Will try to go through perk by parts. I don't know what is or isn't sponsored. By my apology being under impression that backers will like to see their perks being used by others.
Also assuming that in the final we won't get a mountain of perk points, so would be good if the effect is worth the investment. I'll try to come with active but, on the other hand, aren't passive perks easier to utilize for builds of enemies? I mean the victory is memorable as long as there is a worthy opponent.
Feel free to hop in with anything any time.
Couldn't care less about names, don't hesitate to change to something more captivating.
Seems a lot of core stuff multiplies each other. With such behavior it's hard to come with perks outside obvious paths of skill specializations. Notably risky are perks changing CTH or DAM stats - those who need it might not get much out of it (low base) and who could get the most won't need it anymore.
Let's start with Action Points:
In Fallout-like games units with high speed (prim. Fleetness here) are faster at everything. it's a superior build option. Besides making other stats more important, to some extend can be softened by perks making a subset of actions less AP-costly or more impactful, etc.
Feedback for perks in v16:AthleticDescr: 'AP Per Turn increased by 1'
Issue: Not sure about that description, IIRC it rises AP Per Turn as well as Max AP by 1.
Criticism: req. Fleetness 6 - currently there is no reason not to rise Fleetness to 7 + take this perk for everybody.
Suggestion var A: In case not many options to minimize the dominance of Fleetness, changing requirement, eg. Fleetness 5 & Prowess 5 (ie. athletic).
Suggestion var B: Otherwise, can be a nice reward for fast ones - eg. Fleetness 9 or 11?
AP Bank'Store 2 additional AP between turns'
Suggestion: Very, very handy. What about let us to take it more times if desired?
Adrenaline'+50% AP for this turn, but lose your next turn'
Criticism: None. Only that it's slightly unfair to those with odd AP number.
Flurry (1) &
Fastest Gun in Reiker (2)
Descr 1: '5% chance not to expend AP when making an unarmed attack'
Descr 2: '5% chance not to expend AP with pistol or SMG attack'
Criticism: Those two perks statistically mean that once per 20 attacks you don't spent APs (aka saving once 3AP per 20 HtH attacks or 6AP per 20 SMG bursts). Although the principle saving more from higher cost attacks is cool, all in all it's underwhelming. The most out of this will get a high Fleetness character, when enemies are nicely coming to your range so can shoot twice per turn 4AP snapshots - so in ten turns statistically saved 4AP in total. I'll pass.
Suggestion: Make it 15% (or at least 10%)
Suggestion+: Could lucky events like this boost morale? (for enemies having this perk, if morale isn't implemented for allies).
On suggestions from this thread:Quickload
Reduce reload time by 1 AP.
Very handy for a shotgun, prec. rifle, handguns with low ammo, etc.
Suggestion: As well as un-jam time? (perhaps can be taken more times)
Quickdraw
Reduce AP cost for switching in a weapon from your inventory.
Suggestion: Can it be done like reducing all inventory actions by 1AP in a turn? (picking from / dropping to the floor and switching on hands as proposed by Nomad). For example, by making the first inventory operation in a turn for free.
Drops to the pool of ideas:Planning Ahead Effect: AP bonus for the first turn of combat.
Example: Adding +5AP on the first turn (req. Utility/Bypass?). If I also take 1-2 x AP Bank could transfer it for later.
Bypass the Bypass Effect: Lets you move +X tiles more on your tactical re-position turn.
Example: +4 tiles.
False Start Effect: movement cost -1AP
Example: What about the first step in a turn to be free (to an adjacent tile)? So the game shows us that we can reach one tile further unless the perk was already spent (we already moved that turn).
Suggestion: Depends how implemented - can be a candidate for taking more times. Req. Instinct?
Long Distance Runner Effect: For every X AP spent on movement you save 1AP.
Example: I don't know how easy would be to do, could it be just that the game counts movement and after each X spent (eg. X = 4 AP) you get +1AP at the start of the following turn?
Resentful Effect: Something happens when you're hit.
Example: Each time you're hit between your turns it will add +1AP for the next time you act, provided you're able to use it. (I can imagine an underboss having this perk, could be accompanied with a bark).
Field Practice Effect: Using items costs -1AP (eg. healing is now 2AP, so would change to 1AP)