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[CONCEPT] S.O.C.K.S+ Settler Overhaul: Characters, Kids, Skills


Revuu

How would you prefer this mod idea?  

289 members have voted

  1. 1. Would you prefer this idea to be one giant mod, or would you prefer it broken down into a few smaller mods so you can pick and choose what you want?

    • One large mod
      126
    • A collection of smaller mods
      57
    • BONUS: Work on it like it's a series of small mods, adding them to the mod in parts. The end result mod contains everything once it's finished.
      106


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Posted

If we're still adding to thiis, then here's a thought.

If there's the idea of perks for settlers, including negative perks, what about trade-off perks? You know, like traits. The settler with the perk gets a bonus, but they also get a negative effect to counteract it. They usually weigh out enough to let them still be good as long as you know how to deal with them.

 

 

 

A few examples -

 

Perfectionist: Gains experience at half rate (Making sure they completely understand that level before moving on) but gains another multiplier to their effects (Which stacks with the mulitplier from rank).

 

Critic: Makes everyone else in their job gain experience at a faster rate since they're always pointing out what they're doing wrong, but decreasees their happiness since they're ALWAYS pointing out what they're doing wrong. (Max ranks immune, though? Wouldn't be doing anything wrong to point out. Would be more effective than a teacher.)

 

Bright-Eyed Soldier: So enthusiastic about keeping their home safe and protecting everyone, they gain a high boost to defence provided while on guard duty. When the settlement is attacked and the bullets start flying though, they can't actually kill someone to save their life. (So basically high defence, but they flee when actually fighting)

 

Synth: This synth escaped the Institute and is proud of it, openly declaring what they are. Being a programmed human, their abilities are far beyond those of a regular person's. They gain experience at an expedited rate, but decrease happiness of everyone around them (Because they hate synths) and can randomly end up hospitalized. (Not by accident. Fellow synths are immune to happiness decrease, and a settlement of all synths would stop them from being randomly wounded.)

 

Weak Leader: They're great at leading groups of people, but terrible at actually performing. When assigned to a mission squad or a task, everyone else assigned to it gets a buff to their effect. However, their ability at the job is weak and when sent out solo they're more likely to get themselves killed than anything.

  • 3 years later...
  • 1 month later...
Posted
On 12/27/2015 at 3:39 PM, Revuu said:

 

Kids can be little shits. Hell, young enough and they just PRODUCE shits. And vomit. And noise. I also heartily disagree with anyone that says "children are innocent creatures"; they've clearly never seen kids.

 

Still, even if they ARE irritating little bastards (usually cocky, like every single child NPC in every game ever seems to be. I swear they know they're unkillable without mods), people still probably feel better knowing there are still kids being born and raised in the Commonwealth.

 

Posted

If you are going to be realistic about kids in the fallout world the would be like kids through out history before world war 2. 90 % would be very responsible very young with respect for their elders, because if you didn't listen to your elders you would get killed by the environment and they would be given responsibilities like protecting the younger children and protecting the farm animals.. So the children who get past say 7 years old would act like a responsible young adult. So children would be considered an an adult at 13  as they are in 3rd world countries and through out history  until  World War 1 and the adult age became 18.

 

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