New Guns

Started by LouisTBR, May 08, 2016, 07:53:56 AM

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LouisTBR

Hello! As much as I love the combat in Rimworld, it is in dire need of some upgrades. Here are some ideas:

AK-47 - A cheap, less powerful version of the assault rifle. It would shoot faster and take less time to cool down, but its range would be far lower.
Machine Pistol- A slightly cheaper PDW/Uzi, which has much faster firing but less power/accuracy. It would be a step up from a pistol, but still not as good as the current machine guns.
Sawn-off Shotgun - A cheaper variation of the current weapon, but with less range and accuracy. Although both equally powerful, this weapon would be considerably faster to fire than its longer model.
Heavy Shotgun - A more powerful, more accurate shotgun. It would obviously cost more, but it would improve upon the regular shotgun in all areas apart from the cooldown time.
Heavy MG - This variation would be much more powerful than its counterpart LMG, but, due to its bulk, would take a lot longer to reload and wouldn't have the accuracy. It would cost slightly more.
Crossbow- Like the Short Bow and Great Bow, this weapon would fire arrows. It would be a lot faster and more powerful, but not as accurate. It would cost more.
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

blub01

Quote from: Louisthebadassrimworlder on May 08, 2016, 07:53:56 AM
Hello! As much as I love the combat in Rimworld, it is in dire need of some upgrades. Here are some ideas:

AK-47 - A cheap, less powerful version of the assault rifle. It would shoot faster and take less time to cool down, but its range would be far lower.
Machine Pistol- A slightly cheaper PDW/Uzi, which has much faster firing but less power/accuracy. It would be a step up from a pistol, but still not as good as the current machine guns.
Sawn-off Shotgun - A cheaper variation of the current weapon, but with less range and accuracy. Although both equally powerful, this weapon would be considerably faster to fire than its longer model.
Heavy Shotgun - A more powerful, more accurate shotgun. It would obviously cost more, but it would improve upon the regular shotgun in all areas apart from the cooldown time.
Heavy MG - This variation would be much more powerful than its counterpart LMG, but, due to its bulk, would take a lot longer to reload and wouldn't have the accuracy. It would cost slightly more.
Crossbow- Like the Short Bow and Great Bow, this weapon would fire arrows. It would be a lot faster and more powerful, but not as accurate. It would cost more.

I second this, but would argue that the crossbow would be a lot slower to reload than bows. also, I suggest an automatic shotgun, because f*ck that area in particular, on a more serious note, this would have lower per shot damage, but fire bursts of 3 or 4 shells. and while I'm at it, I would suggest a) being able to set burst shot count on automatic weapons (higher shot counts would obviously cause aim penalties), and b) that, when telling a pawn to shoot something, the hit chance is shown.
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.

b0rsuk

I'd rather see PDW and heavy SMG made more useful. There aren't enough useful weapons to add more bland ones.

Zombra

Strongly agree with b0rsuk.  Let's make the existing weapons better balanced and more interesting before throwing in even more.

Personally, I am not a "gun porn" person and am very happy with a few basic options to choose from.  Shotgun vs. sniper rifle vs. MG is plenty of choice for me.  Don't need 3 types of shotguns or two slightly different assault rifles.  "Tons of Guns" is better left to mods than the base game.

b0rsuk

The one I would like to see is crossbow. Low rate of fire (lower than great bows), good range, good damage, good accuracy (flat trajectory). Low warmup, high cooldown because you can keep it reloaded much longer than a bow.

Made on a smithing table, would use 1-2 components. Overall good low tech substitute of surival rifle, but much slower firing and a bit less accurate.

blub01

Quote from: b0rsuk on May 08, 2016, 03:37:15 PM
I'd rather see PDW and heavy SMG made more useful. There aren't enough useful weapons to add more bland ones.

true, but crossbow and the automatic shotgun I suggested can hardly be called bland.
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.

hector212121

Actually, a crossbow is more accurate, especially for a less skilled user.

It should have low aiming time, but high cooldown to represent reloading the bolt, while a bow should have high aim time but next to no cooldown.

cultist

Quote from: b0rsuk on May 08, 2016, 03:37:15 PM
I'd rather see PDW and heavy SMG made more useful. There aren't enough useful weapons to add more bland ones.

PDW is a great early weapon for trigger-happy pawns. The sheer amount of bullets they spit out is a joy to watch. It's like a pocket minigun.

blub01

Quote from: cultist on May 09, 2016, 10:43:23 AM
Quote from: b0rsuk on May 08, 2016, 03:37:15 PM
I'd rather see PDW and heavy SMG made more useful. There aren't enough useful weapons to add more bland ones.

