Author Topic: Outdoorsman revamp  (Read 7308 times)

Ananas rape

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Outdoorsman revamp
« on: February 12, 2015, 04:35:40 PM »

Outdoorsman is useless in this game at the moment lets be honest and there is an easy solution it has a bio that states

'Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals.'

So i think, you could make this skill have a negative correlational increase with the chance of mobs attacking you and over a certain percentage it will make them want to fight for you, anyone that has dealt damage to you, smelling your blood they will attack them, this could lead onto many more possibilities like animal taming to have a follower for a short while (a molerat following your footsteps and licking your ass; all the way up to a deathclaw hunting by your side. this skill would coincide with charisma and the leadership skill but only have this available with around 250% skill and up with a maybe a perk.

Lastly it could increase the chance you have to have secret encounters whilst scavenging in the core by 0.33% for every 10% outdoorsman skill.

We can decide which of these should or should not be affected by the skill or maybe could have all. THOUGHTS
« Last Edit: February 12, 2015, 05:45:36 PM by Ananas rape »
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Teela

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Re: Outdoorsman revamp
« Reply #1 on: February 12, 2015, 09:15:19 PM »

I was petting a pack of really furry and cute deathclaws today in gunrunners that didn't attack. Happens a lot but i don't know what modifies it. I think it is an absolutely perfect idea to have outdoorsman modify NPC interactions in core.
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Ananas rape

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Re: Outdoorsman revamp
« Reply #2 on: February 13, 2015, 11:02:07 AM »

I know, it makes complete sense to have it. It corresponds with the original skill from the game, and it would be fkn cool to have animals fighting for you, for strategical reasons also.
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MARXMAN

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Re: Outdoorsman revamp
« Reply #3 on: February 17, 2015, 01:29:57 AM »


Outdoorsman is useless in this game at the moment lets be honest and there is an easy solution it has a bio that states

'Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals.'

So i think, you could make this skill have a negative correlational increase with the chance of mobs attacking you and over a certain percentage it will make them want to fight for you, anyone that has dealt damage to you, smelling your blood they will attack them, this could lead onto many more possibilities like animal taming to have a follower for a short while (a molerat following your footsteps and licking your ass; all the way up to a deathclaw hunting by your side. this skill would coincide with charisma and the leadership skill but only have this available with around 250% skill and up with a maybe a perk.

Lastly it could increase the chance you have to have secret encounters whilst scavenging in the core by 0.33% for every 10% outdoorsman skill.

We can decide which of these should or should not be affected by the skill or maybe could have all. THOUGHTS

Hell. No. About the NPCs fighting on your side part. The chance to not get attacked is great, but I stand by what I said here:


Specialised traits after blah blah blah wallllll of text

And taming is a great idea. If u do a taming char, mean u dont want a Battle-character in that sense of the concept. U can use others skills like science to define how much animals tame. And cmon... if u make the deathclaws taming enough difficult, it will whort the time invested, and yes, i think u must have the possibility of tame more than 2 deathsclaws.

blah blah


All of that sounds incredibly overpowered and unnecessary.   Having ANY SORT OF NPC on your side to fight I think is gamebreaking. We all saw what happened to 2238 and Mercs. This doesn't need to be repeated.

Taming Deathclaws? Yeah right.



edit:formatting
« Last Edit: February 17, 2015, 01:34:22 AM by MARXMAN »
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Ananas rape

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Re: Outdoorsman revamp
« Reply #4 on: February 17, 2015, 09:03:01 AM »


Outdoorsman is useless in this game at the moment lets be honest and there is an easy solution it has a bio that states

'Practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals.'

So i think, you could make this skill have a negative correlational increase with the chance of mobs attacking you and over a certain percentage it will make them want to fight for you, anyone that has dealt damage to you, smelling your blood they will attack them, this could lead onto many more possibilities like animal taming to have a follower for a short while (a molerat following your footsteps and licking your ass; all the way up to a deathclaw hunting by your side. this skill would coincide with charisma and the leadership skill but only have this available with around 250% skill and up with a maybe a perk.

Lastly it could increase the chance you have to have secret encounters whilst scavenging in the core by 0.33% for every 10% outdoorsman skill.

We can decide which of these should or should not be affected by the skill or maybe could have all. THOUGHTS

Hell. No. About the NPCs fighting on your side part. The chance to not get attacked is great, but I stand by what I said here:


Specialised traits after blah blah blah wallllll of text

And taming is a great idea. If u do a taming char, mean u dont want a Battle-character in that sense of the concept. U can use others skills like science to define how much animals tame. And cmon... if u make the deathclaws taming enough difficult, it will whort the time invested, and yes, i think u must have the possibility of tame more than 2 deathsclaws.

blah blah


All of that sounds incredibly overpowered and unnecessary.   Having ANY SORT OF NPC on your side to fight I think is gamebreaking. We all saw what happened to 2238 and Mercs. This doesn't need to be repeated.

