Ok so first thing first. Kevin has said already, that he has no interest in minimizing the number of skills, and would like to expand on it at some point.
To do that, without overly complicating the workload on devs would be the ultimate goal.
So this
is too much. And backwards isn’t an option.
This seems like a wonderful edition. maybe change it up but the idea of the “exotic” tag strikes me as spot on. Something that prevents you from picking up a brand new weapon and using it perfectly because you have used a butter knife, which is “basically” a katana. But doing this strictly by item ID in game memory would run you into things like ‘but its still a bat! I just added pointy nails to it!’ or 'but a stone hammer is basically a hammer, its just better.
So a ‘new weapon’ very minor debuf would be nice, but anything aproaching 1/2 damage is too much, unless a way to categorize melee weapons is found. The best way would probably be to go by how similar volume/weight of weapons you have used inside that category.
Add a Json spot for what vol/weight a weapon ACTS like it has, so weapons can be individually modified where their in game similar weapons are of a different weight area, though of the top of my head I can’t think of anything.
The ‘unfamiliar weapon’ tag would describe this well, and could be modified or originally installed to be negated with general melee/ relevent weapons skill.
The weapon classes by damage is clearly flawed itself, but anything here would be a total overhaul of melee weapons. So I can’t justify even approaching saying something like “well it should just be done this way”
That said a possibility would be to classify weapons by the attack style. Many weapons have multiple attack styles, and would need to be toggle-able between them. So a sword could have a ‘thrusting, slashing’ styles while an ax would have ‘chopping, slashing’ styles to choose from. Halberd like weapons would have something like ‘cleaving, thrusting, blade sweeping’ You would choose between them similar to fire modes, although it would need a different button because of reach attacks…
Something this massive would probably have to stay in a beta option even in experimentals like z-levels until it was finished, but while it was there damages could be normalized by doing the same with damages, and weapon speeds regarding weight/ volume. defaulting to actual weight/volume unless an acting vol/weight is defined. Weapons could then be adjusted individually with modifiers. Such as straight +/- damage, and special effects similar to the throwing suggestion I made. Some could even be default by weapon style/type.
The implementation would be a serious pain in the ass, but once fully installed should make moding/ dev work easier AND more enjoyable…?
Eh… I think the normalizing damage by vol/weight might have already been done to some extent now that I think about it, might have even been where I got the idea from…hmm