Cool! That said, how are you going to fix this current problem? And won't it lead to Dodger types like my current char to get enemies running from him all the time?
It'll replace the current system of course, so less running away due to not hitting, more due to not being able to damage.
Also, I think I've found a way to ensure the AI keeps running after fleeing so you don't get those annoying enemies standing around and initiating combat just to flee situations.
Nice, at least the AI doesn't half-ass its flight anymore, and if the player lets them leave, his own fault. C&C, I say! (sucks a bit for the HtH crownd, but then again I say its more appeal for a HtH/ranged hybrid character.
A funny side effect is that more npc's will also join the fight (I'm pretty sure it's the same value that affects both), so instead of those fights in Reno where 8 prostitutes would gang up on you, you'll probably end up with 16 prostitutes fleeing the first combat turn (so best speed that shit up with sfall). Will have to do a lot more testing though.
Cool, but how are you going to make the AI know its time to hit the bottle?
Talking about morale system and exaustion... should't exaustion last more time rather tha ending immediatly after each battle? Seems exploit-rific to fight, kill, end combat, INSTANT RECOVERY, fight again, repeat. I like the idea of going through a long gauntlet and then ending tired as fuck or hopped on drugs, which has its own perils (Stim use is SCARY now).
Problem is that exhaustion (unlike morale) isn't a stat, but simply something calculated on the fly using amount of combat turns and endurance. So that disappears after there's no more turns. But I'll see if I can change that in the future (I might replace the AC counter with an exhaustion meter, that'd allow that).
Damage calculation? What's going to come from that?
Mostly the stuff I mentioned earlier, namely breaking up the crits into separate rolls for armor penetrating, damage multiplying, etc.
Cautious Nature works how? Perception gives some dodge bonus, yes? How much it is?
Pretty big actually now that I check it again (2*PE again unarmed/melee, 1*PE against ranged), might need to drop that a bit.
Comprehension still seems useless.
Yeah, you're right. I'm thinking now also that I might make some big changes to NPC level ups: remove the different levels and have them increase skills as you level up, and add some dialogue where you can tell them to concentrate more on a particular skill so they level up in that more. Comprehension or some other perk could factor in that.
I like the extra bonus to Cult of Personality, maybe a bit of extra DT for party member?
Bit cheesy maybe. I already thought the to hit bonus was pushing it a bit.
Fortune Finder might be nice once you insert some systems that stop the player for accumulating too much wealth easily early on.
Yeah, probably should find something more interesting instead.
Harmless giving a bonus to sneak on injection of drugs is a nice idea, might make a sneak assassin/poisoner a viable build (IMHO any wannabe doing sneak super stim killings is ridiculous).
Yeah, I have to find some way of putting more poisons in the game without it becoming silly. Sneaking/stealing/traps is really still bugging me out, all the thieving skills are so mechanically broken (especially traps of course) that I can't think of anything to do with them.
Hmmmm, nice bonus on Karma Beacon, just afraid its going to get cheesy at the end game (entire cities joining the player in casual firefights, makes sense if everyone loves the player, through), its too easy to get lots of good/bad karma.
I think I'll restrict it to a couple of scripts anyway (so Metzger won't ever join you, but some of his grunts might).
Lifegiver... do you replace the bonus or add to it? Need to balance that with your static HP system and whatnot.
Every time it says "Original +" then it adds to it, otherwise not. So yeah, this'd just add a static bonus.
Light Step bonus is not very useful. Its what Sawyer said on the VB times: Nobody likes skill points perks, because they're useless.
Completely agree, but you try thinking of thinking of dozens of perks that don't add to skills or stray too far from the drawing (seriously: try and think of some, that's why I posted the list, I'm running out of ideas).
Living Anatomy was already a cool little perk, but a bonus like that also helps.
Replaces it, I don't like the flat +5 bonus: you should be able to do more damage because of your knowledge of weak spots
if you can hit them.
Can you make the Mysterious Stranger pop up in cities?
Think so, there's already an intact script for making him appear in the caravans section, so just copying that should suffice (he might end up in weird places like bathrooms or whatever).
Presence seems nice... unless it indulces annoying "The AI always runs from you" issue, which sucks when you're looking for a fight.
Yeah, I'm also worried about that.
Pyromaniac - How will the player make the molotovs? You will add the Mr. Fixit to the game?
Nope, just allocate a key: you have rot gut in your inven? press p for pyro and it's a molotov.
Ins't New bonus from Slayer a bit cheesy? You kill A LOT of people in this game (unless you're going pacifistic), won't it end with the end-game player going around and killing people and going to the enclave and dealing ludicrous damage?
It's fucking cheesy, but I have no idea what to do with it. If you have an idea, let me know.
New Animal Friend seems like a nice, if quite weird, idea. Can you make the animals area-based?? Having Deathclaws spawn you to help fight a Enclave patrol sounds awesome.
Heh, yeah, cool idea. Will see what I can do.
Will Bruiser have the old bonus? I like the idea of less MOVEMENT AP instead of less AP, seems like a more decent trade-off. And more ST + more knockdowns and knockouts is a goodi idea, seems to properly diplsay the idea of the perk.
So, again, no old bonus/penalty, just the replacement.
I'm not sure the new penalty to Fast Shot is a good one. The thing with fast shot is that you're limiting yourself in exchange for enhancing a existent capacity. But a severe enough penalty might work too.
Yeah, you might be right. I just never really liked how it makes aimed shots completely impossible.
Kamikaze seems useful, weirdly enough, for snipers to eye-crit people from over the screen. Would't it better to add more damage instead, like in Fallout Tactics?
Good point, never played Tactics TBH, should look into its perks and see if it gives me some ideas.
Why are you lessening One-Handed penalty?
You're right, probably shouldn't.
No change to Gifted? I would't mind a pretty hefty penalty, Gifted is the most IMBA trait of the game, you essentially get +6 statpoints for free in exchange for some shitty skillpoints you're not going to need. Nobody even plays with it anymore, seems cheating. Give it some extra, HURTFUL penalties and it could become a useful alternative.
What kind? Wouldn't know really.[/quote]