I've seen this suggested a few times and I'd like to flesh it out more.
Secondary (or more) weapons - I've got a few ideas about how this could work well:
- Colonists can equip 2 or 3 weapons each (maybe make this dependent on clothing - more pockets = more weapon slots?)
- Equipped weapons should have a speed penalty depending on the weapon size - a knife or pistol would be 0.5% or 1%, while a minigun would be 10-20% or more. If someone is going to be hauling around a sniper rifle, a longsword, grenades, armour and a helmet they aren't going to be as fast as someone with just a pistol and grenades, especially if they're carrying all this while doing day to day work.
- Colonists can be given 2 equipment modes - normal & battle-ready with equipment reserved just for them between the 2 modes. To avoid the speed penalty from having to haul their weapons around constantly colonists can leave weapons in their bedroom or in an armory until a raid happens, and when that does happen there's a scramble to get to the armory then to defensive positions before the raiders arrive. Either that or colonists have a permanent speed penalty from being fully equipped constantly (maybe a mood minus too? -5 from wearing an armour vest for a few hours? Maybe a personality trait which provides +5 for the same?)
Weapons having a speed penalty would make pistols, PDW's etc more desirable as well - low weight weapons which don't interfere with day to day work so much but also give a colonist the ability to defend themselves to a degree if they get caught outside in a raid or a mad animal or something.
While drafted, being able to tell a colonist to switch weapon would be important. If a colonist has a sniper rifle, a pistol and grenades you want to be able to tell them which to use when - this game is partly real time tactics after all.
Really keen to flesh this idea out even more - let's have a good discussion folks! Maybe start with a discussion about how much each weapon should slow down a colonist?
Secondary (or more) weapons - I've got a few ideas about how this could work well:
- Colonists can equip 2 or 3 weapons each (maybe make this dependent on clothing - more pockets = more weapon slots?)
- Equipped weapons should have a speed penalty depending on the weapon size - a knife or pistol would be 0.5% or 1%, while a minigun would be 10-20% or more. If someone is going to be hauling around a sniper rifle, a longsword, grenades, armour and a helmet they aren't going to be as fast as someone with just a pistol and grenades, especially if they're carrying all this while doing day to day work.
- Colonists can be given 2 equipment modes - normal & battle-ready with equipment reserved just for them between the 2 modes. To avoid the speed penalty from having to haul their weapons around constantly colonists can leave weapons in their bedroom or in an armory until a raid happens, and when that does happen there's a scramble to get to the armory then to defensive positions before the raiders arrive. Either that or colonists have a permanent speed penalty from being fully equipped constantly (maybe a mood minus too? -5 from wearing an armour vest for a few hours? Maybe a personality trait which provides +5 for the same?)
Weapons having a speed penalty would make pistols, PDW's etc more desirable as well - low weight weapons which don't interfere with day to day work so much but also give a colonist the ability to defend themselves to a degree if they get caught outside in a raid or a mad animal or something.
While drafted, being able to tell a colonist to switch weapon would be important. If a colonist has a sniper rifle, a pistol and grenades you want to be able to tell them which to use when - this game is partly real time tactics after all.
Really keen to flesh this idea out even more - let's have a good discussion folks! Maybe start with a discussion about how much each weapon should slow down a colonist?