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RimWorld => General Discussion => Topic started by: Fruit loops on March 02, 2016, 07:51:08 PM

Title: Penalties for carrying weapons?
Post by: Fruit loops on March 02, 2016, 07:51:08 PM
I don't know if this is just me, but if I had to lug around a mini-gun, or a rifle, I'd tire much faster than If I had a pocket knife, or small pistol. I'm not sure If I would give the pawn a mood debuff, since I'd assume after the first few raids the colonist would be quite paranoid without one.

this might give weapon racks more purpose and make raids that land in/on your base more threatening.
Title: Re: Penalties for carrying weapons?
Post by: Shad on March 02, 2016, 08:51:44 PM
A few mods give move/work speed penalties for carrying heavy weapons. Yes, this does make airdrop raids more dangerous.
Title: Re: Penalties for carrying weapons?
Post by: Mikhail Reign on March 03, 2016, 12:29:26 AM
I thought they did.
Title: Re: Penalties for carrying weapons?
Post by: Lys on March 03, 2016, 06:12:39 AM
Afaik carrying large weapons such as miniguns does slow pawns down even in vanilla.
Title: Re: Penalties for carrying weapons?
Post by: Mkok on March 03, 2016, 06:50:02 AM
Actually, this aint such a bad idea. But it would require some action button, that makes everyone rush to pick up his weapon. Otherwise it would be a micro-managing hell once you have more then few colonists.
Title: Re: Penalties for carrying weapons?
Post by: Jettuh on March 03, 2016, 07:59:03 AM
Ha, i remember a game called Evil Genius (amazing game!)
(http://4.bp.blogspot.com/-GTpu-WkCEIU/TwwYcMsFJPI/AAAAAAAAKPU/2uWUmxmUceY/s1600/EvilGeniusBase1.jpg)

In this game, if you clicked on "Stand Down", nobody (except a few higher ranked guys) was carrying a weapon.
When you click on Alert (orange), all minions would go to the armory and pick up a gun. they wouldn't fire on anyone unless you marked a target.
When you click on Alert (red), all minions would get their gun and would shoot anyone on sight!

Maybe a cool feature?
Title: Re: Penalties for carrying weapons?
Post by: Grimandevil on March 03, 2016, 01:53:23 PM
Quote from: Mkok on March 03, 2016, 06:50:02 AM
Actually, this aint such a bad idea. But it would require some action button, that makes everyone rush to pick up his weapon. Otherwise it would be a micro-managing hell once you have more then few colonists.
there is EdB Interface mod, that sends your chosen colonists to battlestations destined positions, where u can store required equipments.
Title: Re: Penalties for carrying weapons?
Post by: mumblemumble on March 06, 2016, 02:54:34 AM
I like the alert level idea..  Though,  i think colonists should try defending themselves anyway,  or at least be aware about danger.
Title: Re: Penalties for carrying weapons?
Post by: IkeaSwede on March 06, 2016, 04:57:26 AM
If they implement some form of "ownership" to guns - and have a button for unequip and equip then this would work really really well.
Title: Re: Penalties for carrying weapons?
Post by: RoboticManiac on March 06, 2016, 02:55:36 PM
Quote from: IkeaSwede on March 06, 2016, 04:57:26 AM
If they implement some form of "ownership" to guns - and have a button for unequip and equip then this would work really really well.
That would make sense, but without it the concept is the very incarnation of micro management-hell. At that, it's very little 'bang for your buck'.
Title: Re: Penalties for carrying weapons?
Post by: Fruit loops on March 06, 2016, 03:55:17 PM
       I'm not sure implementing an entire new system for a simple penalty Is necessary, but I think it would be worth It If you were to add some more functions to the alert system, such as:


-AI improvements: not having your cook go grab some potatoes, while you're shooting at a crashed ship part. maybe while your on alert mode your colonists try to stay indoors, or avoid low priority tasks, such as hauling rocks, or grabbing a weapon.