PDW is a great early weapon for trigger-happy pawns. The sheer amount of bullets they spit out is a joy to watch. It's like a pocket minigun.

Of course, the minigun is hardly a good weapon..
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.

hector212121

Eeeeyup.

Myself, I think the minigun would be much better if it's quality mattered. Say, a Legendary minigun should actually be aimable, whereas a Masterwork one would have a 1.5 miss radius.

Rafe009

Quote from: blub01 on May 09, 2016, 02:25:31 PM
Of course, the minigun is hardly a good weapon..

I once sent two of my best marksmen to hunt a non-aggressive warg at about a 6 block range. it took 6 volleys but they finally killed it while it wandered about. The weapon is totally useless. I will be converting all of mine to steel or to silver from now on.

blub01

Quote from: Rafe009 on May 09, 2016, 05:30:35 PM
Quote from: blub01 on May 09, 2016, 02:25:31 PM
Of course, the minigun is hardly a good weapon..

I once sent two of my best marksmen to hunt a non-aggressive warg at about a 6 block range. it took 6 volleys but they finally killed it while it wandered about. The weapon is totally useless. I will be converting all of mine to steel or to silver from now on.

I'm pretty sure it's worth a lot more than its ingredients, though, if you make a good one, so you might be able to build an economy using them.
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.

MAKAIROSI

To be honest what i think the game is missing is some late-game weapons. I am assuming the sniper rifle is supposed to be mid-game. It would be awesome to have some beam weapons, or satellite weapons (provided you can build and launch a satellite - not the same as building a ship that can escape the planet), mecha weapons (with bonuses to accuracy - for example they could have an auto-targetting system) etc.

What i would suggest would be that these weapons become largely available towards the end-game however you can obtain one really powerful weapon or two using different means (i suggested somewhere else that researching the mechanoid cadavers you can perhaps get one of their weapons to function for you. So maybe you don't reverse engineer it, maybe you can't actually build that weapon yourself, but you can at least use it, and it could be really powerful - or maybe you could add a specific auto-targetting chip to one of your weapons - thus building a huge-accuracy minigun or mortar by applying that chip to those).

Speaking of mortars, in the version i played the mortars were extremely inadequate. With these suggestions you could greatly enhance the weaponry which is already there, instead of adding new weapons. But i'm obviously all for sci-fi weapons too.

blub01

Quote from: MAKAIROSI on May 10, 2016, 04:00:29 PM
To be honest what i think the game is missing is some late-game weapons. I am assuming the sniper rifle is supposed to be mid-game. It would be awesome to have some beam weapons, or satellite weapons (provided you can build and launch a satellite - not the same as building a ship that can escape the planet), mecha weapons (with bonuses to accuracy - for example they could have an auto-targetting system) etc.

What i would suggest would be that these weapons become largely available towards the end-game however you can obtain one really powerful weapon or two using different means (i suggested somewhere else that researching the mechanoid cadavers you can perhaps get one of their weapons to function for you. So maybe you don't reverse engineer it, maybe you can't actually build that weapon yourself, but you can at least use it, and it could be really powerful - or maybe you could add a specific auto-targetting chip to one of your weapons - thus building a huge-accuracy minigun or mortar by applying that chip to those).

Speaking of mortars, in the version i played the mortars were extremely inadequate. With these suggestions you could greatly enhance the weaponry which is already there, instead of adding new weapons. But i'm obviously all for sci-fi weapons too.

just some ideas:

- charge lance, acquired from taking apart scyther corpses, more powerful sniper rifle.
    needs special research project to research a power source for the lance, as it usually
    operates of the scythers' power source.
- long-barelled minigun, not really so much high-tech as simply a minigun with a longer
    barrel, leading to higher accuracy, but also reduces movement speed more. (possibly)
    just completely remove current minigun/change its stats to this one.
- mortar targetting computer, works like the vitals monitor thingy for hospital beds, but
    connects to mortars and reduces spread to 2-3 tiles. requires either some science
    project consuming a bunch of mecanoid corpses or an ai persona core to build.

also, as ranged weapons in general have accuracy issues right now, I would suggest some kind of shooting range to train colonists in using their weapons.

also, fixed weapon mounts might be a good idea. these would increase shooting accuracy and possibly even increase burst shot count as the weapon is obviously easier to control.
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.

talar1408

I think it's more about making already present guns more useful.
For example, rimfire mod adds a lot of new weapons, but eventually I switched to using usual charge rifles (as best general purpose mid-short range) and sniper rifles (this mod includes some variety of these).
Grenades, launchers (though explosive/fire weapons are generally undesirable due to collateral damage to loot) and mini-gun also have their niche uses, but other weapons are just a stop-gap before I get enough charge and sniper rifles.