Celtic927 wrote:I LOVE LOVE LOVE Perks, but.........I wonder if they fit into Wasteland....its a tough call. I think we need to examine how well they worked in FO Tactics to appreciate how they work in the park dynamic. Maybe they should have Skill pre-req-ed SO that they don't Overload your party too much...Meaning a Dr. Char will have a Perks available that are general to everyone and HEALING based perks as where the Demo guy might have some of the same General perks (like weight carrying or HP based perks) but his skills with explosives will opened the ability to take Grenade DAM perks instead of healing Perks. That's my call
Of course, a lot of perks in Fallout have skill and/or stat requirements.
Meltdown in New Vegas requires Energy Weapons.
Cowboy requires Melee and Guns.
Lifegiver requires Medicine.
Rad Child requires Survival.
All perks should have requirements so that you can specialize your characters.
For a Sniper character, do you want a perk that gives you better hit chance or a perk that lowers the amount of action points required to shoot by 1 or 2?
You won't be able to pick every perk available on leveling up so one must be careful in designing the party's advantages.
I think it worked like that in Tactics but it's been a long time since I played it.