This suggestion is kinda weird but hear me out.
A skill beta DLC. (Or include it with one of the other DLC's as a bonus)
The skill beta DLC is for upcoming Fallout games, to see what we like and what we don't like.
First off, skills.
Tagged skills will always require 1 skill point for 1 raise.
But un-tagged skills will require 2 skill points for 1 raise at 50 and 3 skill points for 1 raise at 90.
So here's a skill I don't have tagged:
Sneak, 23.
To raise it to 50 I need 27 skill points.
To raise it from 50 to 90 I need 80 skill points
And to raise it from 90 to 100 I need 30 skill points.
All in all, to raise sneak from 23 to 100 as an untagged skill would require 137 skill points.
This would make the Tag! perk much more useful and if Skilled trait is brought back it would be a great bonus.
Skill books raise as normal unless an untagged skill is at 90, in that case it will raise 1 skill point, with comprehension it will raise 2 skill points per book.
This is to see how a change in the skill point distribution will be received and for Bethesdian to see if it would be a good thing to have it as default skill point distribution in FO4/FO:Arizona.
And here's the second part.
With 13 skills we become clones waaaaay too easily.
So I say, divide them.
This is not going to "force" players to use this new system at all, you need to create a new character to use it.
So no "this is unnecessary!" bullcrap, okay?
Cause this is a beta and unless we play through this beta we will not know if it's a good change or a bad change.
Here's the new skill list for the beta mode:
- Sidearms (Includes pistols, revolvers, SMG's and sawn off shotgun)
- Shotguns (Includes all shotguns from Guns.)
- Rifles (Includes all rifles, from sniper rifle to Marksman Carbine)
- Unarmed
- Blade
- Blunt
- Laser Weapons
- Plasma Weapons
- Electric Weapons (Tesla Cannon, Gauss Rifle, Pulse Pistol (I guess holorifle might fit into this one as well)
- Flame Weapons (Incinerator, Flamer, Incendiary Grenade)
- Big Guns (What it used to be.)
- Explosives (All explosive weapons, we can't divide it up into grenade rifles, missile launchers and GMG like, we can't have a skill for "one" weapon...)
- Throwing (All throwing weapons including grenades.)
- Lockpick
- Hacking
- Chemistry (All quest and world object events where electronics fit this skill governs, this skill also governs all crafting where Chemistry take place like crafting Slasher and stimpacks.)
- Electronics (All quest and world object events where electronics fit this skill governs, this skill also governs all crafting where Electronics take place like overcharging microfusion cells for example.)
- Thieving (This skill governs the success rate of pick pocketing from people, for this skill to be worth a damn a lot more keys and password holotapes and other misc items needs to be added to NPC's for this skill to be useful. (The new keys and password holotapes are not added to the main games NPC's.))
- Sneak (Mainly for sneaking and getting sneak attacks in.)
- Deception (This skill governs how well you can fool the bouncers at casino's that you don't have any weapons with you, it also governs how well you can disguise yourself and all [Lie] speech options.)
- Persuasion (It's speech, but you can't use [Lie] speech options, those are Deceptions area.)
- Survival
- Barter
- Mechanics (All times science served the purpose of a mechanical event this skill takes over, it also governs how well you can repair weapons.)
- Traps (In this mode all traps' effects should be tripled or quadrupled so that they are a lot more deadly, making this skill a useful skill, you can get a perk later on which highlights all traps when you're 15 feet near them.)
- Gambling (This removes the gambling minigames (As I SAID!... This is a beta, let it work it's magic.) and lets success be on character skill and Luck stat.)
- Medicine
The new skills will have a lot of new perks in order to balance it out somewhat.
This new beta mode can only be accessed by creating a new character from the starting menu.
From feedback from us players the developers can know whether we like it or not like it and know a little better of how the community wants FO4's skill system to be like.
It will also allow us who wants more specialized characters to play as such.
AGAIN!This DLC will not "force" any of it's changes onto current characters we have, we need to start a brand new character to use it.