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- Legendary Weapon Elements
- The legendary weapon properties in Fallout 4 aren’t deserving of the name. Not having to be reloaded or doing more damage to a particular type of creature are rather boring abilities, when there’s so much potential under the name “legendary.” I’d like to propose a system where legendary weapons and armor can have multiple legendary properties, drawn from a list where each property can significantly change how a weapon is used. Some of these properties will be mutually exclusive, like gamma guns and ‘bonus damage against ghouls’ should be. The objective behind these properties is to significantly change how someone uses a legendary weapon or armor piece, rather than just having a bonus that sometimes applies and is otherwise ignored. A property is good if you think that most folks would not like it, but some folks would love it. A legendary weapon should not be a player’s “default” weapon unless they’re willing to adjust their playstyle to make effective use of it.
- For example: the betrayer property deals massive damage to friendly or neutral targets, but half damage to hostile targets. For most players, this is terrible. For someone highly invested in charisma with the wasteland wanderer or intimidation perks, this gun is amazing.
- Beneficial Weapon properties
- * Auto-loading: Double-sized magazine and ammunition steadily moves from ammo supply to magazine at a fixed rate, up to magazine capacity, but weapon cannot be manually reloaded.
- * Betrayer: Deals massive damage to creatures that are friendly or neutral towards you, deals half damage to hostile targets
- * Center mass: Deals bonus damage to non-VATS shots to the torso, but half damage to limbs and head. In VATS increases torso hit chances, reduces head and limb hit chance
- * Disposable: This weapon comes with a large supply of ammunition in the magazine (Such as 999 rounds for an automatic weapon) but cannot be reloaded and is destroyed when the last bullet is fired.
- * Executioner: Increases chance to hit in VATS on targets below 25% health, severely decreased chance to hit on targets above 25% health.
- * Fallout: Humans killed with this weapon may turn into frenzied feral ghouls that explode in upon death.
- * Gatling: Automatic weapon fires faster the longer you hold down the trigger, but keeps firing for a moment after you release the trigger.
- * Hydrophilic: Increased fire rate and unlimited ammunition when standing in water, but can’t be reloaded outside of water.
- * Kinetic: Weapon deals damage based on how much the user has run in the past minute.
- * Loose gears: Automatic weapon accuracy increases and recoil decreases the longer you fire, sometimes uses more than one ammunition per shot.
- * Loot over levels: Creatures damaged by this weapon award only 10% as much experience, but significantly more loot
- * Loot Pinata: Creatures killed by this weapon drop significantly more loot, but all their loot flies away from the corpse at random velocities and angles.
- * Money to burn: Uses caps for ammunition and deals damage based on your bartering ability (Charisma plus perks plus magazines)
- * Nudist: Has a chance to knock off armor pieces of humanoid targets (Similar to power armor mechanic), but only pieces with a higher armor value than what the user is wearing.
- * Painting: Deals very little damage, creatures hit by this weapon have the recon scope marker applied, glow, are slowed for a short time, and are very easy to hit in VATS.
- * Recharging: An energy weapon that does not use ammo. Instead it has an internal battery that recharges over time when a certain condition is met.
- * Breeder reactor: Recharges at all times, but very slowly and with a small magazine.
- * Hydroelectric: Recharges when the user is standing in water or underwater. Small recharge when outdoors when raining. Large magazine.
- * Rad charging: Recharges when the user is exposed to radiation, very large magazine.
- * Solar powered: Recharges when the user is in direct sunlight, average magazine.
- * Spray & Pray: Has a high chance not to consume ammunition on a per-shot basis when fired, but comically terrible accuracy and recoil.
- * Sputtering: Fire rate on an automatic weapon varies up and down as you fire it, but overall is significantly higher than normal.
- * Static: Deals extra damage to enemies with an energy weapon in their inventory, or are wearing raider or metal armor. Deals very little damage to other targets.
