Survival Skill Possibilities

Post » Sat May 28, 2011 7:46 pm

*spoiler*Survival is a skill in NV, not a proposed skill. it is all about crafting items from food to ammo*spoiler*

First off from watching the E3 interviews and on of the developers confirming poisons and healing powders, and food restores more hp when survival is increased, weapon schematics, hand made ammo.

now the fun part...eh i can tell people are already going to laugh at this

-maybe weapons that are affected by this skill, such as a bow and arrows...no ES comments, theres already throwing spears so why not a bow...or crossbow for you trigger happy people... -.- ( i mean c'mon now the first thing that poped into my head when i heard survival was hunting. i dont know but since there are poison it could be a poisonable ranged weapon if there isnt one already and since there are hand made ammo's you could do a lot with the arrows, not to mention since this would be a hunting weapon have it do extra damage to animals) traps other than mines...all which you could only get through schematics, and the dont have to be extremely powerful, just fun to use. and it would also give you another silent weapon

-portable bed roll/sleeping bag. (schematic maybe? to offset the well rested bonus it would give you when you use it, have it weigh a lot)

-recipes you can buy from merchants (since the higher your survival skill the more health you gain from food)

-the ability skin animals (use the hides to make repair kits using other miscellaneous...there was a LOT of useless items in fallout 3 so theres probably going to be a lot of junk in NV too)

-Armor schematics (weapons schematics are nice but armor schematics would make it even better, maybe from hides or miscellaneous items)

-ability to make a camp (a bed a campfire, since you use campfires to make most of Survival's items. creates a map marker where ever you make the camp, have it take time to make so the wait time pops up...im just thinking of ideas)

-the higher your survival, the longer you last in hardcoe mode (most likely already in game)

-add new shcematics to the downloadable content when they come out (I know its not an idea for survival but it made me sad when i already v3 for all the schematics and then played the dlc's. i was like that's it?!? what about the locker full of junk in my house...)

im out of ideas...
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Killah Bee
 
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Post » Sat May 28, 2011 5:22 pm

Yes, of course there should be bows and crossbows! It's silly that it hasn't been in Fallout yet, though the return of throwing spears is much welcome.
I'd like a portable bedroll, yep. Maybe you could buy a survival kit from some merchant that includes a rucksack (increases carry capacity), a bedroll (to sleep on where ever we are, but we can be disturbed in the sleep), a few bottles of clean water, a http://www.batnytt.se/DynamixPublic/GetFile.ashx?Object=1702515 (which you can light fires with, with the help of a knife) and a hunting knife (good for everything). Or we just buy a rucksack and a bedroll, I just want a reason to have one on my back, for that wanderer feel you know.
The ability to skin animals sounds good aswell, since we can take the meat, why not the pelt? :) There sure are some people that want to buy them to make clothing, armor and the like.
The ability to make a camp is kinda already in. You can make camp fires for cooking and all that, and if you have a bedroll you can sleep by it aswell (maybe sleeping by a fire lessens the chance of critters disturbing your sleep, but human enemies might find you easier).
Yeah. That's all I got. I'd like armor schematics/armor mods aswell, but I have no idea of what you could do. By the way it should also use the same skill as weapon modding. Is that repair?

Edit: I found out another kind of fire steel - a http://www.google.se/images?um=1&hl=sv&q=magnesium%20firestarter&ie=UTF-8&source=og&sa=N&tab=wi
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SiLa
 
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Post » Sat May 28, 2011 6:21 am

Maybe they should've have Outdoorsman and a Crafting skill instead of Survival.
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Romy Welsch
 
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Post » Sat May 28, 2011 7:01 am

Maybe they should've have Outdoorsman and a Crafting skill instead of Survival.


That could work
but depending on how many skill points you recieve when leveling up it might be best to put them under one skill
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luis ortiz
 
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Post » Sat May 28, 2011 2:41 pm

That could work
but depending on how many skill points you recieve when leveling up it might be best to put them under one skill

Might be.
I just don't understand how a great cook is a great at creating ammunition or a great alchemist as well. :shrug:
(Thanks for the potion part SavageBeatings)
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Hella Beast
 
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Post » Sat May 28, 2011 4:19 pm

Maybe they should've have Outdoorsman and a Crafting skill instead of Survival.

