Our resident magician jazzisparis has made it possible for us to restore the Big Guns skill. It would be an addition and no skill would be lost or replaced as it's still in the game, just disabled. We would like to hear your opinions about including it by default in TTW or if it should be optional.
We'd also like to know what you think about the potential list of weapons that would be restored to use the skill, and a few that could be changed to use it.
Since this change could be highly controversial we really want to know what our users and members think about such a change. Please take a few minutes to give us your thoughts.
[collapsed title=Big Guns]
-
- Automatic Rifle (based on the M1918 Browning MG) -
- Light Machine Gun -
- Minigun (duh) -
- Eugene -
- CZ57 Avenger -
- K9000 Cyberdog Gun -
- FIDO -
- Shoulder Mounted MG -
- Flamer -
- Burnmaster -
- Rapid Torch Flamer -
- Slo-Burn Flamer -
- Cleansing Flame -
- Incinerator -
- Heavy Incinerator -
- Gatling Laser -
- Fawkes Gatling Laser -
- Precision Gatling Laser -
- Vengeance -
- Sprtel-Wood 9700 -
- Plasma Caster -
- Smitty Special -
- Tesla Cannon -
- Tesla Cannon Prototype -
- Elijah's Jury Rigged Tesla Cannon -
- Tesla-Beaton Prototype -
- Drone Cannon -
- Drone Cannon ExB -
- Grenade Machinegun -
- Mercy -
- Missile Launcher -
- Miss Launcher -
- Annabelle -
- Fat Man -
- Fat Man (GRA) -
- Esther -
- MIRV -
- Red Glare -
- Bozar -
- Anti-Material Rifle -
- Anti-Material Rifle (GRA) -
- Arc Welder -
- Rock-It Launcher
[/collapsed]
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. In terms of NV weapons that would be changed to the skill, this is easily reverted by making a single change (the skill) to the weapon record. Fears of massive incompatibilities are nothing to worry about as the addition would be nearly transparent.