Expand the benefits of high level non-combat skills #6961
Fentanylreactor
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Driving affects how tightly you can turn in a sense (more accurately, how many left or right arrows you can get in a single second) Overall, you're not wrong that we could do with giving more uses outside of crafting to the very craft-y skills |
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As of now, most skills serve more as a simple check for crafting recipes without affecting gameplay in any other way.
The only ones that directly affect the gameplay in a visible way are the combat skills and computers.
Suggestion:
Add bonuses to other skills to make a high levels of certain skills worth more.
Example:
Driving levels could gradually reduce fuel costs for vehicles (10-30% for cars, 10-20% for boats (or more to make them compete with cars and helis) and a few percent for helis so it's not wasted but there's an incentive to consider cars)
First aid would speed up dissection, medication and bionic installation time by 10-20%
Electronics and such would speed up the time to disassemble and craft electronics.
Computers affects bionic installation speed by another 10-15%
Mechanics with either recovering occasionally an extra part/a big chance to save a destroyed component /lower repair costs
Fabrication being a crafting speed bonus to everything at a 5-10%
No clue about tailoring and the others but I hope my point has come across
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