[MOD HYPOTHESIS] Pawn complex statistics

Started by SzQ, January 14, 2018, 06:00:54 PM

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SzQ

Made this thread because i hope to theorize with other people.
I am aware of high complexity and low compability such mod could have.


Base Idea
Pawns (animals ewentually) have statistics points like in most old RPG games. Lets call it SPECIALS... (how original)
Melee damage, accuracy, reloading*, walking*, working*, learning*, *speed, psychology, healing rate and health amount (aand probably many other things) could be altered. Such mechanic is already in the game and it is backstories, traits and health condition. SPECIALS can be modified with advanced (glitterworld maybe) medicine.
   
yea... i grew with old fallouts   


BUT WHY


Bigger variety in pawns. Now basically Traits are only thing make me to decide if i want to rescue and recruit or not. Every pawn can be good in anything in not so varied amount of time. People are differed and we can even see it on pawns graphics.
There are people that can lift 65KG and there are people that weight 65KG, i'm one of them...
As far as most pawns would be common people getting weak nerd that will boost your research or strong brawler that during mental break will KO your chief, doctor, builder,  muffalo and hungry grizzly meanwhile being able to run and accurately shoot with minigun will be much more noticable. I might even start to remember who is who.

Example stats

SPECIALS

  • Strength
  • Perception
  • Endurance
  • Charisma
  • Intelligence
  • Agility
  • Will
  • basically
  • fallout 1-10
oh and gender slider with 100 options for sake of political correctness

Every skill we currently have in game can be easily modified by few or one specials.
...
Maybe it was suggested or discussed somewhere before? I will hold on myself with theorizing in case it was already discussed back and forth? Well if it was i would still enjoy  building system that would be possible to implement into game as mod one day.

awaiting for any response


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