Clockwork Knight The Brazilian Slaughter
I've been thinking about the combat stats. Two things I think most people consider problems: (1) throwing: you want to be able to toss a grenade once in a while, but don't feel like investing in a skill, (2) hth vs. firearms: I think Sawyer made the point somewhere that it's weird how hth is a question of pick one and stick with it till the end, while with firearms you have to go with small arms, and then maybe branch out if you don't like gauss rifles.
Because I'd like to keep any changes as straightforward as possible, I thought I'd just do everything based on animation type:
Small Arms => Pistols/SMG's (pistol & smg anims)
Big Guns => Big Guns (minigun, big gun & rocket launcher anims)
Energy Weapons => Rifles (rifle anim)
Unarmed => Unarmed (no anim, so unarmed + grenades/rocks)
Melee => Light Melee (spear & knife anims, so including throwing knives and spears)
Throwing => Heavy Melee (club & sledge anims)
This approach is attractive for me because it makes a large number of calculations easier/more straightforward, especially in the to hit script (e.g. I can't check for attack type there, so I have to use an inexact workaround when checking whether you're throwing or thrusting a spear, but I can of course check for animations).
One problem is that it brings some issues with the animation types to the fore: why is a laser rifle, which looks exactly like a sniper rifle, not a rifle but a big gun? Just giving it a rifle animation creates incompatibility issues with Super Muties (though no problem results with the projectiles, thankfully).
Here's what I could do though: make all rifles (including plasma and laser) into rifle animations, and simply copy a whole lot of super mutie big gun animation frames and rename them to rifle animations; problem solved at the cost of a bit bigger download.
edit: Incidentally, I could take the same approach to Vic & Cassidy etc. so they can also use more types of weapons.
edit 2: now that I think about it, I shouldn't overpower rifles too much... maybe the laser rifle should become a rifle, but pulse & plasma should stay big guns... not sure.
edit 3: Light melee might be a bit underpowered too... while I'm not that big a fan of defensive skills, a blocking skill might be an idea. This'd work on top of the agility-based evasion check against melee and unarmed attacks (and at a penalty when carrying a two handed weapon). The alternative scheme would then be:
Small Arms => Pistols/SMG's (pistol & smg anims)
Big Guns => Big Guns (minigun, big gun & rocket launcher anims)
Energy Weapons => Rifles (rifle anim)
Unarmed => Unarmed (no anim, so unarmed + grenades/rocks)
Melee => Melee (club, spear, sledge & knife anims, so including throwing knives and spears)
Throwing => Blocking
edit 4: While someone over at NMA has pointed out that you tend to think of Melee as being offensive+defensive, I'm still starting to lean more towards the blocking stat idea: (1) I already have a defensive mechanic against hth attacks in the to hit formula, but I'm never sure when to use unarmed or melee (2) more importantly, giving melee characters a "free" defensive advantage over firearms characters would seem to throw everything off balance.
edit 6718: I have to start thinking about the blocking mechanic more seriously whether I go the second route or not: while unused AP's no longer affect your dodge (if anything you should be more evasive while on the move), it does make sense that spending time to anticipate an attack would aid you in blocking it. Also, strength should play a role: blocking an attack by someone three times your size shouldn't be that effective (though it might still do something like raise your DT/DR slightly). Of course, to avoid bruisers getting too much of an advantage over nimble characters, heavy, strength based, weapons should be easier to dodge.