Mr. Fed wrote:Thinking of starting over.
How would people suggest building a party if they were starting over? I get the sense that one melee brawler is a good idea, and that I gimped my characters by giving everyone 8 or 10 INT for the skill points.
8 or 10 isn't too bad. For int, you want to avoid anything other than 1, 4, 8 or 10, the rest is useless.
Luck is a dump stat, so you can drop that all the way down to 1 for more points to use elsewhere. Charisma is pretty useless too, except for your leader, who should pump it up to keep the NPCs following your orders without having to stand next to them, and you'll want some more if you plan on recruiting NPCs.
This post should help you optimize your action points:
https://forums.inxile-entertainment.com ... =7&t=10792
This is a nice, comprehensive discussion and analysis of the weapons in the game:
https://forums.inxile-entertainment.com ... =40&t=9765
The takeaway for me is that melee weapons, heavy weapons and pistols are awful. So, for fighting skills, you'll want some selection of assault, sniper, smg, shotgun, brawling and energy weapons. Just don't try to do anything stupid like give a guy two weapon skills. It's better to specialize. Energy weapons start coming in really handy when you're fighting big robots and the vs armor damage multiplier kicks in. Assault rifles put out superior damage, but you're going to be using a lot of ammo so it's better to diversify. Brawling is ok, but give the guy some grenades or something so that he has something to do if it's a ranged fight.
For other skills, well, spread 'em out as best you can. You'll want a dedicated surgeon/first aid guy, and probably a secondary surgeon with one point or so just in case your main surgeon buys the farm. To reduce annoyance, I would recommend demolitions and perception as well (preferably on the same character), because, as I'm sure you're aware, every other locker and square foot of ground has a dynamite boobytrap or a landmine on it. Actually, to save clicks, I would stick as many door opening/trap disarming skills on one guy as you can (give him an int of 10), then give another guy the negotiation skills.
If you find skill books, save them until skills cost at least 4, preferably 6 points to level up.