Well, yeah, now we have it in one skill and have to make it make sense and I also don't think too much should be dependant on it, else it might be classified as a bit overpowered :P I don't think item crafting would be included too much in survival though, you could craft items in Fallout 3 without it. So anything you build should still work the same way as in Fallout 3, with schematics. Survival would just include cooking food and health generation, making healing potions and poisons, affect how much you can get from a killed animal in form of pelts and meat, and things like sleeping outdoors, making campfires and the such should really be a given without the Survival skill. I mean, do you sleep better if the skill is good, do the fire burn better if the skill is good (I'm sure you would light up the fire more easily, but I don't know how much of an interactive thing a fire will be.)

Edit: but well, yeah, devs have said that Surival affects ammunition crafting and weapons crafting, so sure, go ahead with armor crafting and bow/crossbow making ;)
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Matthew Barrows
 
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Post » Sat May 28, 2011 4:30 am

Might be.
I just don't understand how a great cook is a great at creating ammunition or a great alchemist as well. :shrug:
(Thanks for the potion part SavageBeatings)


"Well you see if you rub the brahmin meat across your bullet like so....
you'll find that all of your enemy's organs will have distintegrated, re-formed, distintegrated, re-formed, and distintegrated again.....but alot kewler the last time...
ending in total annihilation."

......could be something like that....
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Mashystar
 
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Post » Sat May 28, 2011 9:33 am

Armor would be repair and all special ammo is repair too.

One issue with survival is science and medicine and survival stepping on each others toes.
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Honey Suckle
 
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Post » Sat May 28, 2011 6:19 pm

Let's just change "Survival" to "Cooking" instead, since you will cook food, potions and poisons over a fire :)
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Jessica White
 
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Post » Sat May 28, 2011 1:14 pm



-portable bed roll/sleeping bag. (schematic maybe? to offset the well rested bonus it would give you when you use it, have it weigh a lot)


This is a cool idea.
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Julia Schwalbe
 
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Post » Sat May 28, 2011 7:32 pm

Armor would be repair and all special ammo is repair too.

One issue with survival is science and medicine and survival stepping on each others toes.


the devs confirmed its all under one skill, survival is for crafting wether its food or ammo. this isnt a proposed skill etheir this is a skill in NV
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Siobhan Wallis-McRobert
 
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Post » Sat May 28, 2011 10:17 am

the devs confirmed its all under one skill, survival is for crafting wether its food or ammo. this isnt a proposed skill etheir this is a skill in NV

Then it should've been named Crafting.
I like what Survival is but the name was a weird choice IMO.
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Life long Observer
 
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Post » Sat May 28, 2011 8:59 am

Then it should've been named Crafting.
I like what Survival is but the name was a weird choice IMO.

i know but the skills interesting
*spoiler* but they took out the big guns skill and added survival. small arms and big guns are under the firearms skill*spoiler*
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Haley Merkley
 
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Post » Sat May 28, 2011 8:32 pm

i know bet the skills interesting
*spoiler* but they took out the big guns skill and added survival. small arms and big guns are under the firearms skill*spoiler*

It's actually [spoiler] [/spoiler ]
And no, It's "Guns" this time, not Firearms. (Even though Firearms would've been a better name)
And finally, Big Guns was dissected into all ranged combat skills, not merged with Small Guns.
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Marine Arrègle
 
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Post » Sat May 28, 2011 2:05 pm

the devs confirmed its all under one skill, survival is for crafting wether its food or ammo. this isnt a proposed skill etheir this is a skill in NV

No they clearly said in an interview that repair skill was still very important because it enables you to make special ammo. repair makes spcial weapons and ammo survival makes various other things.
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Sasha Brown
 
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Post » Sat May 28, 2011 5:00 am

I wonder what the craftable weapons are going to be thistime around since I dont think we have seen any yet.
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Milagros Osorio
 
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Post » Sat May 28, 2011 9:38 am

Might be.
I just don't understand how a great cook is a great at creating ammunition or a great alchemist as well. :shrug:
(Thanks for the potion part SavageBeatings)



i don't think it makes you a great cook, but a cook that can make a meal to fill the tummy :cookie:
also it probably will be for nothing advanced as they've said advanced ammo and weapons was for the repair skill (well they said special)
and i don't mind the skills spilling over into each other, it makes it more real. most skills are cross compliant.
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Nick Pryce
 
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Post » Sat May 28, 2011 8:00 pm

actually skinning animals is in :P i watched a g4 hands on interview and (it wasn't pointed out but it was the scene of you fighting a gecko) when he opened its inventory, there was gecko meat and hide, so im pretty sure thats already in :o
for the recipies, i think thats a good idea, its the evening time, settling by your campfire and bedroll, making potato stew :D
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Amy Smith
 
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