Give people a Melee AND Ranged slot

Started by Benny the Icepick, January 09, 2015, 05:58:54 PM

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Anduin1357

By now, it's probably safe to say that this feature is not coming for quite some time so I would recommend that someone create a mod for it, release it and show it to Tynan, he might just integrate it into the game.

wolvern

If this feature was to be put into game, then combat armour or at least some sort of tactical gear (which wears down very slowly) would need to be added to the crafting tables. We cannot create normal guns as is so i'm really thinking until they bring something to craft them in, we're not getting dual weapons.

One issue with having multiple weapons is also clothing and lack of...
A nude person may not have room for a knife and gun because nothing in game suggests the guns have slings.. and where do they put the knife...

Power armour is also pretty clunky from the idea of it already but yes it could carry heavy guns, i'd like the idea of ripping off an arm mounted gun from the aliens and using that as well.

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Anduin1357

The answer to how a nude person can carry a pistol and a knife is simple, use one hand to carry the knife, the other, the pistol.
In other words, define 'gun'.
You could easily define what the clothing can do and whatnot...


Power Armor may well be flexible power suit, the graphics may change to whatever and whenever.
What matters that it is defined to do what it did.


There are mods to create guns. Tynan obviously didn't want the colony to manufacture guns.




SSS

Quote from: Kegereneku on April 03, 2015, 04:05:55 AM
I wrote the following in another topic :

Quote from: Kegereneku on March 25, 2015, 04:32:34 AM
For the sake of "Rimworld isn't an RPG" and simplicity. I would limit the idea to the following :

- Each colonist has 3 slots
- Those slot are both equipment or weapon
- Equipment mean "can carry medipack/foods/beer".
- The third slot would give move penalty

Nothing else is really necessary or give cost-efficient improvement to the game.

I know many of us imagine "tools" to give more credibility but for now that's a way acceptable break from reality for the sake of gameplay.

It wouldn't be a "Melee/ranged" but I suppose that if a colonist get in melee AND have such weapon a script to switch his knife or trusty beer (yes they are weapon now) shouldn't cause problem.

I like this idea. Using the beer bottle as a weapon sounds fun too.


Quote from: wolvern on April 11, 2015, 04:22:32 AM
If this feature was to be put into game, then combat armour or at least some sort of tactical gear (which wears down very slowly) would need to be added to the crafting tables.

That doesn't follow. What about multiple equipment slots would make manufacturing weapons a necessity?

Atila

It would be very helpful for hunter, who will finally be able to defend themselves against animals in melee
However it will be necessary to establish that hunting it is with a gun , that my resident stops to charge cobras or rhinoceros with a shiv ...

Toggle

Quote from: Anduin1357 on April 11, 2015, 11:16:29 AM
The answer to how a nude person can carry a pistol and a knife is simple, use one hand to carry the knife, the other, the pistol.
In other words, define 'gun'.
You could easily define what the clothing can do and whatnot...


Power Armor may well be flexible power suit, the graphics may change to whatever and whenever.
What matters that it is defined to do what it did.


There are mods to create guns. Tynan obviously didn't want the colony to manufacture guns.

Tynan could of simply not added in manufacture of guns yet do to how it will be implemented. It's still in development, you can't say he won't add it in yet unless it's actually said. And as to how a nude person would carry a pistol and knife, not simple, as hauling stuff. Usually it would be like carrying the weapon in one hand, and hauling anything else in the other.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

JesterBlue

OMG! What do you think this is? Warhammer 40k? If there are 2 slot then every one will fill their characters with ranged weapon just because and melee will be useless again. The current system is fine.

The sniper is meant to be bumb rushed because that what charger are meant for; in turn rapid firing short range weapon will beat melee and Long range low cooldown beat short range. It's balanced.

keylocke

#52
thread too long. tl;dr so sorry if i'm repeating stuff.

+1 on this.

but to add, it would be nice if weapons are also divided into 2-handers and 1-handers.
ie : 2-handed weapons take up 2 slots, unlike 1-handers like pistols and shivs.. it might also be cool for dual-wielding weapons. like double pistols or double shivs. :D

two-handers would be hard-hitters, but you can't dual-wield them so they lack versatility.

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though, i tend to install my snipers and minigunners with powerclaws (i'll probably give powerclaws to grenadiers when i start using them again too)..

most likely i'll put a gun (sniper or minigun) or plasteel longsword as the main weapon, then use a grenade or molotov as the secondary. so i can just click force-fire to throw the grenade whenever i get in range of enemies hiding behind cover or bunching up together. then equip them all with powerclaws (except swordsmen).. muahahaha..

b0rsuk

Quote from: JesterBlue on July 24, 2015, 05:33:23 AM
OMG! What do you think this is? Warhammer 40k? If there are 2 slot then every one will fill their characters with ranged weapon just because and melee will be useless again. The current system is fine.

But if ranged and melee weapon slot is on each pawn, it will make colonists who can do both melee and ranged more interesting. Currently colonists who can do both (lords...) are crap.

This can be combined with the suggestion of having primary and secondary weapon. Primary can be bigger, secondary is limited in size. So you can't carry a spear and a minigun. But minigun and a knife works. Spear and a pistol would be okay. Longsword and an smg (PDW, heavy smg).

Having distinctive primary and secondary weapons makes light weapons relevant. Who is going to use pistols or knives in later game ? Why ? But pistols and smg's are carried by all sorts of people because they're light and portable. Notably, pilots and vehicle crew use them because having many full-sized assault rifles in there would be very unwieldy.
Real world murderers and assassins don't use knives and daggers because they deal extra backstab damage. They use them because they're just as good for backstabbing while being much easier to conceal.

JesterBlue

I don't hate the idea, I just found them unnecessary. What I want is extra melee damage with some ranged weapon i.e: rifle butt... etc. Got off by an angry rabbit is not fun.

However that does demonstrate the current game dynamic: Ranged weapon is good until enemy get into touch range. Then all bet are off. Even the slowest melee weapon have better cool down than ranged weapon (plus aim time) so they can lock the other guy out of shooting and force him to use fist which is inferior to the lowliest of shiv. So melee and ranged both have their use. It won't be fun when you charge a snipe only for him to pull out a knife and stab you silly. Remember, what work for you will work fifty time better  for those tribals.

AruBun

Thought I'd point out that this would *completely* change combat, and I know combat is an important feature of this game. As it is, I find the most effective way to deal with all-ranged raids when I have the numbers advantage is to equip at least as many colonists as there are raiders with melee weapons and personal shields, even if they're horrible combatants, and sic one on each enemy so that they can't shoot. Then use my best shooters with high output weapons to execute each enemy at close range, even if I only have one or two such shooters. This helps ensure that I get to take the gear I want first, like sniper rifles and armor, and that I sustain only minor injuries so long as the shields hold out during the approach. And if I really want to capture an enemy undamaged, I use everyone to beat them into submission without melee weapons if possible, which creates a lot of injuries but usually no permanent damage if I have a good medic.