Some news from the front.

Brother None

This ghoul has seen it all
Orderite
First off, J.E. Sawyer. posted this in a thread about perks in Fo3 on the BiS forum:

<blockquote>A few perk ideas:

Eye on the Prize
Prerequisites: PE 7, Steal 125
Ranks: 1
Benefit: You can case a joint or a mark from across the room. Whenever you examine a container (even locked) or character, you can see its inventory.

In Your Face!
Prerequisites: Melee 75 or Unarmed 75
Ranks: 1
Benefit: Opponents can't make called shots with thrown weapons or firearms when you are within 1 hex and are only holding melee weapons or are unarmed. They also suffer a -10% penalty to hit with those weapons against all targets.

Ayyyyyy!
Prerequisites: LK 5, Lockpick 125
Ranks: 1
Benefit: If you fail to pick a lock, you can punch or kick the object and add your Luck x2 to the pass/fail check. However, this automatically opens the object if the check is successful, and may be noisy enough to alert nearby enemies.

Suicide King
Prerequisites: Persuasion 150 and CH 8
Ranks: 1
Benefit: When standing within your area of influence, CNPC allies always ignore how wounded they are when following orders. When the going gets tough, this makes them far more likely to follow the combat parameters you have set for them.</blockquote>

Also, for those of you still interested in the Gifted discussion, though it doesn't look like the debate is going anywhere, you can stroll over to this thread.
 
A chars inv I could understand but a closed container? he he they should call it X Ray Cat.

Now this is the kind of stuff I like to hear, improvements not taking shit out.

Fallout should be IMPROVED not fucked up.

EDITED:

CNPC allies always ignore how wounded they are when following orders.

By the sounds of it you can give them orders, hmmm :?
 
Damned good thing that JE knows the difference between a perk and a trait. What a bunch of retards, it's called a perk for a reason.
 
Wow, I actually like the sound of these. "Eye on the Prize" sounds a little off though - it would be useful, no doubt about it, but seeing through locked chests is a little too much. Maybe some floating text with the character making a rough guess would be ok though.

Some pretty high skill requirements though. Hope they're still worth taking at that point in the game.
 
Kharn said:
Suicide King
Prerequisites: Persuasion 150 and CH 8

Hrmm... if my numbers in my head are correct... thats 300 skill points, 150 if you have it tagged. That means a LONG time before that skill can be utilized. But IDK, maybe the reqs are still under construction.

I like the In Your Face one the best, makes a lot of sense IMHO. I agree with you guys that the eye on the prize one is kinda weird.
 
And how about "Ayyyyyy!" perk? It looks more like trait than perk for me with all this trade off stuff. With exchanging stealh for success in lockpick I mean. I never seen perk with disadvantages before (correct me if I'm wrong but I can't remember even a single one for now).

And prerequisites are somewhat high (comparing to Fallout 1 & 2 games). On that level there will be propably lots of more usefull perks.


Hmmm... And it would be better to add something like "bash" option while dealing with doors or containers. It would allow player to get through obstacle and make loud noise at the sams time.

("Geee... My brand new rocket launcher didn't even scratch this small wooden chest. Too bad I haven't invested more points into lockpick skill" :wink: )
 
Kharn said:
Ayyyyyy!
Prerequisites: LK 5, Lockpick 125
Ranks: 1
Benefit: If you fail to pick a lock, you can punch or kick the object and add your Luck x2 to the pass/fail check. However, this automatically opens the object if the check is successful, and may be noisy enough to alert nearby enemies.
Not a good idea. First of all, if I'm failing to pick locks with a 125 skill, that means they're damn tough locks. Now, a tough lock is NOT usually found on someone's chest. It's on a 6 foot solid steel security door, like say the one into the Brotherhood of Steel. Are you seriously suggesting that just because of my high lockpick skill failing, I should be able to KICK DOWN A 6 FOOT THICK, SOLID STEEL DOOR?
 
DU,

Excellent point. For what it's worth, the in your face 'perk' seems about the only one that either doesn't have drawbacks, or just seem ridiculous.
 
I think if he re-worded it, it might work a bit better.

Benefit: If you fail to pick a lock, you can attempt to pick the lock aggressively and add your Luck x2 to the pass/fail check. However, this automatically opens the object if the check is successful, and may be noisy enough to alert nearby enemies.

So instead of 'punching or kicking' instead, you're being a bit more aggressive with those lock-picks.

I also have an idea for a perk which I think would be totally useless in real-time:

First Turn, Extra Turn
Prerequisites: AG 8, PE 7, Level 6
Ranks: 1
Benefit: Your heightened awareness allows you to always have the first turn in combat, regardless of sequence. Also, because you're so fast, once the first turn is over, you immediately get another turn to spend. After the first turn however, combat continues normally.

It was originally going to be two seperate perks, but no-one gives a shit about sequence, so I combined the idea.
 
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