Taming Deathclaws? Yeah right.



edit:formatting
Are you serious? Don't be retarded and THINK about what you write. Honestly taming 1 death laws and having close to no combat traits isn't just underpowered. It is VOLATILE. The chance your death laws won't follow+the time it would take to tame+the skill needed is not equal to someone that can destroy that deathclaws using a flames in 3 hits. Lul
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MARXMAN

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Re: Outdoorsman revamp
« Reply #5 on: February 18, 2015, 02:40:57 AM »

Giving players NPC companions is a slippery slope. I personally can't think of a fair and interesting way for it to be implemented.

On the other hand, the rest of those suggestions are great. Especially the encounters part.
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twat

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Re: Outdoorsman revamp
« Reply #6 on: February 18, 2015, 03:13:07 AM »

the only way is to add dogs and deathclaws as playable toons. maybe mutants too!

gear for dogs
implants for mutants
mutations for gouls
...
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Ananas rape

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Re: Outdoorsman revamp
« Reply #7 on: February 22, 2015, 11:04:59 AM »

the only way is to add dogs and deathclaws as playable toons. maybe mutants too!

gear for dogs
implants for mutants
mutations for gouls
...

how is that even related to outdoorsman, my only focus was revamping it
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Professor Lemur

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Re: Outdoorsman revamp
« Reply #8 on: February 22, 2015, 11:37:53 AM »

Silly question but what does the outdoorsman skill even do in the game? I've tended to avoid it when levelling up because it just feels like a skill point sink.
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Re: Outdoorsman revamp
« Reply #9 on: February 22, 2015, 11:53:10 AM »

Silly question but what does the outdoorsman skill even do in the game? I've tended to avoid it when levelling up because it just feels like a skill point sink.
Let's just say you weren't wrong
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Re: Outdoorsman revamp
« Reply #10 on: February 25, 2015, 07:17:36 PM »

Holy shit he's talking normal :D

The balance of the universe is out of order

Anyways, for outdoors man, I suggested somewhere that food is linked to the skill and receives special perks based on the % of OD. Also some other stuff but I forgot what :P
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Professor Lemur

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Re: Outdoorsman revamp
« Reply #11 on: February 26, 2015, 03:33:55 PM »

Why not make it increase during fights with npcs and other players that increase critical chance by a small margin to keep it from being op but still effective?
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PusiteGA

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Re: Outdoorsman revamp
« Reply #12 on: February 26, 2015, 03:58:52 PM »

i have idea make usable item called Mutant Wisle (thet can be utility item or trowable or trap duno whats better)  thet you can use co call all mutatns in region to come there and attack anyone they encounter and depending on your skill lvl radius is bigger so example at 200 outdorsment all mutatnts in Gama Glup are gona come at your position and kill all they encounter on their w8 even you, this is good for tactical fights.
before PvP starts sneeker goes behind enemy team and blows wisle and all deatclaws start coming ther and if lucky they engage your enemy then your team starts attacking them
hope you get what i talking xD

Professor Lemur

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Re: Outdoorsman revamp
« Reply #13 on: February 26, 2015, 04:19:35 PM »

Should be called the rape whistle if you catch my drift uhuhuhuh.
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PusiteGA

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Re: Outdoorsman revamp
« Reply #14 on: February 26, 2015, 04:34:06 PM »

Should be called the rape whistle if you catch my drift uhuhuhuh.
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mAdman

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Re: Outdoorsman revamp
« Reply #15 on: February 27, 2015, 08:54:53 AM »

Holy shit he's talking normal :D

The balance of the universe is out of order

Anyways, for outdoors man, I suggested somewhere that food is linked to the skill and receives special perks based on the % of OD. Also some other stuff but I forgot what :P

I unsuccessfully tried to find that topic, as I thought it was a good one.

I agree that "taming" npcs with outdoorsman could be overpowered, but not being attacked isn't as bad (up until you have to fight someone shooting at you from inside a pack of deathclaws).

I thought linking outdoorsman to trap spotting (and possibly sneak spotting too) would be good, so even low PE characters could be able to find traps by utilising it.

Another bonus could be related to the damage that you deal to certain NPCs, with a higher outdoorsman for example giving a bonus to criticals vs animal type NPCs.

Linking it to how well food effects a player is also a cool idea, as long as it is not too strong (like current rates being the max).

Just some suggestions anyway.
« Last Edit: February 27, 2015, 08:56:53 AM by mAdman »
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