Existing players used to logging in with their character name and moo password must signup for a website account.
- Slyter 2m
- Veleth 25s
- cata 2s
- Dale 9m
- xXShadowSlayerXx 1s
- BubbleKangaroo 5m
- spungkbubble 13s
- JanekSembilan 27m
- meero619 1m
- SmokePotion 1m Right or wrong, I'm getting high.
- Rillem 1m Make it personal.
- LadyLogic 13m
- Vanashis 4h
- Sivartas 12m
- zxq 14s Blackcastle was no ordinary prison.
- NightHollow 8m
And 28 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Folding Skills
Make the game more streamlined.

We could make UE a bit more valuable by folding skills together. (Stolen from Reefer)

Forensics + Medical = Medical Science

Cracking + Systems + Programming = Decking

SMG + Rifle + Pistols = Guns

Long Blade + Short Blade? = Blades?

What do you think?

I love all about it, especially the guns fold. They are so different utility wise.
I do like this idea quite a lot. But not for blades, it's vastly different maneuvering a knife and a freaking sword. Guns? The same, medical? Makes sense. And so on.
I think this would do a lot for Decking in particular, it's such a chore to spread your UE out over 3 skills. Though I can't confidently say anything for combat skills. It might make things OP? Or maybe it'll change the meta some, who knows? NOT ME!
The types of guns have very different use case, and that's why as a result majority of people just pick pistol. It's a big lockout from what the other firearms got to offer that I do not believe is met in other weapons.

And if we need the realism argument (though really, with how guns work in this game talking about realism is a bad joke), firearm proficiency carries well across all types in sizes, as principles of shooting are very universal. There is also matter of familiarity but that's true for all weapons.

I think the decking bit is the most important, since decking is already a vastly underpowered skillset that is warned against picking because it lacks support. Yet it requires three skills to properly utilize.
I think you could easily pull a CyberPunk Red and fold the 3 gun types into 'Handguns' and 'Shoulder Arms' to differentiate between the types of weaponry. One-handed guns and two-handed guns. Heavy weapons can stay as heavy weapons.

I think that folding guns into one skill would be a good idea, gives people a lot more variety and spices up combat a bit. Same for the rest.
It'd make sense to combine short arms (pistol+smg) while keeping long arms separate since they're entirely different skillsets and use cases.

Merging decking skills seems like a no brainer.

This would allow for more varied builds and to make the most out of the UE cap.

I like Villas suggestion. I'm no firearms expert, but I believe pistols and smg's are pretty close in nature, except when you have the smg's that more closely relate to a traditional rifle handling-wise.

Personally I would like to see Rifles/shotguns stay a distinct skill and have more to offer than the use of standard pistol ammunition for most models.

I'm a big supporter of folding technical skills together where their flavour makes sense, reducing the amount of skill spread in the game right now is just an easy way to increase gameplay depth for any given player without having to build new systems.
And I would admire the audacity of trying to fold weapon skills together, but I don't see how it could be possible without destroying the game's balance if some skills ended up with like 30 weapons to choose from and others had 9.

You would pretty much need to fold every weapon into two master skills (melee, firearms) to make them balanced in access and flexibility and power.

Seconded on 0x1mm's opinions above!

I think we shouldn't be afraid to explore avenues where people feel more useful at a lower investment rate. It also isn't as devastating to try and branch into something else either, which is also fun.

I would like to make the case for combining Auto Tech and Aero Tech into a skill called Tech Repair. I think this better represents the breadth of the skills, considering how they dip into areas completely unrelated to vehicles, and we can just make aeros a higher level skill check within the skill. I think it's pretty immersion breaking to think of the person who would hire some baka off the street who can't change a tire but claims they've read enough books about aeros that they should put their six-figure investment, their life and the lives of anyone they're flying over in his hands.

I'd also make a case for combining Electro-Tech and Secure-Tech into just Electronics, but my feelings aren't as strong on that one. Again, I'd just make secure tech devices a higher level check since they require more advanced calibration and installation than a TV or a toaster oven. I readily admit this could be lack of advanced game knowledge on my part, but I can't imagine the archetype that's interested in a field relating to those skills and doesn't take both simultaneously.

Electro tech and secure tech being separate is a bit annoying. Installing a TV compared to a camera is the general vibe I got from the skill when I played those types but I never explored super deep.
I worry folding so many skills would just increase what feels like is happening: skillsofting when and where they can. It feels like that would only grow more and make us all further isolated from one another than we've already become.

You might reasonably have two players make techy engineer characters hoping to be useful in those sorts of plots and, based on the limited documentation available to them, one builds their character with Electro Tech and Programming and the other with Secure Tech and Auto Tech. It might then be a shock to each of them that one of them has many many times more content and gameplay open to them and the other finds their skills rarely of any use.

That no one was skillsofting their skills would not probably be great comfort to the one who came off worse in that situation.

Having separate skills at least somewhat implies a content parity between them, maybe not perfectly but it's pretty rough in a game with almost no documentation and permanent skill assignments that some skills have massively more content than others.

Like Sindome has about 20 non-combat skills depending on where you draw the line of 'non-combat' and if the expectation that all skills would have similar amounts of mechanical depth and content to them then that number should probably be about 8.
Now that said Crash, I know and Slither both have a similar mind about skillsofts and reasonable justification for not liking some of their effects, so as someone who would otherwise be ready to die on a hill to keep skillsofts in the game in its current state: If there was substantial skill folding so that there was something like 8 different major skill archetypes, I'd say we could remove skillsofts from the game entirely.