Very true, but in this way, throwing points into throwing is more or less the same as throwing the points away, which makes the entire skill largely pointless. The same goes to a lesser extent for some other skills, like doctor and first aid, or gambling. Sure, one can say 'secondary skills', but somehow it doesn't feel very balanced that some skills are much more important than others. Things must remain logical, though, but I don't see why putting throwing and, say, unarmed together can be a really bad plan, although it would feel a bit artificial.Kharn said:No doubt it was a very neat discussion, but the conclusion seems a bit lacking.
If all skills need to be equally balanced you need to either unbalance the gameplay badly to open up different, totally illogical paths or cut dead weight skills, which has no benefit over keeping the skills there as little used skills.
Why should all skills be of equal importance and why should we care if people never tag certain skills? It's not important, they're secondary skills, just like there are secondary skills in real life. You're not forced to put points into them, but you can experiment with them and while they will not majorly effect gameplay, being secondary skills, they will give you some small sidepaths to follow.
Problems; none. Cutting them away has no benifit. Balancing the game back to rebalance skills to the extreme means one fucked up game. Saying "balance!" doesn't mean shit when the endresult is heavily unbalanced gameplay.
Sander said:Very true, but in this way, throwing points into throwing is more or less the same as throwing the points away, which makes the entire skill largely pointless. The same goes to a lesser extent for some other skills, like doctor and first aid, or gambling. Sure, one can say 'secondary skills', but somehow it doesn't feel very balanced that some skills are much more important than others. Things must remain logical, though, but I don't see why putting throwing and, say, unarmed together can be a really bad plan, although it would feel a bit artificial.
Sander said:As for the discussion, I think both Ratty and I agreed that balance meant that most paths must be viable, albeit that Ratty took the view that every possible path must be viable.
That works without even investing one point in throwing as well, though, and it's just one possibility.Kharn said:Putting throwing and unarmed would be a really bad plan because that makes no sense. At all. Ever.
Have you ever tried investing a few points in throwing before going to the Glow with some EMP grenades (also found there)? No? Try it, robots die in mini-seconds.
Let's not forget the stupid path.Kharn said:Most paths, yes. But I don't want to have an easy game with a Jinxed 1-luck tagged throwing, doctor and first aid skills...
The skill system did need some tweaking. Some of JE Sawyer's suggestions were good. Just have a game that accomodates the four major paths (fighting, thieving, sciencing and talking) and sometimes allows for sub-quests or extra solutions based on the secondaries. Fallout 1 and 2 worked a lot like that. Some issues here and there, but mostly it was fine.
The issue could be easily resolved by introducing some abundant, easy-to-craft, non-sucky thrown weapons, such as sticks of dynamite or improvised frag and incendiary grenades; weapons you can stock up on and use in every battle to thin the enemy ranks a bit
Hotel California said:Whether this is a totally different discusion altogether, (which may or may not have already been discussed) but what about having slots for different types of weapons. Surely it has occured to some people that it isn't normal to carry a flamer in one hand and a rifle in the other.
AP cost for switching slots would work surely?Kharn said:It would be hard to balance in-game combat to protect one from gamers that tag three combat skills and have a weapon for each skill in every slot.
AP cost for switching slots would work surely?
Kharn said:If you mean "it wasn't effective to kill deathclaws/supermutants/enclave". No, no it wasn't,
Sander said:Very true, but in this way, throwing points into throwing is more or less the same as throwing the points away, which makes the entire skill largely pointless. The same goes to a lesser extent for some other skills, like doctor and first aid, or gambling