do you think they should remove the kick/kiss-ass skills?
Not entirely.
I find retarded that there are 3 skills for the exact same thing, each arbitrarily working in one place or another (reminds of the worst part of Long Live the Queen). I also find pointless to use dialog skills on NPCs that are nothing but enemies, like you do on the radio tower. K', I persuaded him to let me pass, what now? FUCKING NOTHING, they serve no purpose. I simply use the smart-ass reply for some XP, and then kill them for fun and MORE XP, just like that thing VD was talking about...
However, I think it is good to have a "diplomacy" skill when dealing with the citizens of the wasteland, being able to persuade them. But again, having three fucking skills for the same thing is pointless. Especially since you're taking three completely different approaches and making them work the same boring way:
- The Hard-Ass (intimidate) approach should be achieved through force; you kill the guy's escort to intimidate him, or simply beat him into submission. Maybe use your kill count, like AoD does.
- Smart-Ass should be actually smart; players use their other skills like perception and computer hacking to find evidences needed to change the guy's mind, AND navigate the dialog well. I.e., the Master in Fallout 1.
- Kiss-Ass (persuasion) should be the only skill-based one, influenced by charisma, although still requiring cautious navigation of the dialog tree, not just clicking on the "I PERSUADE" icon.
The way it is now is lazy, they collapsed all that into 3 skills that are used by clicking on marked boxes during dialog.
Stuff like this and the Charisma stat makes me thing inXile wrote down ideas like "3 approaches to dialog" or "our attributes must spell CLASSIC" and never gave much thought into what they would actually do that in the game. I like my proposal for Charisma, but the obvious solution is removing the fucking attribute... but that would ruin the "C.L.A.S.S.I.C." spelling thing, that was apparently the core design drive here.
We go again into the territory of just who is the lead designer and why doesn't he comes forward to talk about this and other design choices, like aimed shots...