Yeah and it's not just failing, I can understand from a developers point of view an aversion for allowing people to really fail (like LucasArts adventures vs many others where you could screw up). But I'm not sure I like this thing about ALL skills being equally useful from the beginning, if going EW meant a more difficult beginning, but an edge later in the game that's perfectly valid to me. Your character was isolated from the world and so wouldn't know if EW were rare, and if you find they are, well that adds to the replay value of the game.
Instead of making all weapons skills equal like in NV the focus should be in differentiating them more. Its also has a realism problem, going around with Big guns isn't really practical (they burn through ammo, are heavy, can't really aim shots...) unless you are the heavy guy of a party, but FO was never really party based...
It would be cool I think if they really tried to differentiate the skills, big guns more for support and dealing heavy damage to difficult foes, small guns as very useful specially early on, but never quite reaching the punch of EW which are rare until quite later into the game.
Or something. Or maybe I'm just talking nonsense.
Instead of making all weapons skills equal like in NV the focus should be in differentiating them more. Its also has a realism problem, going around with Big guns isn't really practical (they burn through ammo, are heavy, can't really aim shots...) unless you are the heavy guy of a party, but FO was never really party based...
It would be cool I think if they really tried to differentiate the skills, big guns more for support and dealing heavy damage to difficult foes, small guns as very useful specially early on, but never quite reaching the punch of EW which are rare until quite later into the game.
Or something. Or maybe I'm just talking nonsense.