The idea of splitting cooking into two different skills (cooking and chemistry) is an idea that’s been around the Cataclysm community for a while now. And it should be, because despite how long its been it still makes no sense how knowing how to make the world’s best Lasagna translates into understanding the secrets of rocket fuel, lye powder, and thermite. However, the more I thought about it, the more I realized that very few of the skills in Cataclysm actually make sense in their current form. The majority are not skills, but rather extremely simplified “skill-sets” that often times have nothing to do with one another - for instance how does foraging in some bushes for a few hours make one better at butchering corpses, or vice versa? How does simply shooting a bow-and-arrow make one better at actually crafting bows from scratch and fletching arrows? For that reason I’d like to propose that the following skills be “broken down” into smaller, more specific skills.
Archery
-Archery: The actual ability to shoot a bow and arrow accurately and reliably, also effects the speed at which the character can draw another arrow
-Bowery: The ability to cut out, string, and flex a fully fledged bow from scratch
-Fletching: The ability to whittle, balance, tip, and fletch an arrow so that it can fly with aerodynamic precision
Bartering
-Okay as is
Bashing weapons
-Okay as is
Computers
-Okay as is, since for now computer skill revolves entirely around hacking
Construction
-Masonry: Any recipes / constructions having to do with bricks, stones, wells, walls, mortar - also includes clay working and pottery. Stone fireplace is also OP plz nerf.
-Carpentry: Cutting planks and logs, building wooden constructions, assembly and disassembly of wooden furniture (chairs, tables, beds, etc)
Cooking
-Cooking: The actual cooking of raw ingredients into delicious Lasagna
-Chemistry: Synthesizing and combining chemicals
Cutting Weapons
-Okay as is
Dodging
-Okay as is
Driving
-Biking: Riding foot-pedaling bicycles, scooters, or engine-powered motorcycles - anything having less than 3 wheels
-Driving: Driving in its current form, anything involving 3 or more wheels.
Electronics
-Robotics: Creating, disassembling, or modifying things such as turrets, mechs, manhacks, skitterbots, eyebots, riot-bots, etc.
-Cybernetics: Creating, disassembling, installing, uninstalling or modifying CBMs
-Electronics: Electronics in its current form barring the above
Fabrication
-Woodworking: Creating fine crafts and weapons from wood (Do you realize how stupid it is to train your Fabrication up to level 5 by crafting cudgels >> wood needles >> distaff and spindle >> wooden clogs?)
-Metalworking: Creating fine crafts, weapons, and armor from metal - also includes forging. Anything involving anvil/hammer/tongs goes here.
-Gunsmithing: Creating, maintaining, and repairing firearms, ammunition, and gun-mods.
First Aid
-Surgery: Mending broken limbs / organs, as well as installing / uninstalling CBMs
-Wound Care: The skill in its current form, having to do with managing wounds, disinfecting, applying first aid kids, etc
-Pharmacology: Assuming more recipes are added in the future, this would be the skill that involves synthesizing drugs, disinfectants, creating first aid kids, and so forth. For now, maybe these are better off under Chemistry
Handguns
-Okay as is
Launchers
-Okay as is
Marksmanship
-Okay as is
Mechanics
-Structural Engineering: The maintenance, repair, installation, and removal of the “outside” of the vehicle - Wheels, windshields, quarterpanels, doors, etc
-Internal Engineering: The maintenance, repair, installation, and removal of the “insides” of the vehicle - Engines, suspension, transmission, axels, batteries, alternators, etc.
-Hi-Tech: The maintenance, repair, installation, and removal of “high-end” components of a vehicle. Nuclear reactors, solar panels, electric engines, vortex generators, turrets, etc. Making this skill difficult to train up should be a successful counter to every late-game survivor having an unstoppable, mobile doom-fortress. This skill would also be the one used in installing CBMs.
Melee
-Okay as is
Piercing Weapons
-Okay as is
Rifles
-Okay as is
Shotguns
-Okay as is
Speaking
-Okay as is
Submachine Guns
-Okay as is
Survival
-Foraging: Searching for and harvesting useful items and foods from bushes/trees/nests
-Butchery: The “harvesting” of corpses for their meat, sinew, offal, fat, and hide
-Improvisation: The creation of tools and constructions meant to help in survival, meaning the majority of crafting recipes that have a survival requirement (Recommend trapping be merged with this skill)
Swimming
-Okay as is
Tailoring
-Leatherworking: Creating and repairing items made from either Fur or Leather. I would also think this would be the skill that handles tanning hides/furs, which is currently handled by Survival.
-Boneworking: Creating and repairing items made from either Bone or Chitin
-Sewing: Tailoring in its current form, having to do with creating and repairing items made from Wool or Cotton
-Synthetic Tailoring: Anything having to do with creating and repairing items made from synthetic materials such as Kevlar, Polymer, Nomex, Plastic, etc
Throwing
-Okay as is
Trapping
-Should be merged with Improvisation in my opinion
Unarmed Combat
-Okay as is
And that about covers everything. Thoughts?