Diversifying skills into sub-skills

here are my thoughts on some of the skills with some minor changes to your list:

[spoiler]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

[b]Bartering

  • Should be tied into speech as bartering is a heavily reliant on charisma and persuasiveness its the act of getting a deal through negotiation[/b]

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
-Butchery: The “harvesting” of corpses for their meat, sinew, offal, fat, and hide, (butchering meat is also a key skill to any cook,
either add to cooking or tie cooking in with it.)


Chemistry: Synthesizing and combining chemicals should be its own tree

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
-Computers - this should be merged with electronics

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 = should rename to medicine/doctoring given it effects more then just minor injuries.
-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
-Botany: identifying useful plants and herbs with medicinal value.

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.

Survival
-Foraging: Searching for and harvesting useful items and foods from bushes/trees/nests
-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 <<These two are more survival then tailoring IMO
-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)
-botany: survival based botany being able to identify edible and toxic plants.
-firemaking: effects your success rate and speeds of producing fires with or without modern methods of ignition.

Tailoring
-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
-knitting: the ability to age yourself 50 years :smiley:

Traps
-Should be renamed to represent the ability to arm/disarm and create traps as well as spotting them.

[/spoiler]