Secondary equipment (non-weapon)

Started by Armorat, November 06, 2013, 08:36:16 PM

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Armorat

Have seen a couple mentions of radios, flashlights, etc that would replace a colonist's weapon. I think it'd be more interesting (and less micromanagetastic) if every colonist had a second slot for non-weapon items. For simplicity's sake, these could just provide passive stats bonuses instead of having active effects. Couple ideas are below.

  • Radio - Increases the range at which the colonist can have social interactions
  • Flashlight - Reduces the darkness fear effect (even if it doesn't show up graphically)
  • Backpack - Increases the colonist's hauling capacity
  • Jackhammer - Increases mining skill
  • Hoe - Increases growing skill
  • Brain chemicals - Increases research skill
  • Reflex amp - Increases hand-to-hand skill
  • Bipod - Increases the colonist's shooting skill
  • Scope - Increases the range on the colonist's weapon
  • Fire extinguisher - Increases fire suppression speed
  • Robot pants - Increases base movement speed

As of right now, these would have be dropped by raiders, equipped on wanderers, or bought from traders since we don't have a manufactory yet. This could lead to even more overstuffed equipment racks, but I'm hoping that the smelter/metal-recyclers that other people have suggested get implemented.

These could also spawn with different levels of effectiveness...e.g. jury-rigged, basic, improved, etc.

(Apologies if something like this has been suggested. Also thanks to those who have suggested some of these individually, but I can't track you all down.)

Tynan

QuoteFor simplicity's sake, these could just provide passive stats bonuses instead of having active effects.

I like the simplicity and straightforwardness of this approach.
Tynan Sylvester - @TynanSylvester - Tynan's Blog