How we increase SPECIAL in New Vegas

Post » Thu Apr 28, 2011 11:04 am

Intense Training needs to be cut. If the Gifted trait is in the game then Intense training is redundant. That's 14 more points with Gifted + implants.


I think Gifted should be cut out too. Or atleast upgrade the severity of the drawback it has.
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Alex Blacke
 
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Post » Thu Apr 28, 2011 5:32 pm

I think Gifted should be cut out too. Or atleast upgrade the severity of the drawback it has.


I wouldnt like to see it cut, but the drawbacks should be increased for sure.
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J.P loves
 
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Post » Thu Apr 28, 2011 3:46 pm

How about Gifted giving only 2 or 3 points instead of 5 ?
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sas
 
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Post » Thu Apr 28, 2011 3:40 pm

How about Gifted giving only 2 or 3 points instead of 5 ?


Don't you mean 2 or 3 points instead of 7? Or did you mix it up with Skilled from FO2?
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leni
 
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Post » Thu Apr 28, 2011 6:48 pm

Don't you mean 2 or 3 points instead of 7? Or did you mix it up with Skilled from FO2?
Yeah 7 (was thinking 5 for some reason.)

** In that case, how about Gifted give only 4 - 5 points instead of 7
(and perhaps no more than 3 to a stat)
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Zach Hunter
 
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Post » Thu Apr 28, 2011 6:22 pm

I wouldnt like to see it cut, but the drawbacks should be increased for sure.


5 less skill points per level and -10% on all skills at the start is fine. Even if you max out intelligence you're not getting your full potential with skills there.
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Allison Sizemore
 
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Post » Thu Apr 28, 2011 3:58 pm

He mentions that the science dialogue option to get in the strip had 18/80 next to it. What do those two numbers represent?
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Sabrina Schwarz
 
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Post » Thu Apr 28, 2011 4:47 am

He mentions that the science dialogue option to get in the strip had 18/80 next to it. What do those two numbers represent?


His character's skill was 18, and the requirement was 80 for the speech check to work.
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pinar
 
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Post » Thu Apr 28, 2011 3:06 am

5 less skill points per level and -10% on all skills at the start is fine. Even if you max out intelligence you're not getting your full potential with skills there.


But it isn't really a good counter to 7 statpoints. Maybe if, somewhat like as Gizmo suggested, it only gives you about 3 or 4 extra statpoints freely allocated it could measure up better while still keeping SPECIAL more interesting (where it still makes one think about what to pick and what stats to raise and lower), because we know the stats don't work like in the originals (and Gifted was a bit overpowering even in those games).
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Kelvin
 
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Post » Thu Apr 28, 2011 4:06 am

His character's skill was 18, and the requirement was 80 for the speech check to work.

Eh...seems they don't want you get into the strip until late in the game?
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Bones47
 
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Post » Thu Apr 28, 2011 9:22 am

Eh...seems they don't want you get into the strip until late in the game?


They're giving you options depending on your character. If you have a scientist character in mind you could max out science in 4 or 5 levels.
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CArlos BArrera
 
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Post » Thu Apr 28, 2011 12:10 pm

They're giving you options depending on your character. If you have a scientist character in mind you could max out science in 4 or 5 levels.

Four to five levels? How many skill points do you get each time you level?
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Jonathan Montero
 
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Post » Thu Apr 28, 2011 1:59 pm

How many skill points do you get each time you level?


We don't know.
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Travis
 
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Post » Thu Apr 28, 2011 8:05 am

Four to five levels? How many skill points do you get each time you level?

I think they said they reworked how many skill points you are given each level because of the fact that with broken steel a lvl 30 cap broke the system, you could max out all of your stats, so currently we have no idea how many skill points a player is given.
Might be 1 skill point per intelligence for all we know.
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Lauren Denman
 
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Post » Thu Apr 28, 2011 12:43 pm

Yeah. 50 or 100K should do nicely.

O_o not for implants hell no 10k or 20k
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Solène We
 
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Post » Thu Apr 28, 2011 4:28 am

O_o not for implants hell no 10k or 20k

I hope we get some fun dialogue option with a bad barter skill like "How about 500 caps, 12 10mm rounds and a gecko pelt?"
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Stacey Mason
 
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Post » Thu Apr 28, 2011 6:09 pm

O_o not for implants hell no 10k or 20k

I agree I've never even gotten near an amount like 50k or 100k in Fallout 3 (Which from what I've heard is so easy to become a "millionaire" in Fallout 3, it was was hard for me to barely get 6k to be honest)

10K or 20K would be fine unless New Vegas makes it ridiculously easy to make some serious bank in short amounts of time, then an increase in implant prices would needed.
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Nice one
 
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Post » Thu Apr 28, 2011 1:43 pm

(Which from what I've heard is so easy to become a "millionaire" in Fallout 3, it was was hard for me to barely get 6k to be honest)

Really?
Just kill some Enclave, pick up their laser/plasma rifles, repair them with each other, go to each shop in Rivet City, Megaton, Citadel and Underworld and sell them to merchants for caps and then sleep for a couple of ingame days, hunt enclave and repeat.