-having your colonist who was incapacitated grab a weapon before heading to the battle.

-when prison escape attempts take place, your colonists would head to the breach, instead of crafting your statue.

-when you accept the "I'll join your colony but you'll have to fight my captors" event happens, some of your colonists will decide to arm your turrets

-taking from the last one, maybe when you go on alert one of your colonists will switch the turrets on.
Title: Re: Penalties for carrying weapons?
Post by: mumblemumble on March 06, 2016, 08:41:56 PM
I want to say, speed limits / boosts from equipment would be extremely interesting, and open a new demension of tactics. No longer would m16s, snipers, and miniguns be the gold standard for most engagements, but it would really give small guns like pistols, pdws, and shotguns a boost of power respectively.

Would also be interesting if more simple guns like pistols, shotguns, and perhaps rifles had a lower "skill ceiling", getting closer results between novice and expert simply because they are easier to use.

Though if im honest, I wish the shooting stat was more than just hit chance, perhaps effecting rate of fire, and ready to fire time.
Title: Re: Penalties for carrying weapons?
Post by: IkeaSwede on March 07, 2016, 01:42:09 AM
Quote from: RoboticManiac on March 06, 2016, 02:55:36 PM
Quote from: IkeaSwede on March 06, 2016, 04:57:26 AM
If they implement some form of "ownership" to guns - and have a button for unequip and equip then this would work really really well.
That would make sense, but without it the concept is the very incarnation of micro management-hell. At that, it's very little 'bang for your buck'.
Oh yeah absolutely. I do tynan will eventually add ownership.
Title: Re: Penalties for carrying weapons?
Post by: Grimandevil on March 07, 2016, 07:22:45 AM
Quote from: Fruit loops on March 06, 2016, 03:55:17 PM
-AI improvements: not having your cook go grab some potatoes, while you're shooting at a crashed ship part. maybe while your on alert mode your colonists try to stay indoors, or avoid low priority tasks, such as hauling rocks, or grabbing a weapon.
there is allowed zones. once the danger comes, u switch your colonists to safe zone, and only drafted colonists have freedom of movement.
all in all, i think, u want the game be played by itself. wheres the fun in that?
Title: Re: Penalties for carrying weapons?
Post by: Devon_v on March 07, 2016, 10:01:23 AM
Speed penalties or not, the rim is a dangerous place, and I'd never put my weapon down.

In my current colony a big dumb brick went berserk in the middle of the night and went next door to pummel a skilled, wounded colonist I actually need. Fortunately she sleeps with her shotgun under the pillow. (And he survived, at least that time)
Title: Re: Penalties for carrying weapons?
Post by: A Friend on March 07, 2016, 10:21:05 AM
Quote from: Devon_v on March 07, 2016, 10:01:23 AM
Speed penalties or not, the rim is a dangerous place, and I'd never put my weapon down.

In my current colony a big dumb brick went berserk in the middle of the night and went next door to pummel a skilled, wounded colonist I actually need. Fortunately she sleeps with her shotgun under the pillow. (And he survived, at least that time)

I give people who's not dedicated to combat light weaponry like pistols, smgs and shotguns. I only make them lug around miniguns during raids.
Though I have a mod that puts weight on guns.
Title: Re: Penalties for carrying weapons?
Post by: mumblemumble on March 08, 2016, 03:29:27 AM
Actually, I thought of this in another thread...What if you could carry both melee and shooting weapons, BUT, were limited to having to switch them over several seconds (perhaps more if going from a minigun to longsword), Weight was accimulative (carrying minigun and sword would really hamper movement.) and you would carefully have to prioritize how people fight? Might be an interesting tactical idea, giving people shivs just incase they get squirrels piled on them, and giving most people who aren't security just a pistol and knife.

These could actually, in addition to the other ideas in this thread, make the weapons system MUCH deeper