While working on Merchant Prince, I noticed that the "Handgun" skill is defined differently than in High Guard. This "composite" skill gives skills in different weapons in these character generation systems.
So I've decided instead of awarding a vague "composite" skill like Handgun, or Laser Weapons, or Zero-G Weapons, that I should just award skills separately for each weapon as defined in each character generation system. The advantage to this is that if I ever code an application that imports characters created in different systems, there won't be any confusion about their gun skills. Scouts doesn't have this problem, as the "Gun Combat" cascade skill there requires the selection of one specific weapon.
Look for version 1.0 of Merchant Prince within a week or so, followed by new versions of High Guard, Mercenary, and Scouts with this enhancement and other bug fixes.
So I've decided instead of awarding a vague "composite" skill like Handgun, or Laser Weapons, or Zero-G Weapons, that I should just award skills separately for each weapon as defined in each character generation system. The advantage to this is that if I ever code an application that imports characters created in different systems, there won't be any confusion about their gun skills. Scouts doesn't have this problem, as the "Gun Combat" cascade skill there requires the selection of one specific weapon.
Look for version 1.0 of Merchant Prince within a week or so, followed by new versions of High Guard, Mercenary, and Scouts with this enhancement and other bug fixes.