Worked on a visual representation of the way I the skill stat/skill/perk tree would look in my dream scenario (taking into account what we already know about the game's systems so far).
Open the image in a new tab to see it better.
I decided to ditch "programming" and move "social" under intelligence because (1) I think programming would be an underwhelming skill mechanically speaking and can be easily integrated within hacking and (2) social intelligence/human perception is a type of intelligence. I don't love social in intelligence but I think it makes about as much sense as putting it under the cool/willpower stat and this better balances the five stats functionally.
For reference this is what I wrote about my four added skills before:
Open the image in a new tab to see it better.
I decided to ditch "programming" and move "social" under intelligence because (1) I think programming would be an underwhelming skill mechanically speaking and can be easily integrated within hacking and (2) social intelligence/human perception is a type of intelligence. I don't love social in intelligence but I think it makes about as much sense as putting it under the cool/willpower stat and this better balances the five stats functionally.
For reference this is what I wrote about my four added skills before:
Additional Tech Skills:
- Gearhead: (1) better at repairing & upgrading weapons & armor; (2) craft advanced weapons; (3) craft advanced armor; (4) craft advanced weapon modules; (5) craft advanced armor modules - basically this skill would make V more proficient and efficient at crafting/repairing weapons, armor, modules, and the like.
- Chemist: (1) tolerance to chemicals, (2) bonuses to medicine crafting; (3) bonuses to poison crafting; (4) bonuses to stat boosters (5) bonuses to explosives - basically this would make V better at crafting and using consumables, explosives and etc.
Under this theory Cyberware and mechanical items like the Flathead would still be under "Engineering," as well as other abilities like rewiring doors and such.
Additional Intelligence Skills:
- Social - (1) detect aggression; (2) detect fear; (3) detect deception; (4) highlights dialogues that will irritate; (5) highlights dialogues will persuade - basically this would act like human perception, telling V what dialogue choices are likely to persuade, intimidate, etc NPCs.
- Business Sense - (1) negotiate better contract prices; (2) sell things for more; (3) buy things cheaper; (4) bribe NPCs; (5) sell illegally obtained gear - basically this would allow V to get better deals on items and make the world less expensive to live in.
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