zebidiahjethro said
yes, you can, that'll raise your repair skill by ten. speaking of skills, they are up. But, I am having a hard time configuring the actual gameplay, The actual system in fallout is pretty complicated, that being said, does anyone have any suggestions to how this'll be ran? I know that's my job but I'm slowly chipping away at this, the more help I have the faster this game will be ready to play. What I need help with is skill calculations for combat and other actions, thats all I really need at this point.
How do S.P.E.C.I.A.L. stats play in to our skills? Do we just have base values, then add or subtract skill points based on our S.P.E.C.I.A.L., or just leave them as they are?
Edit: Just so you know what I am talking about...
Each point in Strength provides +2 points to the Melee Weapons and Big Guns skills and adds +25 carrying capacity, and each point above Str 7 adds +5% chance to shrug off a killing blow
Each point in Perception provides +2 points to Lockpicking, Explosives and Survival skills, and varying degrees of additional accuracy on various weapons, excluding unarmed and melee, which gain additional crit chance or better counter chance
Each point in Endurance provides +20 points to Health and +5 rad, poison and fire resistance per point, and reduces the need for supplies and/or the chance to become addicted to chems
Each point in Charisma provides +2 points to the Speech and Barter skills (Charisma was really under powered in FO3, I dunno what else it would be useful for. Maybe the bad guys have a chance to stop and admire your pretty looks every once in awhile during combat at the higher levels)
Each point in Intelligence provides +2 points to the Energy Weapons, Repair, Medicine, and Science skills and every point above Int 5 gives +1 extra usable skillpoint per level
Each point in Agility provides +2 points to the Small Guns, Sneak, and Unarmed skills along with +10 AP per point.
Each point in Luck provides +1 point to all skills and +1% additional critical chance per point along with +1/3 per point of luck added to every dice roll under 5.
Note all the additional stuff I added and changed. That's from mods I have found, which I liked the concept of or accidentally misunderstood but wrote down anyways. Also, there needs to be a downside to having low special as well, for instance, low luck means your enemies might decide to target you more often, or low agility means reloading requires more AP.
And, we really need an explosives skill, unless it falls under repair.
Plus, just to add in, this is a fairly well-done combat system. If you know how to compile, it'd be pretty easy to make a C++ calculator for each character in the roleplay to save you a lot of button-presses later on.