said:
A new topic should be in order "rebalance SPECIAL" :P

Yeah, rebalancing SPECIAL is my whole point.

And I don't think Agility isn't imbalanced. You always play with high agility, don't you?

About strength, well, now I got the amazing idea to make strength requirements for certain armors. If you also reduce the strength bonus to +2/+3 (PA/APA), and remove the +str module (because you still get +4 str ingame if you don't remove it), then put a 7 str requirement for APA, and 5-6 for PA, damn, ranged skills need strength for their weapons too, so str requirement should also be reduced. This way, only melee characters will have high str/endurance.

And, of course, remake melee damage:
- To increase damage by a certain percent;
- To give damage for every point in ST, not just the last points. This is really needed anyway.
 
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