- * Stealth mag: Gives you 1 second of stealth boy effect when reloading an empty magazine, but exposes you to a burst of radiation each time you do so.
- * Wheel of misfortune: Deals +200% damage to one specific limb (Left arm, right arm, left leg, and right leg), but only 50% damage to any other body part. When you hit this part on a target, the bonus changes to a random new limb.
- * Zapper: Deals bonus damage if target’s energy resistance is less than its physical resistance. Deals little damage if energy resistance is higher than physical resistance.
- Cursed properties: For items with many legendary properties, particularly the ones that come default in the game, one option is to have a “cursed” property added to balance out the increase in power. Thus a player might get an amazing weapon, but it has one of these properties that make them hesitant to rely on or frequently use the weapon. They should be severe enough that a player has to take them into consideration when using the equipment instead of just “living with it.” The balancing dynamics will be determined later.
- “Cursed” weapon properties.
- * Contaminated: Constantly exposes user to radiation when held.
- * Electronic lock: User must complete a time-limited hacking minigame to reload the weapon. Failure locks the gun for an hour.
- * Fragile circuits: Any nearby explosion (grenades, cars, fat man, missiles, etc) causes the weapon to lose all the ammunition in the magazine.
- * Hydrophobic: Weapon can’t be used outdoors during rain. Stepping in water disables the gun for an hour.
- * Inefficient: Energy weapon consumes more than one ammo per shot
- * Jamming: Bullet weapon will often need to be reloaded before magazine is empty.
- * Leaky: Energy weapon that exposes the user to radiation with each shot.
- * Overheating: Putting the weapon away shortly after firing will set the user on fire.
- * Reload-bane: Weapon cannot be manually reloaded; you must empty the magazine to reload it, and it reloads very slowly.
- * Slippery: Each time you fire this weapon for the first time after equipping it, there is a chance you drop it.
- * Spikey: Weapon deals damage to the user each time it is reloaded.
- * Sputtering: Automatic weapon fire rate randomly drops to very low fire rate.
- * Turret: User can only walk with this weapon equipped, and for 10 seconds after putting it away.
- * Unstable cells: Reloading the weapon before the magazine is empty inflicts energy damage to the user
- * VATS drain: AP is reduced by 75% while this weapon is equipped.
- Legendary armor properties
- * Berserker: Get a stacking bonus to damage dealt with each kill, but a stacking penalty to damage resistance.
- * Bonded: Provides great protection, but is unequipped if you have no follower or your follower is a knocked-down state.
- * Cowardly: Take significantly less damage from behind, slightly more damage from the front.
- * Danger Close: Significantly reduced damage from your own explosions but your range on the fat man and thrown grenades is significantly reduced.
- * Defender: Bonus armor based on population of nearby settlements (Artillery range for distance, 3 squares).
- * Jingling: Constantly alerts nearby enemies, but wild animals (Molerats, rad roaches, bears) will avoid you.
- * Jogging: Greatly reduced AP usage when sprinting, but slower overall regeneration.
- * Marathon: Uses all AP immediately to sprint, but can continue to sprint while at 0 AP.
- * Rad purge: Using a radaway also gives a small amount of rad resistance. Using a rad-x removes a small amount of radiation. Highly susceptible to radaway addiction.
- * Sensitive: Get a bonus based on the attitude of your companion towards you, take physical damage when a companion disapproves of your action
- * Sticky fingered: Automatically loot ammo, caps and food from nearby containers, even if doing so makes you overburdened.
- “Cursed” armor properties.
- * Hoarding: Junk items, weapons and armor will randomly be looted from the environment and nearby containers, up to 95% of your carrying capacity.
- * Rad trail: Exposes wearer to radiation when sprinting.
- * Waterlogged: Unable to run for some time after entering water. Dramatically increases radiation from water immersion.
- I’d love to hear your suggestions for adding to the list!
- Please note that right now we’re not concerned with the numerical balance on the legendary properties. Right now we’re just collecting ideas of what could work in the setting that would be fun to play with.
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