Secondary Weapons

Started by Poochie, May 22, 2016, 08:05:00 PM

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Poochie

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?

blub01

#1
yes, yes, and yes again. this would also allow grenades to be more realistic. what I think would be that there would be a "grenade belt" that contains a lot of grenades, 10 or 20 or something, and singular grenades to be equipped as a secondary weapon. the singular grenades would only be used on command by the player, while the grenade belt would be something of a main weapon. also, considering that grenades would be a very limited resource, their power should be increased quite a bit, pretty much outright killing anybody within 1-2 tiles from the position they land on, quite severely hurting people 3-4 tiles away, and dealing relatively little damage past that to maybe 5 or 6 tiles. also, having cover (at least some kinds, like walls) grant protection against frag grenades (and maybe adding a grenade type that does less damage in general but more to buildings, and which goes through them) would probably be a good addition, because otherwise grenades would be very hard to survive.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.