My favorite part in every fonline i've played has been the buildcraft. Coming up with unique builds and such. Hell, I have as much fun coming up with trait/perk ideas in past fonline games as I did making the builds. I just hope I'm not too late to suggest some ideas.
So quick explanation of how I view traits. I think the penalty is something you should always have to deal with. If you can build your character in a way that the penalty is never relevant, then it is probably a bad trait. Additionally traits should allow or encourage significant change in the way you build your character to play the game. A generic +10% DR doesn't really change the way someone would build their character or play the game and isn't very interesting to me.
Jinxed-The max chance to hit you receives -10%
-The max chance you have to hit receives -10%
This is a bit of an inspiration from the fast shot trait, but to be honest I'm not too particularly keen on it myself. I read the dev post that said the current jinxed would probably go, and this was an alternative that came to mind. The problem I have with it is how it doesn't really change much in gameplay for you. It might be a popular trait for looters who just want to run in and try to steal something perhaps? More opportunities for your opponent to miss as you charge and get closer? Not sure. But I figured I would post it to see if it inspires anyone else perhaps
Gifted-Gain 7(5?) Special points to distribute as you please
-Gain a perk only once every 4 levels rather than 3 (2 perks less)
The two most influential things in the game are SPECIAL and Perks. It makes sense to have a trait I think that subtracts one in favor of the other. It would probably require careful balancing. It is basically +1 to each SPECIAL, although that may be a little strong, I'm not sure really
Skilled-Gain a Perk every 2 levels rather than 3 (4 perks extra)
-All special points start at 4 rather than 5
This would be even more potentially powerful, because going from perk every 3 levels to perk every 2 levels is a difference of 8 perks and 12 perks. That is a rather large bump. I just learned after writing this up that most perks don't have requirements, so it is a little too strong I think if it were just -7, although it is rather hard to say since SPECIAL has a much stronger role here than most other fonlines.
Raised by Wolves-Starting at level 1 you have a dog companion. From level 12 you have 2 dog companions. At level 24 they both become wolves (slightly stronger)
-You cannot receive nor give leadership bonuses to humans.
Personal fantasy, I've always wanted to have a character with a bunch of dog companions. I doubt this would go through since there is yet to be any kind of system mentioned of NPC companions, but it could be interesting in the future I think.
Coward-Less likely to be suppressed when fleeing
-More likely to be suppressed when advancing
It would promote hit and run strategies, and any trait which allows for or promotes certain play styles is typically a good trait in my opinion. Not sure how easy it would be to code it, or how much of a load it would put on the server to constantly check to see if a suppression hit was "advancing" or "retreating"
Multi-Tasker-You can reload, change held items, and perform various other simple tasks, all without having to stop moving
-All simple actions, whether you're moving or not, require a little more AP to perform
Again, not sure if the code would allow this, or even how it would work out in the current game. This fonline server is so significantly different from others it can be harder to predict for balance things. This is mostly just a copy of an idea I suggested for reloaded though which I still like. Like a couple of my other ideas, it is meant to promote more mobile run and gun gameplay.
Situational Awareness-Receive +2 PE for purposes of vision range
-Receive -3 PE for detecting sneaked foes
The cliche of the sniper who is so focused on what is far away he fails to notice those sneaking up really close to him would make for a good trait I thought. There is so much in your field of view it can be hard to focus on any one thing was the general idea
Advancing Wall of Doom-Receive DR/DT when you are suppressed
-Your suppression lasts 2 seconds longer
This one I'm really unsure of balance wise, which is why I didn't even attempt to include numbers for the DR/DT. Its mainly the idea that matters, and can hopefully inspire more. I had in mind the cliche horrormovie scene of the monster or killer slowly advancing towards the target, never running, but completely immune to any bullets. We don't have to go that far. The negative actually helps even more with the bonus, but can get frustrating if the person is clever enough to run away properly. It should be interesting I think, as people desire to be suppressed, when there are many ways people would pick up to avoid it
Pyromaniac-All attacks that would deal fire damage require less AP
-All attacks that don't deal fire damage require more AP
-(Alternative) Gain AP regeneration boost if you've dealt fire damage recently (enough to exceed the penalty)
-(Alternative) Reduced AP regeneration in general
Simple and obvious. Some people just want to watch the world burn. I wasn't sure which of the two options would be better so I just put down both for now
Perkus Maximus
-All perk level requirements are -3
-All perk SPECIAL requirements are +1
The idea was to allow players to start grabbing the stronger/higher level perks, but they would have to be far more careful with their SPECIAL planning. I've just learned however that most perks actually don't have much requirement...so I'm not sure. I'll leave it as it is to see if it inspires anyone else with a similar or better idea though