[quote=“Coolthulhu, post:17, topic:11767”]It’s more like the ideas aren’t offering a clear, obviously good solution. There are multiple ways to handle it and not one of them is perfect.
Just changing skill gain rate would not work with booklocked skills (first aid, electronics, computers), meaning they would have to be reworked first. And booklocked skills are the ones you want to bookgrind the most.[/quote]
For first aid, a few basic crafts would do wonders to bootstrapping up the skill - a makeshift bandage at skill 0 that provides almost no healing but can reliably stop bleeding, a would irrigator at skill 2 that can clean deep wounds but nothing else, etc. I’d also like to see medical kits made into a tool and medical supplies an ‘ammo’ - a first aid kit is smaller than a doctor’s bag, but a doctor’s bag offers a significant benefit. Herbal medical supplies are far easier to make than cutting edge biotech, but nowhere near as good. Both can still be jammed into either your travel medkit or your portable surgery unit. I’ve started a rough draft json document for some of the first aid changes but the tweaks to let the heal iuse consume ammo charges would need to come from the code side to let most of those be a thing.
For most of the others, I think what they’d need would be a bunch of useful, low cost consumables that are relatively easy to make but also somewhat bulky. Supercharged tasers with 2-3 tiles of range that use the electronics skill for combat, caltrops bagged up and lobbed with a crafted water balloon launcher (bonus launcher skillups!), and gadgets like attaching a noisemaker to an explosive to attract zombies before exploding, etc. Electronics really isn’t in that bad a place because of how much stuff there is to disassemble and how many recipes there are to learn from disassembly - it would just do good with a few bootstrap tweaks (like a crude electric firestarter that uses a pile of batteries per use at skill 0, upgradeable to a more efficient tool at skill 1 or 2).
I think speech and barter really need significant work on the world to really have any value so aren’t worth worrying about ATM, and swimming/driving are both kind of doomed to remain niche beyond basic competency. Computers is the only real wildcard, because it seems to only be “hacking”, which makes it pretty pointless until/unless the world is entirely overhauled to have piles of digital gadgets to mess with. There might be a whole weird implementation of automated gadgets that require crafted code to make, but that’s a whole different sport than adding some autolearn recipes and checking the 0->10 crafting paths.
Hopefully by next week I can have a bunch of the ideas up in the lab for more substantial comment, but does any of that seem wildly off course?