Forum:I want no level cap

I wish there wasn't a level cap, the game gets boring when i can't level anymore.

Yah, that would be kinda fun, but after 30 levels, you can easily already have maxed skills and after like lvl 40 the enemies would be too hard to beat. It would lose its fun and turn into a game too difficult to get any joy out of it. Yoshimarue 21:06, 1 July 2009 (UTC)yoshimarue

And also, with a level cap, you have to start a new game, making it fun to re-level up.

I thought it was way better when there was only 20 levels. It was more balanced, with 10 extra levels you get way overpowered, so I couldn't imagine what 99 or so levels would be like. --KillerIsMe 17:25, 5 July 2009 (UTC)

KillerIsMe, Fallout 2 had a level 99 cap, and i think it should have the same leveling abilities as in Fallout 2. Because, when you get your skill to 100%, its possible to raise it to 300%, but when you reach 100%, it will cost 2 points instead of 1 points to level the skill up by 1. It should be like that, but with a level 99 cap, even though 300% skill is pretty fuckin ridiculous Onipix 01:55, 6 July 2009 (UTC)

200% skills could work, I think this could work, perks aren't that hard to come up with, the animals only need reskin, resizing and a stat change, and human factions only need new stats once you reach a certain level. It could work yknow, but 200% in skills would still mean that 50 would be sufficent enough to be max. Oh and perks? Iron Fist get 3 more level's, Missile launcher's reload time is halfed, hunting rifle(only) do 30 more damage, electric weapons do 10% more damage(3 ranks), Plasma weapons get +5 more damage(3 ranks), when equipped with an unarmed weapon 10% of all ranged attacks get's nullified, melee weapon's have a 5% chance during critical hits to knockout a target for 10 seconds, pistol's have a 10% increased chance of doing critical hits (added 10% not muliplied), Sniper Rifle's have a 5% chance of insta-kill during criticalsGabriel Cortez 15:23, 6 July 2009 (UTC)
 * at 200% in lockpick a very hard lock is 85% chance of autopicking itself
 * 200% in Barter means you can sell stuff for exactly what it's worth.
 * 200% in science means you automaticly hack very easy, easy & medium, and hard and very hard has 5 words on the hack. *Medicine means you don't have to waste like... any stimpacks.
 * Sneak would mean that 100% is the now's 50% instead, and 200% is needed for our current sneak chance.
 * 200% in repair means we could use like a broken weapon and repair something with 10% CND to 60%, or we could get a perk at 200% so we can repair stuff with scrap metal
 * 200% in speech means we can auto speech check anything
 * 200% in weapon skills means more damage and possibly less spread for some weapons.
 * A new deathclaw which could just be a reskinned darker version of the deathclaw, maybe increase it's size by 15% and have more health
 * High level molerat the same size as a yao guai with high health and high damage
 * A high level yao guai which is a total new model which looks even more infected and ghoulified than the current one's
 * We only meet reavers, albino's, overlords and hellfire of those factions
 * Raiders, talon's and regulators all have increased health.
 * Also every animal get's a +20 damage which can't be resisted, it differs from animal to animal and faction to faction.

mods...

I installed a sprint mod, and it had a couple of perks with it (you get to tackle people, and run with your weapon unholstered). Not wanting to sacrifice any of the normal perks, I installed a level cap workaround. The way they handle it, you get about 4% bonus weapon damage for every 5 skill points above a hundred, up to something like 240. As far as balancing goes, the Enclave patrols and raiders you come across have very poor quality armor and weapons. Another mod, XFO I think, raises the quality of everyone's armor as your level increases, so at high levels the fights are really tough (but profitable).

I like the idea of making bigger enemies at higher levels. I've played some Flash based, turn style RPGs, and leveling always seemed pointless - there's no discernible difference between enemies at a low level and enemies at a high level, other than that they have a billion more HP to compensate for your increased damage. So it's like nothing changes but the numbers involved. Actually introducing bigger, scarier opponents (while letting you completely wreck shop on the old low level bad guys) makes it seem like you're really getting more powerful (though its more time consuming/expensive to implement).

I'm also using a mod that increases the number of enemies that spawn, though I think it sometimes causes performance issues. Up near Olney, I came across 3 sentry bots, 6 radscorpions, 3 deathclaws, a pack of mole rats, and possibly some raiders. My computer repeatedly crashed until I just said screw it and skirted the whole area. Similar problems with a fight between my 5 man crew, 6 Outcasts, a 6 man Enclave patrol, a 6 man enclave base, and the usual bots up by Fort Constantine. I really wish I knew what the bottleneck was, because up until the crash, it was awesome.

I think with lockpick, every additional 100% should decrease the difficulty of the lockpicking minigame by a level, likewise with hacking, so that by 400% even Very Hard locks are "easy" to pick. Imp of the Perverse 04:19, 7 July 2009 (UTC)