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Topics - LordBloodpool

#1
Ideas / Ammo types?
August 31, 2014, 08:04:42 AM
With the implementation of multiple ammo types, it would be possible to provide players with greater variation in terms of combat without having to add new weapons to the game.

You could, for example, make it possible to research different types of ammunition via the research table. Then, by right clicking on an unequipped weapon (One that colonists are allowed to interact with), you would be able to select from a drop-down list of various ammo types. Variants you haven't researched yet would still be visible in this list, but would be greyed-out. Each ammo type would have a different effect. For example, selecting "Tracer rounds" on a weapon and then having a colonist equip this weapon would mean that the colonist firing this weapon does not suffer a loss of accuracy when shooting at night/in unlit areas. Amour piercing rounds would increase the damage of successful hits on targets wearing power armour or armour vests, and would also increase the damage inflicted on fully mechanical targets. "Hollow point" ammunition would increase the damage inflicted on un-armoured targets (Targets that are not wearing armoured vests or powered armour), but would suffer from decreased damage when used against armoured targets/mechanoids.

The list of possible types is virtually endless.

So, any thoughts on this in terms of the effect on gameplay and in terms of practicality (how easy it would be to implement?)

I, for one, think it's an interesting idea.
#2
General Discussion / Damn Mechanoids
July 28, 2014, 04:33:11 PM
I guess this is partly a story, and partly a request for some tactical advice, so feel free to laugh at my luck/misfortune, or even lend a hand if you feel like it.

(By the way, I don't have any screenshots to complement this, because they're saving in a folder I can't find at the moment).

Anyway, I'm playing on a large map (325 x325), with Randy Random as the Storyteller AI, mostly because I like having lots of room to expand, and I dislike the gradual ramping-up of the other Storytellers.

The Colony itself is in the top-centre portion of the map, and is surrounded on three sides by mountains/cliffs, which made it the best choice of location for defensive purposes. With a solid defensive line that's ever-increasing in size and deadliness, five mortars and two incendiary mortars, it's survived two rather large and prolonged sieges, and countless attacks by scurvy pirate raiders and Tribesmen (Filthy savages). It's pretty much proved impossible for raiders to successfully attack. We've even survived the AI Core event... Twice!

Except that the second time has proved to be something of an issue.

Being the sensible commander, I elected to have the Colonists man the mortars in shifts, and within a minute or so, the "Ancient Ship part" Took four direct hits at the same time and was destroyed.

Obviously, the resident Mechanoids were less than pleased about the destruction of the ship part, so out they popped.

I didn't expect that the 12 Scythers that appeared would be much of a problem, but the 5 Centipedes were certainly going to be, as the combination of miniguns and inferno cannons they were carrying would pretty much shred and burn any of my 11 colonists I sent out to kill them, despite the fact that all of my colonists were veterans of several battles, with high shooting and melee skill. Nor were they under-armoured or under-armed; my two best shooters had some looted power armour, and the rest had armoured vests, and (thanks to the project armoury modpack) were packing some serious heat. Between the lot of them, they were carrying the following:

One M2 Browning (Or Browning .50 Caliber Machine Gun).

One RPD, a 7.62mm light machine gun developed in the Soviet Union.

One SCAR - L  (Or Special Operations Forces Combat Assault Rifle - Light).

One AK-47.

One SG552 Commando, an assault rifle manufactured by Swiss Arms AG.

One M79 Grenade Launcher.

One Accuracy International AWM (Arctic Warfare Magnum), a bolt-action sniper rifle manufactured by Accuracy International designed for magnum rifle cartridge chamberings.

x2 M4A1s, or M4 Carbines

One Callahan Fullbore Autolock "Vera" (Firefly fans rejoice!)

One PK Machine Gun, a a 7.62 mm general-purpose machine gun designed in the Soviet Union.

In addition to this list, I have a number of small-arms, sub-machine-guns and various assault rifles in storage.

I've bombarded the Mechanoids with mortars, and I've assaulted them once, which resulted in the destruction of all the scythers and the death of my 11th colonist who got shredded as he covered the others as they tried to fall back to the colony. I'm now down one man, the others are all wounded to some degree, and the mortars aren't doing much to the Centipedes (On the rare occasion that they do score a good hit). The Mechs won't chase my Colonists after they move out of range, so I can't use the defensive positions to my advantage, but they are in a position that means that my colonists can't really get out to the rest of the map without running the gauntlet.

So, what do I do now? I guess I can just keep pluggin' away with the ol' mortars until the mechs finally get scrapped, but that's going to take a long time, and I'd prefer a solution that's quick, and keeps colonist losses to a minimum.

Any ideas?  :-\


#3
Mods / [Request] Combat Droids/Automated Mortars
July 25, 2014, 04:45:01 PM
Lately, I've come to realise that there is a significant problem with  the core mortars; namely, they take so long to reload and fire that Colonists begin to starve whilst operating them, which forces me to un-draft them before the job is done.

I've looked around on the forums for a possible solution, and the only mods I could find that would be helpful in solving my problem were mods involving combat droids; though the only ones I found were either broken and abandoned, or out-dated.

My request is simple: Could someone create a mod to implement either:

A) Buildable Combat Droids that come pre-armed (Or unarmed, whichever's easier. My Colony has lots of spare weapons hanging around) that cost metal to build, and explode when severely damaged in a similar fashion to the core turrets and mortars. The Droids must be able to operate the core mortars.

B) Automated Mortars that operate without needing Colonists to man them, but require power to do so, much like the Core "Improvised Turret"

If you're interested, please reply to this thread below, and let me know you're working on it.

~Cheers, Bloodpool