Equipment for Colonists!

Started by Trensicourt, January 14, 2014, 05:01:20 PM

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Trensicourt

What do you want the colonists to be equipped with??

Well, it should on your profession.

For example, if a ship crashed and 3 colonists landed, you'll have 3 colonists with their own equipment. Colonist A is a marine, he crashed with a M-16 that is perfectly capable of defending against early raids. Colonist B unfortunately is a noble, so he is useless. Colonist B is a deep-space miner, he carries a Hand Drill A which covers the uselessness of Colonist B. After each colonist lands, there will be a random cache of equipment that they can use.

How I think the colonists should get equipment.

Depot Traders: They will trade you equipment in either wholesale or retail. Wholesale of course is much cheaper per equipment in comparison to retail. However retail equipment can be pretty damn good or be just an overpriced 2nd hand used drill.

Nomads: They will walk around the planet often trading equipment they find for food and water(if implemented). Or you can kill them and steal the equipment.

Raiders: Drops equipment by chance. This goes the same with the quality of the equipment.

Making: You can absolutely make equipment for your own use. Beware! You'll never ever make high tech equipment. Each equipment can sometimes require rare items like magnetic coils for advance guns. In addition to this, you can make/find/mine the ingredients.

Colonists and how they are changed.

Colonists will now have 1-4 equipment slots. Each equipment can also take up to 1-4 slots. For example, a Hand Drill A will take up 1 slot, but a M-16 will take up 2 equipment slots.

How this will affect game play?
It will allow a deeper customization of each colonists. So if implemented, colonists must find a place to store their equipment like weapons racks. Thus whenever a colonists wants to mine, he has to go to his locker and pick up a drill to mine rocks. He might as well put a gun in there and replace it as soon as he finished mining for the day. In addition, colonists will try to swap to a gun when alerted of raiders in the vicinity.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

windruf

yes
but: to make people to survive better each droppod should have some minimum for people to survive, like lvl1nanobuilderthingens, lvl1handhealdminingstuff ...

Trensicourt

Yes! As I stated before, each colonists will have starting equipment. Each should be balanced with their perks and talents!!
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

blitzor11

It would be cool to see if there was dual wielding for colonists like if they had a shooting skill of 8 and a melee of 6 you could dual wield small weapons ie. pistol/uzi frags/frags molotov/uzi pistol/pistol uzi/uzi etc.

Trensicourt

We would need more skills then.... Otherwise it would be hard to come up with realistic skills.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.

Untrustedlife

Quote from: Trensicourt on January 16, 2014, 04:00:34 PM
We would need more skills then.... Otherwise it would be hard to come up with realistic skills.

Maybe instead of a skill it is a trait. *Dual wielder* can be a trait that a colonist can have. It will show up on Vat-grown soldiers more often then normal colonists as-well)
(The traits are at the bottom left of the colonists character sheet if you never noticed it before. It is right under the skills. They don't do anything yet, but they will)
So dwarf fortress in space eh?
I love it.
I love it so much.
Please keep it that way.


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LINK

Trensicourt

I mean you can learn that skill after constant training and experience. There should be a different set of requirements for each Colonists, but I do believe that there should be another set of smaller perks that can unlock abilities.
WHAT IS RIM WORLD? A RAIDER DEATH BALL. LITERALLY.