[quote=RoyBatty]Compatibility with existing mods is not an issue. Since those mods would not be altered, they would still function exactly the same as they do now.[/quote]
Please read the OP.
[quote=RoyBatty]Compatibility with existing mods is not an issue. Since those mods would not be altered, they would still function exactly the same as they do now.[/quote]
Please read the OP.
Maybe:
This would allow strategic use of them with low skill, for example setting up at a choke point at the mouth of a canyon. This would certainly create a clear difference between skills. It is no longer a matter of weight, its a matter of learning to manage the bulk of these weapons.
"I am a master of Energy Weapons!"
"Yeah, but this really only has one button... I think I can 'master' that..."
"Anyone can chew bubble gum, but can you WALK and chew bubble gum?"
I originally voted optional but it might be easier just to integrate the skill into the game and provide a patch that returns the weapons mentioned back to their base skill for those that don't want to use Big Guns. The Big Guns skill would still show up in game with that patch but it wouldn't be used for anything as the weapons would return to their original classification with the patch.
What about the original guns and energy weapons skills? They'll just have holes in them where the big guns used to be, right? Will they be changed too to make up for the loss?
I feel it will be too clunky and will mess with base game to much especially if you use other mods, better to just leave it as it is. Or make it optional.
If you're really trying to handle energy weapons properly, they should really all depend on small guns and big guns WITHOUT a separate energy weapons skill. There's really no difference between ballistic and energy weapons that can't be handled by one or possibly two perks. The skills themselves says it all: GUNS. An energy gun is still a gun. The only difference would be a perk for leading targets/accounting for ballistic flight of projectiles, and another perk of fixing energy weapons.
Energy weapons should start as more accurate and easy to hit the target, where a projectile weapon should be harder until you get one or more levels in a perk dealing with ballistics. Conversely, a projectile gun should be easier to fix until you put one or more levels in a perk dealing with fixing electronic devices. But beyond that, small and big guns as a skill SHOULD cover both.
I'm gonna be a bit bothersome and voice a small concern between everything that's "optional" or "by default".
It is usually better to have the stuff that everyone will (or should) be using to be the default. I'm not voicing pro/con any optionals, just wanna highlight what would be the best approach, player base wise. TTW policy conflicts with that sometimes.
There's supposed to be a "right way" (AKA best way), not literally, but a way that the main design was planned/executed/tested taking into account that set of conditions, which speaks volumes since a TON of time was spent tailoring the game to fit better into this set of conditions.
Like (I guess) most people, I try to always abide by what is default, since it is usually best/safer, but even above that: Default implies the way IT IS meant to be.
Back to this big guns deal, I'm not educated enough in TTW ways to make a decision, hope you guys can make the best of it =]
Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!
Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X
[quote=gcafxo]
Also why not put up a poll instead of just having the discussion here? I created an account just to chime in on this issue but if you look at the JIP LN Poll you can tell there's a whole lot of people who are interested in TTW but don't have forum accounts here.
[/quote]
We want to hear from people and their opinions, we rarely hear from a large part of our community. It's nice to know what you guys like and don't. Polls don't really tell us much. :)
It would not cause huge incompatibilities, as I've already added to the OP.

[quote=TAWM]
(looking forward to Fallout 3 repair in next TTW release)
[/quote]
If you want to get that going now, you can download the latest JIP-LN-NVSE and enable FO3 repair in its INI file.
I've been using it for a short while now, and it seems to work fine.
As for the actual question, I do like the idea of bringing it back. I agree with TrickyVein about Big Guns spanning multiple categories not necessarily being a bad thing; allowing the player to get a little bit of everything in it, and it being heavy-duty, could be a really good way of balancing it, especially if it's broad, but you don't get as much depth in the other categories without specializing in them.
For example, the Recharger Rifle wouldn't operate quite right if you don't have the skill to use it, but something like the Gatling Laser lets you sort of experience Energy without dedicating yourself to it off the bat.
The same goes for Assault Rifles, where the Minigun is an ammo-hungry, death-spewing machine, the Assault Rifle is a bit more controlled and efficient in its death-dealing. You get to see the potential in Big Guns, but without specialization, you aren't getting the full package.
Of course, you could argue that it's weird to have a skill that's so broad, when everything else is relatively specific in what they deal with. There's also the fact that you still need to put your points into the skill to use these Big Guns properly for the taste of other skills... I don't know, I don't think I'm a balancing expert.