We've all been there, right? Super-awesome Shooting guy gets owned by a wild boar because it closed to melee range before he could kill it?
Dunno about you, but if I was Mr Srs Hunter, I'd probably take a knife or something with me?
I'm not sure if the game recognises weapon sizes (if so, can just limit the 'sidearm' to the smallest category, if not maybe limit it by the base damage it does or something?) but it seems that a system like this would work well:
If a pawn has more than x Shooting (lets go with 10), he can carry a small melee weapon with him.
If a pawn has more than x Melee, he can carry a small ranged weapon with him.
Brawler, etc would still work normally (so if a guy with good melee is given a pistol as a sidearm, he'll still be unhappy).
That way when a boar sneaks up on my sniper his chances of survival without help will be more than about 1 in 10 as it seems at the moment. Just lost two good men (two!) to one boar this way. It was, to be fair, an insane boar. But they were both wearing armoured vests.
It seems currently that if you're caught in melee without a melee weapon, you might as well be trying to headbutt the boar to death.
While I like this idea a lot, I think it would be easier and make more sense if the pawns would just hit the boar with their guns --smack it in the head with the but of the rifle or whatever-- rather than just dropping their gun and fist-fighting it. :P
I'd like to see Tynan go crazy on equipment, personally. A colonist should be able to carry their lunch, a long weapon and a short weapon (whether that be rifle and pistol, pistol and sword, mace and knife... mix and match) with relative ease.
Quote from: monkeystyxx on February 05, 2015, 03:45:10 PM
We've all been there, right? Super-awesome Shooting guy gets owned by a wild boar because it closed to melee range before he could kill it?
Dunno about you, but if I was Mr Srs Hunter, I'd probably take a knife or something with me?
I'm not sure if the game recognises weapon sizes (if so, can just limit the 'sidearm' to the smallest category, if not maybe limit it by the base damage it does or something?) but it seems that a system like this would work well:
If a pawn has more than x Shooting (lets go with 10), he can carry a small melee weapon with him.
If a pawn has more than x Melee, he can carry a small ranged weapon with him.
Brawler, etc would still work normally (so if a guy with good melee is given a pistol as a sidearm, he'll still be unhappy).
That way when a boar sneaks up on my sniper his chances of survival without help will be more than about 1 in 10 as it seems at the moment. Just lost two good men (two!) to one boar this way. It was, to be fair, an insane boar. But they were both wearing armoured vests.
It seems currently that if you're caught in melee without a melee weapon, you might as well be trying to headbutt the boar to death.
You beat me too it. Just dropped in to suggest carrying one of both and saw this post.
Melee weapons are all but useless currently which I'd like to see changed and this would be the simple way to bring them into play more often.
I'd rather not see them buffed because the interrupt affect on ranged weapons they already posses is quite affective. Not to mention that their dps is more than passable already after taking into account their actual cool down and aiming times.
Although, with personal shields upcoming this will all change I'm sure. Melee weapons may actually be ALL we use which I'm also somewhat afraid of seeing. Gonna be a real chore finding the right balance to ranged vs melee. I def don't want that job ;)
Maybe he'll get it JUST right with the shields and we'll all be happy. Honestly think carrying both is going to be the best option though when it's all said and done.
Edit:
I'm assuming melee weapons will ignore shielding correct?
I love this idea. I would also like a button that appears when a colonist is drafted that forces them to use their melee weapon so they dont accidently shoot each other when they are trying to kill a mad squirrel.
I'd also like for weapon to have a one-hand or two-hand flags so you can DUAL WIELD.
With penalties of course.
I support this idea.
For balance, maybe the 2nd equipment should come with penalty of speed or work speed.
Maybe add in weapon sizes? Like say a colonist can carry 3 size units. A pistol is 1 size unit, and a longsword is 2, so there's your 3. Or you can carry an LMG which is 2, and then only have enough room left for a knife or a shiv. And then a Minigun would be 3 units, and it would be the only weapon you could carry.
I really just want my colonists to be able to grab a lunch to carry with them. Maybe script the AI so that they pack a lunch if they are going to travel a certain distance away from your food stockpile.
Nah. simple one-handed and two-handed fixes all issues.
you can carry a pistol and sword, and use them without switching time
You can carry 2 pistols and use them both (acc penalty)
You can carry a machinegun and knife, but must swap
You can carry 2 rifles, but must swap
To make it simple, just have two slots for weapons, switching to a one handed weapon is instant while a two handed would take a bit.
I like the weapon size idea. Would allow some interesting additional traits:
big guns: bonus happiness when carrying 3 handed weapons.
compensating: bonus happiness when carrying 2 handed weapons.
small arms: bonus happiness when carrying 1 handed weapons
dangerous twins: bonus to dual wielding identical weapons (or maybe reduced penalty)
(all could be implemented as penalties instead ala brawler)
Switching weapons could be nearly instant when going from larger to smaller and penalized when going from small to large. (or not, I'm not too worried about having a penalty as warm up time already takes this into account somewhat).
What's a 3-handed weapon?
Also, why complicate things? Let's try to keep things as simple and logical as possible.
I would also like to know what this 3 handed weapon is. Some new fangled high-tech probing device? Is it is it?!?!
Also the "simple and logical" statement might have some bearing to it. ;)
minigun... think the guns in aliens which not only have to be held with both hands but that require wearing a rig to hold it up...
http://cdn.screenrant.com/wp-content/uploads/Best-Movie-TV-Weapons-Aliens-Smart-Gun.jpg
Quote from: Darth Fool on February 12, 2015, 07:21:14 AM
minigun... think the guns in aliens which not only have to be held with both hands but that require wearing a rig to hold it up...
http://cdn.screenrant.com/wp-content/uploads/Best-Movie-TV-Weapons-Aliens-Smart-Gun.jpg
dang.... was hoping for some form of probing device for added "flavor" ewwww....
But you where serious about the 3 hands... I dono what to think about the "sizes" thing really. I'm on the rails I guess.
Side Note: One of my favorite movies ever even though it's got some of the worst acting ever lol
I think I would rather have weapons that classify as both melee and range abilities.
Think having a rifle with a bayonet or the crazier chainsaw guns of Gears of War.
Everyone has basically said what I wanted to say but hopefully this makes it into the game at some point. Would love the versatility it would bring with colonist because now their kind of handicapped but maybe Tynan included equipment to so no more imaginary picks or work tools.
Since they are very basic, imaginary picks don't bother me as much as "build anything" tools.
I wouldn't mind construction/repair requiring a specific tools, even if it still work without energy.
However, before getting to equipment it would be nice to have a system in place to switch it easily when pirate attack directly.