Moderator: Rangers
undecaf wrote:1. Let's see who gets the list go up to 100.
GO.
2. Btw, I didn't see Toaster Repair in either of your lists.
Gabriel77Dan wrote:undecaf wrote:1. Let's see who gets the list go up to 100.
GO.
2. Btw, I didn't see Toaster Repair in either of your lists.
1. I doubt an RPG could work with 100 skills, would be horrible.
Gabriel77Dan wrote:2. I know you're not in favor of large skill lists but if you think about these skills long enough then you'll find ways to make them work, Toaster Repair is just a joke-skill IMO. Not worthy of being put on a list.
Gabriel77Dan wrote:But let's see here, more skills despite their limited usage:
Drawing - The ability to replicate things on paper. Drawing maps for others, drawing faces, drawing buildings, drawing objects, drawing a creature you might have encountered out in the wastes for a biologist.
Caravaneering - The ability to successfully lead a caravan safe and sound to it's destination.
Raiding Tactics - Determines how well you can set up a sneak attack on unsuspecting wastelanders and caravans and how organized your party are when raiding something from different angles.
Locamative Expertise - Determines how well you can operate a train.
Gabriel77Dan wrote:[size=50]So in total:
I don't think every former skill has to return.
I'm still not sure about Forgery for example, I can think of ways to make Cyborg Tech work, or Helicopter Piloting but Forgery is still something I'm a bit iffy on.
Vryheid wrote:No explanation or rationale as to why this is a good idea + an attempt to worsen the already convoluted and confusing skill system in the original Wasteland = can't take any of this suggestion seriously.
Here's my alternative, which involves removing all the useless skills from the game, combining the overlapping ones, and renaming them so new players have some intuitive idea as to what the hell they're supposed to do:
Weapon skills:
-Melee Weapons
-Small Guns
-Rifles
-Heavy Weapons
-Energy Weapons
-Demolition
Support skills:
-Medic
-Stealth
-Perception
-Traps
-Steal
-Crafting
Environmental skills:
-Electronics
-Lockpick
-Athletics
-Survival
-Gathering
-Vehicle Operations
I suggest making several activities as Gambling and Speech entirely dependent on stats rather than individual skills when it would make intuitive sense to do so. For example, the idea that you can somehow improve your "skill" at a game like Roulette or Craps is ridiculous- it should be entirely dependent on Luck, nothing else. Likewise, unless we want Charisma to be another dump stat like it was in Fallout 1 and 2, we should have it and Intelligence used to fill most persuasion checks.
The end result of the model I suggest is that players don't have to end up restarting the game half a dozen times just to get a usable character, can easily create a balanced team where each Ranger focuses on 3 or 4 skills they really need, and don't end up stuck because their lack of some obscure one-time-use ability like Toaster Repair prevents them from completing the game. In other words, a system that rewards players for common sense rather than punishing them for a lack of insanity.
Mort2 wrote:I'd like a nail clippin skill... I think that most people do not appreciate the "confusing skill system in the original Wasteland". Not because it is confusing or unique, but because it is pointless and add nothing of vale to gameplay.
and before you go on some games today rumble, I'd just say that I am not a stranger to games with complex systems, I still play at Dwarf fortress, but unlike here in DF those skills are useful. So unless you want to make some kind of sim game, I think that FO system is more or less is the basis of what we should work with.
Vryheid wrote:Weapon skills:
-Melee Weapons
-Small Guns
-Rifles
-Heavy Weapons
-Energy Weapons
-Demolition
Support skills:
-Medic
-Stealth
-Perception
-Traps
-Steal
-Crafting
Environmental skills:
-Electronics
-Lockpick
-Athletics
-Survival
-Gathering
-Vehicle Operations
I suggest making several activities as Gambling and Speech entirely dependent on stats rather than individual skills when it would make intuitive sense to do so. For example, the idea that you can somehow improve your "skill" at a game like Roulette or Craps is ridiculous- it should be entirely dependent on Luck, nothing else. Likewise, unless we want Charisma to be another dump stat like it was in Fallout 1 and 2, we should have it and Intelligence used to fill most persuasion checks.
hiptanaka wrote:I would like to see a few exploration skills like swimming and climbing. It'd be fun to be put in situations where you have to split up your party and send your swimmer (if you have one) through some passage to scout, unlock a door from the other side, etc.