Was really easy. :/
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Hannah Barnard
 
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Post » Thu Apr 28, 2011 9:23 am

Really?
Just kill some Enclave, pick up their laser/plasma rifles, repair them with each other, go to each shop in Rivet City, Megaton, Citadel and Underworld and sell them to merchants for caps and then sleep for a couple of ingame days, hunt enclave and repeat.

Was really easy. :/

I never really went to the settlements much to be honest, Never picked up anything I didn't need either.

Subsistence play-style for me so thats probably why I didn't make money. :tops:
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Rozlyn Robinson
 
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Post » Thu Apr 28, 2011 3:02 pm

Cybernetic implants would work fine. It would be nice if Intense Training came back too though. If they only gave it 5 levels, then it wouldn't be nearly as complained about. I'm glad no one's arguing about "god builds" anymore.


Out of personal preference, I'd prefer it if they went back to the Fallout, Fallout 2 & Fallout Tactics varient which only allowed you one perk per stat to increase the relevant stat by 1 point.
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Lily
 
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Post » Thu Apr 28, 2011 3:38 pm

I don't like it. The reason it made sense in Fallout was because you were on a time limit so A: you couldn't just gather tons of money over a long period of time and B: each surgery took a while. The cost was more associated with the time involved rather than the money involved. In New Vegas there is no such time limit involved (there wont be, trust me), making the implants cheap regardless of how expensive they are. In Fallout 2, you were more limited in the SPECIAL boosts you got (ie: you can either get 2 luck or 1 luck 1 int) which made up for the lack of a time limit. I think that the latter option would be better for New Vegas. It could be as simple as a maximum of x amount of surgeries or one surgery makes another impossible (think Deus Ex augs).

Edit: I just saw that it was a post by Ausir, making it somewhat reliable. Nonetheless, you can't put a price on SPECIAL.
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Connie Thomas
 
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Post » Thu Apr 28, 2011 8:55 pm

Bobbleheads in Fallout 3 was a multiple time thing. You find them all and you've upped every stat with 1 and every skill with 10. Also, it didn't cost you a nickle when you found them. Sure you have to find them first, but not hard when you have the wiki by your side.
In FNV we will probably pay 10,000-20,000 caps for one implant that will raise a stat with 1. Doesn't that seem a little more balanced? And most likely you can't get it twice.
:ph34r:
we'll have to see how it plays out, i don't like the idea of being able to raise every stat by one, that is balanced in a way but not the right kind of balance, it doens't really allow for any specialization, i would prefer more specialization, so you might want to raise just one stat etc, like luck, or agility or strength instead of just having a 1 point increase for every stat, i might not want to put a point in strength and instead put it in luck, a person might want to only raise one stat 3 or 4 times, that would be more specialized in my opinion, but obsidian seems to be doing a good job so far with the skill, point and stat system. :shrug:
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Kim Kay
 
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Post » Thu Apr 28, 2011 3:58 pm

wow we are nerds

Don't you mean 2 or 3 points instead of 7? Or did you mix it up with Skilled from FO2?
Yeah 7 (was thinking 5 for some reason.)

** In that case, how about Gifted give only 4 - 5 points instead of 7
(and perhaps no more than 3 to a stat)

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Lillian Cawfield
 
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Post » Thu Apr 28, 2011 10:34 am

I'd rather just have one Special Upgrade.
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Stephani Silva
 
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Post » Thu Apr 28, 2011 6:17 am

:ph34r:
we'll have to see how it plays out, i don't like the idea of being able to raise every stat by one, that is balanced in a way but not the right kind of balance, it doens't really allow for any specialization, i would prefer more specialization, so you might want to raise just one stat etc, like luck, or agility or strength instead of just having a 1 point increase for every stat, i might not want to put a point in strength and instead put it in luck, a person might want to only raise one stat 3 or 4 times, that would be more specialized in my opinion, but obsidian seems to be doing a good job so far with the skill, point and stat system. :shrug:


For the Specialisation, the way I see it is that you would do at least the basics of that at character creation and the post creation increases are used to help balance your special build.
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Matt Bigelow
 
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