Yes, but you are suggesting 13 different weapon skills a third of which are meant as late game skills which are useless until you find the appropriate weapon (guns, EW:laser, EW:plasma, BG:minigun, BG:rocketlauncher, BG:grenademachinegun, BG:Flamethrowers, BG:Energy(plasma laser?), Explosives, Throwing, Melee, Melee throwing, Unarmed).
These one weapon skills clutter up the skills screen, while offering nothing meaningful in return.
No... They would enable the PC to use a specialized weapon that they otherwise should not have skill with. A player would be free to choose to develop that skill or not (favoring some other skill); and perhaps develop it on their next PC instead. :shrug:
The original Fallout's way with guns was pretty abysmal. If you wanted to use energy weapons you basically needed to take guns first. After going through a large part of the game investing in guns, you get the option for big guns and some time further down the road you are finally at energy weapons.
All other skills had an immediate effect on the game. I like the skills to be good for something from the get go.
If you wanted to use Energy weapons, you TAG energy weapons (either at the beginning or later in the game; that goes for any skill you want to be really good at). As for immediate satisfaction from skill choices, I'm neutral to that, but would rather it be plausible than gratuitous. In Fallout you could find energy weapons early in the game (even buy them; even stumble across them in the wastes :shrug:).
In the end those 26 meaningful skills are quite hard to make, and there is bound to be overlap. This overlap means that it's just there to eat skill points. I'd say if you don't want to excel at all skills you just get less skill points per level.
IMO that's no good, because skill points per level are a function of allotted intelligence. Reducing them hamstrings that stat's usefulness.
And let's just say I saw the real world argument in separating first aid and doctor, but besides from a few checks and each having a thing the other could not fix, they were quite identical in purpose. Making those advantage based on how high your Medicine skill is seems more appropriate since it makes investing in the skill seem worthwhile.
The argument is that First Aid was minor bandage treatment, while Doctor was Major surgical treatment. First Aid was quick, garnered low XP, and could not cure major wounding. Doctor took a longer time, garnered more xp's and cure crippled limbs. Together (using both) the PC could heal 6 times per day, but only cure three crippled limbs per day, and was able to apply appropriate healing among injured npcs, based on need. Neither relied on Stimpacks, and only First Aid was improvable with books.
In FO3 Medical guarantees effective healing and actually alters the healing potential of stims, and allows unlimited curing of crippled limbs for having enough stimpacks ~that never healed crippled limbs before (and were not supposed to). FO:NV made a decent compromise as far as crippled limbs go.
I'd rather that investing in a skill will net me advantages other than you do x% more success.
Why?
Fallout 2 had instances where you had to have a certain minimum in a skill (or skills), in order to succeed or to get a better result.
Well than I suggest sub-skills available after maxing your weapon skill of choice. Not going to a full hundred, but still something you need to invest in so as not to fail with the big gun in question.
The way it worked.. you never got a full hundred ~ever. The skill could be pushed to 150 IIRC, but it only applied to strike penalties ~against the modifiers. Accuracy maxed out at 95%