suz wrote:I never gave "more realistic" argument. I don't see any mechanical advantages of a point-assign system either, except for legitimized "cheating" to get a skill high by wanting it. I do see a merit in skillup-by-use and levelup for small bonuses system in the way it'd make it'd provide more immersion and make more sense.
Actually you give "move realistic" argument right here. What is "provide more immersion and make more sense" in this context other than being "more like in life". There is no cheating for as long as you stay within rules. If rules award you with skill points and you get to distribute them as you like then that's how the game is played.
Not to mention that senseless repetition is rather poor representation of the actual process of training and education.
suz wrote:The example I gave you - JA2, is quite centric, if you've gone to the "tougher" sectors with newbie mercs you'd get all of them killed really fast.
And what do you mean by "developing" specializations? Do you mean assigning points to unarmed for 2 levelups and suddenly becoming the god of kung fu not moving a finger off the gun trigger all the while?
No, what I mean is that in "learn by use" system all your character development decisions are made in the beginning. This guy is good with guns, you give him a gun, he uses his gun, he becomes better with his gun (replace gun with explosives/lock picking/sneaking etc for all possible variants). That's all there is to it.
On the other hand, when you pick what skill you want to invest your skill points in, you're faced with character building decision on every step of your way. Fallout isn't really a good example since it's not party based. A decent example could be Dragon Age. You could go with 3 warrior 1 mage build. In this case you'd want to maximize damage, so you invest mostly in area of effect moves for your warriors, and then it only makes sense to go with buffing and healing spells for your mage and specialize in spiritual healing. Alternatively you might want to use more tricky 2 mage build. In this case you must do damage with your magic, but since this also means your casters are going to be attacked by mobs quite a bit, it makes sense to make at least one of them an arcane warrior and invest in defensive stuff like force fields and getaway spells. All this is possible because you're allowed to engineer you squad according to your plan.
The only way to get similar functionality with "learn by use" would be giving all the characters all the moves right in the beginning of the game, then force player to use the moves and spells that nearly useless at low skill just in order to grind them. As with your own example, you'd have to use Bozar with low heavy weapons skill, even though you can't make proper use of it, but you have to, or otherwise you won't be able to use heavy weapons at all.
Not to say that this is how it usually handled in "learn by use" systems. Instead you just don't get to choose a lot of anything and you pick a guy who is good with guns, you give him a gun...
suz wrote:If you haven't played JA2 and into those kinds of games - I recommend it - playing it with 1-2 mercs is pretty challenging and fun, you're also somewhat time limited.
I tried to play both JA and JA2 back in the day and I'm not a fan. It was way back before all the patches though, so I don't know how things look at this point. Still...