Skills start off at a lower rate than in the first game, and the various skills are also more important. The result is a much more complex combat environment. The range of enemies was also increased to a wider diversity. In addition to old, upgraded weapons, several new weapons were introduced for all branches of combat, thus making no combat skill the best, and allowing the player to be powerful with any weapon. Item prices were also increased at stores, making scavenging for items more important. Most of the items from Fallout returned, but had alternate and upgraded forms: the minigun, for example, is now joined by the Avenger and Vindicator miniguns. Unlike traits, most perks are purely beneficial-they are usually offset only by the infrequency of acquiring them.įallout 2 features a much wider array of items, weapons, and armor than Fallout. Perks grant special effects, most of which are not obtainable via normal play in the game, such as letting the player take more actions per round. Every three levels (or every four if the player chose the "Skilled" Trait), the player is granted a perk of their choosing. "Perks" are special elements of the leveling system. Once a Trait is chosen, it is impossible to change, except by using the "Mutate" Perk which allows the player to change one Trait, but only once. A Trait normally contains one beneficial effect and one detrimental effect, and are listed below the Perks section in the character sheet. Traits are special character attributes, such as 'Skilled' (which drastically increases the player's skills, but adds an extra level before the player may choose each perk), or 'Jinxed' (enemies have a greater chance of critical attack failures, but so does the player). Main articles: Fallout 2 traits, Fallout 2 perksĪt character creation, the player may choose two optional traits. However, they can't ever be selected and used as active skills can. Passive skills also contribute to the in-game dialogue, along with various other things throughout the game. For example, someone with a high Science skill could talk to a scientist and get a better response out of them than if they had a low science skill. Active skills can also contribute to the in-game dialogue. For example, a player may use First Aid to heal themselves or allies, or use Repair to fix a generator. For example, the effectiveness of a minigun would be governed by the Big Guns skill, while the effectiveness of a 10mm pistol would be governed by the Small Guns skill.Īctive skills may be selected and used on the player, non-player characters, and the environment to accomplish tasks. Four passive skills: Speech, Barter, Gambling, Outdoorsman.Ĭombat skills improve accuracy and (generally) damage with weapons which correspond to that combat skill.Eight active skills: First Aid, Doctor, Sneak, Lockpick, Steal, Traps, Science, Repair.Six combat skills: Small Guns, Big Guns, Energy Weapons, Unarmed, Melee Weapons, Throwing.Some non-player characters can also improve Skills via training. A tagged skill will improve at twice the normal rate. The player may choose to "tag" three of the 18 skills (though later a fourth skill may be tagged). Every time a level is gained, the player will be awarded skill points to be used to improve their character's skills, equal to five points plus twice their Intelligence. The starting values for those skills at level one are determined by the character's seven basic attributes, but most of those skills would fall between 0% and 50%. Frank dismisses this as a pathetic prophecy, and although Matt attempts to resist, Frank kills him.There are 18 different skills in the game. In a video recording of his assassination, he tells Horrigan that he and President Dick Richardson will never succeed, and that the Chosen One will end their reign of terror. If the Chosen One completes the task, Matt is killed by the Enclave's own Frank Horrigan two days later. He then tasks the Chosen One with infiltrating their main refueling base, Navarro, and stealing the plans. He tells the Chosen One that the Enclave has obtained Vertibird technology, and without their own Vertibirds, the Brotherhood would be unable to stop an invasion by the Enclave. Upon first meeting Matthew, he explains that the Brotherhood has reactivated their outposts in the Den, the NCR and San Francisco in order to gather information on the Enclave. 2 Interactions with the player character.
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