looking at this thread
and the following off of the wiki:
* Rifle - single shot
* Thrown - grenades
* Thrown - knives
* Heavy - ex. anti-armor
* Martial Arts
* Bow (compound and crossbow - separate skills)
* Improvised Weapons - the ability to use miscellaneous items in combat - pipes, chains, chairs, etc.
Non-combat skills include:
* Lockpicking - physical and electronic (separate skills)
* Observation - the ability to notice anything out of the ordinary
* Demolitions - includes placement/arming and disarming
* Haggle - allows the player to get a better price when buying items
* Mental Resistance (ability to resist interrogation and possibly psionics)
* Computer Hacking
* First Aid
I've renamed repair to Electronics to include hacking electrical locks like Deus Ex, if that's fine with the rest of you. I also changed the name of "first aid" to Medical because that's more general.
as it stands, I have
public int SkillHandguns;
public int SkillRifles;
public int SkillBow;
public int SkillHeavyWeapons;
public int SkillDemolitions;
public int SkillMachineGuns;
public int SkillStealth;
public int SkillCamoflage;
public int SkillDisguise;
public int SkillMartialArts;
public int SkillMentalResistance;
public int SkillLockpick;
public int SkillComputer;
public int SkillDodge;
public int SkillElectronics;
public int SkillMedical;
I left out a couple
public int SkillThrow; // ?
public int SkillPersuasion; // ?
public int SkillIntimidation; // ?
public int SkillInterrogation; // ?
public int SkillDiplomacy; // ?
public int SkillTracking; // ?
Throwing - we already have martial arts for throwing knives, grenades have demolitions.
Persuasion/etc - I don't like dialogue "skills". if there's overwhelming opposition I can add them, but I really hate that idea.
Tracking - what is this, how is it useful?
Melee weapons - we have martial arts, which covers this.
I think in some ways our game design is overly complex because of so many people trying to add stuff, we're suffering from feeping creaturism.