Hey there folks. I created a perk some time ago called Sticky Fingers. Thought it was cute and cool and such to be able to pick up items around the character. Then, I decided that I wanted to take it further. I went to picking up land mines and looting containers and, eventually, creatures (dead of course). For the price of one perk, that would have been an absolute steal. Now I'm focusing on more of a balancing act by separating the abilities into different perks. But another idea struck me... Why was this happening? Was the playing just subconsciously grabbing these nearby things and looting everything? Maybe. I swam through a sea of ideas and found one that I want to run with, however.
Nanites. The player is suddenly surrounded by a swarm of nanites from gods know where. Seemed like a nice, simple explanation and given how sci-fi Fallout is I figured it could fit the lore (not saying it does but it should be at least considered friendly). Then I started looking at everything that nanites are currently capable of. I asked around the chat for ideas. Many have popped up with good suggestions:
Reshaping into keys to unlock doors (and/or consuming bobby pins to represent unlock attempts)
Rewriting computer code to bypass security
Nanite bombs (creating an occasional "frag grenade" with additional effects)
Small-scale matter conversion (tin cans to scrap metal, as an example)
Slow healing (limbs and/or HP)
Condensation collectors (as if you needed any more proof than Wadsworth)
[Added by LoneGhostOne]
Stealth Field Generator (bend light around the player? Absolutely!)
Damage Reduction (possibly an anti-magnetic field?)
Weapon repair (might require the small-scale matter conversion)
[Added by justanatom]
Poisoned melee weapons (may be associated with slashing only; could also be disease-based)
[Added by Puppettron]
Bonus unarmed/melee damage from "extra impact" (suddenly, a massive fist!)
AoE cloud, similar to radiation damage... but for HP (I'm just a little black rain cloud, slicing and dicing to bits...)
Craft anywhere (Possibly reloading too; cooking? Maybe)
Light source (a simple, slow release of energy similar to the way a light bulb works)
[Added by Pavel]
Parasitic nanites (either as an option or an override mode once AP is depleted; take HP [flesh] instead of AP)
[Added by deadboy]
Cause robots to go berserk (reprogramming? I'm more than certain)
Now, these are all awesome and I'm already looking into adding them to the mod but I'm running into a few balancing issues. Generally speaking, how many of these should be under a single perk? What should the perk/level ratio be for something of this magnitude to keep it balanced (I know people won't follow it but I want to focus on proper balance and give them the option)? Should I require other base-game perks? TTW? Also... what other ideas can you come up with for what nanites are capable of? Not just real-world but sci-fi as well.
Toss me a few bones if you have 'em folks :) Looking forward to more!