Sure it does - not specifically fixed, but refined. Because linear skill to skill progression with skills still being presented as their own separate entities isn't really good design. Because having it that shit skill that is only useful at the first couple of hours only leads to a very linear and varietyfree weapons progression.Lucius wrote:Of course not. But the fact pistols became obsolete was in NO way a problem. The player really wasn't affected by that at all. It is not an area that needs improvement, because it works as is. This doesn't need fixed.undecaf wrote: I don't hold Wasteland as a game that needed no improvements or refinements.
Obviously handguns should not be on the same line of heavier weapons as far as DMG goes -- that doesn't work and would make no sense at all. If you made an all handguns party, you should be fucked against more heavily armored opponents (perhaps a lucky critical goes through every now and then -- but then... less damage anyway) or situations where there's more distance between you and the foes who're wielding rifles (much lower to hit chance), but there are various ways to make a gunslinger character helpful in a viable and rewarding way (lower AP cost, more available ammo, nonlinear encounter design that supports this, etc).
And I do not see why you would be against that sort of thing because it only adds more variety of opportunities to the game and doesn't restrict your desired linear (or "logical" which ever way you want to put it) progression in any fucking way. It simply makes no sense at all to desing a fullblown combat skill that is only usefull for a couple of hours and then rendered completely useless for the rest of the game. Unnecessary skillbloat for no real gain.