Gabriel77Dan wrote:I don't think we can have too short of a skill list either.
We have a party of up to 6 members.
If each member learns 3 skills (tag skils like in Fallout 1/2) then that means we get 18 skills covered.
The problem with Vryheid's skill list is that you can create a party and then get two NPC followers and be able to do everything in the game.
Nothing is locked out for you.
And I think that is a problem which can hurt replayability.
Mort2 wrote:I think that we need to distinguish between skills you can get better at and naming every interaction we can think of as a skill. IMO the first one is necessary, the latter is just limiting the list of things we can do.
Gabriel77Dan wrote:I don't think we can have too short of a skill list either.
We have a party of up to 6 members.
If each member learns 3 skills (tag skils like in Fallout 1/2) then that means we get 18 skills covered.
The problem with Vryheid's skill list is that you can create a party and then get two NPC followers and be able to do everything in the game.
Nothing is locked out for you.
And I think that is a problem which can hurt replayability.
It's not like Fallout 1 where companions were only useful for packmules and killing stuff and it's not like Fallout 2 where they get like 1 ability like Vic with Repair.
No, we get to control and use 6 party members in total, each of their skills will be able to be used. (Scratch that, I just got Ace, we can have 7? Or more?)
Having too small of a skill list isn't good.
While I am on the fence about certain skills in the first Wasteland I gotta say that I don't want them to mainstreamize it too much.
It should have tons of skills, and we shouldn't be able to cover even half of the skills even if we plan on making as many skills useful to out party as possible.
I thought prior to playing Wasteland that it should cut down on it's skills too.
But now after playing it I have to say that Wasteland 2 should have around the same amount of skills as it's predecessor or more.
Gabriel77Dan wrote:Here's a couple of more skills:
Precisioned shooting: Determines how well you target specific body parts and from how far you can hit targets. (Couple this with the Dexterity stat and you get a great sniper)
Wild Fire: Determines if your character can pull off multiple shots before his/her turn is over.
Gabriel77Dan wrote:Quick Hands: Determines how successful your diceroll is to perform two actions in a sequence in one turn. (You can pick Reload then Attack, if your diceroll is successful then you reload and manage to pull off one shot. If diceroll is unsuccessful then you simply reload, this works for other things too like Equip, Evade and Use. You cannot stack 2 Attacks in a row though, you can stack Use or Evade) (This skill is raised by successfully pulling off two actions in a row)
Gabriel77Dan wrote:Tracking: Determines how well you can track animals, insects, robots and people in the desert. (You will get a notification in the world map saying something like "You see the tracks of a pack of dogs heading east, do you want to follow them? [Yes] / [No]" (This skill is raised by following tracks)
Gabriel77Dan wrote:Drinking: Determines how much you can drink before you pass out from intoxication. Useful for drinking games in bars where you either drink for money or information with an NPC. (This skill is raised by being involved in drinking games in bars, you can also raise this skill by drinking up any alcohol you find/loot/buy.)
Gabriel77Dan wrote:Camping: Determines how well you can set up a camp to rest in. (This means that if you have a high Camping skill then you can use the [Rest] function in the world map or in a local map in the wilderness/wasteland and avoid it being disturbed by hostile creatures/people. Basically, it means how well you can set up a hidden camp, it gets raised by using the [rest] mechanic)
Gabriel77Dan wrote:Infastructure: Determines how well you can see and destroy infrastructures. Say a wall is a bit rotten then you can with this skill notice this and use Strength or explosives to destroy the wall without everything else collapsing around you. The higher the skill the more weak infastructures you can notice. (It's raised by destroying weak infastructures.)
Cooking: Determines how delicious your food is that you cook, a full belly is a happy belly, and eating delicious food makes anyone a bit more happy. (Affects morale within the party)
Knife-Tricks: Determines how well you can pull off tricks with your knife, like tossing it in the air and catching it, or with a switchblade flipping it around looking all cool-like. (Is used for impressing kids, for demoralizing enemies, for entertaining people in bars and for intimidating civilians.
Kama Sutra Master: Determines how good you are in the sack. Sexing up NPC's can lead to infiltrating places, getting information and getting on the good side of the NPC who's world you just rocked. (Is raised by having sex.)
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