Loadout Stations

Started by Frivolimous, October 01, 2016, 05:59:00 PM

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Frivolimous

Problem: I don't want my colonists wearing heavy armour and helmets when just working around the colony, but I do want them to put those on when Pirates are attacking my base.

Current Solution: Have them stored away in a separate storage room, or an equipment rack.  Manually equip them on each character and manually unequip them as needed.

Alternate current solution: have different loadouts set and change the loadout just before you recruit them.  Hopefully they'll go and equip themselves.

Issues with current solution: too much micromanagement required.

Suggested alternate solution: Change the function of the equipment rack - in its current incarnation it's not actually that useful.  Instead have the following functionality:
1) Don't have anything assigned to be placed there automatically.
2) When you right click on it while a colonist is selected, have a dropdown menu with all the items they have equipped.  Player can assign two items to the equipment rack.
3) When a colonist is drafted, right click on the equipment rack and the option 'Equip for Draft' or 'Equip Temporarily' or something appears.  They will then equip the items, exchanging currently equipped items if necessary.
4) When the colonist is undrafted they will automatically return the items at the earliest opportunity.

This way you can also have different mini-loadouts for different situations and have them on hand where and when you need them.  You also won't have to worry about your equipment rack being filled with useless items by your non-combattants while you're off fighting pirates.

Frivolimous


JuicyPVP

Sounds very functional. Is there a hit to Pawns for carrying/wearing guns/armor while working? (I don't know lol).

Alenerel

Im all for functionality. I like the idea of fixing the situation but I dont see your idea that functional since you would have to dress everyone.

I would have a button that would switch them between modes, and these mods would be presset by you.

I say this because maybe you have your colonists wearing different outfits for working (working1, working2, etc) and want them to have different things for defense (melee soldier, ranged solider, etc).

grinch

Quote from: JuicyPVP on October 07, 2016, 09:21:52 AM
Sounds very functional. Is there a hit to Pawns for carrying/wearing guns/armor while working? (I don't know lol).
power armor have a debuff on working speed ~20% ? i guess

Alenerel

There is a mod called "better pawn control" that does something similar.

You have, for example, the worker outfit and the soldier outfit, and you want them to change to solider when in a raid and then change to worker when not in combat. Currently you can do it by selecting your pawns one by one and changing their outfits. This mod what does is create policies so you have the worker policy where all your pawns are dressed in worker outfit, and the soldier policy that changes all your pawns to soldier outfits.

The only bad thing is that you have to create these policies and thats some micromanagement. The mod could be better done to avoid some of this. Some of it its inevitable, but not all of it.

schizmo

I like the idea of pawns having separate drafted/undrafted clothing assignments, so when you draft a pawn their first instinct is to run to the nearest equipment racks and change their outfits/pick up their weapons. (I also think pawns should only carry weapons when drafted but that's another topic for another day)