I'll try to implement this on my game and maybe release simple mods as I slowly learn my way around modding for FO3/NV, recently played the games and got amazed by how entertaining their modded versions are (and could be even better).
Still, if some mods already do this or are planned features for the TTW release, had be great and spare lots of work, so here are some ideas in case it interest modders that can do it fast:
Player should always be encouraged to play on max difficulty and receive less xp as progress goes, so a penalty of 1% xp is added at each level up (for example a lvl 21 player would receive 20% less xp overall).
FWE and Project Nevada have the option to calibrate loot, but looting should automatically become harder as player levels, otherwise it amounts to a mountain of caps and a broken economy (system loses fun/depth), maybe at player levels 8/11/13/15 (food/ammo/chems/general loot) a decrease is applied to each type of loot respectively, so player at least has a harder time to break the economy by having to buy some stuff.
FWE and Nevada add many cool enhancements to chems, but some drugs are a bit redundant and could be made better by adding extra quirks: Food effects last much longer (afterall, we're what we eat). Becoming stuffed (-20 to hunger) causes the player to have a stomach ache, pass out and become sick (-1 all stats) until it reaches -10 where only the full (-1 AGI) is in effect. Stimulation instead of +1 PER causes the player to ignore bad effects from lack of sleep. A new effect could be Invigoration - ignores bad effects from hunger/thirst/sleep, Loaded - ignores bad effects from any drug addiction, Focused - ignores (or reduces) vision impairments. Etc, all effects are temporarily ofc ^^
Instead of going to 1st lab and detoxify using 1 stimpak, need to brew a coldturkene in there - consumes 1 of thorazine, methamphetamine and jet, takes 50 mins to get ready.
Schematics for grenades/explosives don't benefit from extra copies, this thing of making x3 with x1 ingredients is so incredibly cheesy. Extra schematics of any kind are not added to the inventory for 'selling' if the player already has enough copies (otherwise, why wouldn't the player just mass copy schematics to get rich by selling).
Ammunition schematics are grouped by type (normal bullets, explosive ammo, energy ammo, etc) and also don't benefit from any extra copy. Having to get each ammo schematic individually is a royal pain in the A.
Stealth Boy: Instead of providing X seconds of invisibility, changed to be a device that consumes a type of energy source (maybe ammo least used by weapons and etc?).
Stealth field max duration set to something like 18 seconds (12 on PA due to increased conceal size and faster overheat of the device), this duration can be increased by adding conductor + scrap metal via workbench, each increase adds +2 second normal or 1 second on PA. Stealth field can be put on/off, and cools down while inactive, reaching the limit duration requires a full 6 second cooling before it can be put up again.
Suffering damage while the field is ON can break the device (and is often supposed to happen), that is where additional Stealth Boys come in place, when one breaks the player has to start using another. Enhancements done on the broken device are not salvageable. Going in combat while in stealth mode should provide some evasion (dunno if game mechanics have evasion, if not some extra DR) aside from the bonus stealth. Since advanced PAs can have a built-in stealth system, it could fry (requesting repair that consumes a new stealth boy), or/also temporarily malfunction turning itself off and dealing damage to the player in the process.
:P
Thats what I had to add right now, good to clear me thoughts and index whats on top of the head atm... few of you did read but hey thanks if you did! :)
I'll be requesting some modding tips (hoping it happens very little!).
