I'd be actual in favour of graduation with milestones opening up certain new things.
Say lock-picks. At skill 0-25 you can use a simple bobbypin to open up a padlock. How close on target you need to be and how quickly those pins break is depended on skill. After 25 you can use a lockpicking set with which you can open simple internal locks as well as padlocks until 50 where more complex locks are now available to you with a more advanced lockpicking sets which continues at the next 75 and 100 (electronic locks?).
Having used a bobby pin before, I'd be of the reverse opinion, that as lock pick skill increased the PC could begin to use things like bobby pins instead of real lock picks to open easy locks, as well as tackle really tough locks with the real tools. Consider a situation where the PC's tools were confiscated and all he could find was a bobby pin to escape with. *Or... he broke his picks and because of his exceptional skill, is still able to open the lock using a bobby pin (where a lesser skilled lock-picker could not manage the lock without the proper tools).
This. I just don't see any value in splitting weapons into those tiny categories. Fallout games take a long time to complete, the average player makes what 1-4 playthroughs? That means they are going to miss huge chuncks of development - who is going to mess around with a single weapon skill. Basically means the devs wasted their time. If anything I would like to see the merging of Unarmed and Melee.
I don't see that it is supposed to
be of value to the player, rather [IMO] it should just be that way, and them deal with it ~want skill with an exotic weapon, commit to learning it :shrug: (at the
cost of not learning something else).
As for Melee being merged with unarmed, this has come up before; I think it stinks. It would mean we'd have a "Guns" skill, and a "Brawling" skill (or worse... Fight'n skill
)
This would mean that there could be no hth expert (like a Marine corp boxer) without them being an expert in swords, knives, hammers, clubs, nun-chucks, flails, and fencing foils; its bad enough that we already had a catch-all "Melee" skill to begin with.
As for Big Guns, make in strong and rare. If the player whats to only use them then he has to realize he will stink in the early game. I don't like this tiered weapon thing where every combat skill is viable out the door.
Agreed, same here. Skill in those weapons is very valuable and empowering. They should not be treated equally IMO.