laclongquan
Boned Hunter of Sister
An idea list for rebalancing Throwing in Fallout 2, to make it playable.
Simplest scenario: make an item that passively grant 20% bonus to Throwing (similar to Motion Sensor). This will make starting character with that item has same level of skill as Unarmed and/or Melee.
++Candicate: Plant Spike. you can add this feature onto plant spike and viola! Great throwing enemies abound (spore plants).
Basic scenario: Modify Throwing items: Plant Spike, Flare, Throwing Knife, Molotov, (Frag, Pulse,...) Grenades. Reduce their AP cost by one point. Aka Throwing Knife = molotov = 4AP. Plant Spike = 3 AP (=one unarmed action)
++Note: I dont believe they will be too overpowered. Consumables like Molotov is too expensive, and the splash damage can affect friendly/foe state of combatants. Gamers will have to be careful with explosives. And non-consumables like Flare and Throwing Knives are going tooooooo nitpicky to be of frequent use: you are going to collect every thrown items after EVERY battle. It will get old fast and the players will turn to consumables soon enough.
Advance scenario: Change the number of Throwing items available in the game. It could affect game economy, so I put this in advanced state. Simplest would be making an NPC trader selling Throwing items only, available in every towns. Put the store inventory into non-restock state to control total number of items add in the game: 9 Flares, 6 molotovs, 3 Throwing Knife, 1 grenade of each type. This is available in each town.
Side plan: Change molotov into Fire damage, and add Pyromaniac perk to be teachable by NPC trader. That would have made Molotov Throwing character a bit more useable. Not overpowered because Molotov is expensive consumables with limited number even with NPC trader.
Perk: Change both Bonus HtH and Bonus ROF into affect Throwing. it will not OP throwing, because the usual limit of Throwing in this engine still apply. You will never have enough grenades to use it to max, and picking up thrown items after battle is VERY tiresome.
Simplest scenario: make an item that passively grant 20% bonus to Throwing (similar to Motion Sensor). This will make starting character with that item has same level of skill as Unarmed and/or Melee.
++Candicate: Plant Spike. you can add this feature onto plant spike and viola! Great throwing enemies abound (spore plants).
Basic scenario: Modify Throwing items: Plant Spike, Flare, Throwing Knife, Molotov, (Frag, Pulse,...) Grenades. Reduce their AP cost by one point. Aka Throwing Knife = molotov = 4AP. Plant Spike = 3 AP (=one unarmed action)
++Note: I dont believe they will be too overpowered. Consumables like Molotov is too expensive, and the splash damage can affect friendly/foe state of combatants. Gamers will have to be careful with explosives. And non-consumables like Flare and Throwing Knives are going tooooooo nitpicky to be of frequent use: you are going to collect every thrown items after EVERY battle. It will get old fast and the players will turn to consumables soon enough.
Advance scenario: Change the number of Throwing items available in the game. It could affect game economy, so I put this in advanced state. Simplest would be making an NPC trader selling Throwing items only, available in every towns. Put the store inventory into non-restock state to control total number of items add in the game: 9 Flares, 6 molotovs, 3 Throwing Knife, 1 grenade of each type. This is available in each town.
Side plan: Change molotov into Fire damage, and add Pyromaniac perk to be teachable by NPC trader. That would have made Molotov Throwing character a bit more useable. Not overpowered because Molotov is expensive consumables with limited number even with NPC trader.
Perk: Change both Bonus HtH and Bonus ROF into affect Throwing. it will not OP throwing, because the usual limit of Throwing in this engine still apply. You will never have enough grenades to use it to max, and picking up thrown items after battle is VERY tiresome.
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