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https://steamcommunity.com/sharedfiles/filedetails/?id=2005456121
https://steamcommunity.com/sharedfiles/filedetails/?id=1386385125
Also, with WeaponTech as the only weapon-adding mod enabled (I'm not using Vanilla Weapons Expanded etc.), I find that raiders' weapons are decently balanced so as to give you an incentive to make your own (raids, if they even have guns at all, have a mishmosh of crappy junk at my current colony wealth level, whereas I already have colonists crafting my own assault rifles).
edit: WeaponTech replaces the vanilla weapons, not just adjusts the researches. That's why it affects spawning in raids and shops too.
The other thing I might suggest, though I don't use it myself, is some sort of an ammunition-requirement mod. That way, even if you capture powerful weapons from raiders, you can't really use them much without having the tech and crafting to make your own ammo for them. This seems a bit more of an immersive approach vs flat-out disallowing pawns from using 'too-advanced' weapons, imo.
The difference between a normal/good gun and a legendary is absolutely massive. For some weapons it's like a +200% effective DPS boost, factoring in the accuracy bonuses, the armor penetration, and the raw damage bump. A "normal" assault rifle is a piece of junk compared to a legendary, the motivation to research and craft these weapons is to get some that don't suck.
Right now you have to roll back to V1.0 to play them but they can be fun for a while.
What might be interesting is to have a faction tech level unlock as the player progresses through the tech tree....Like if you unlock Medieval the other tribes start to catch up in time, would be interesting.
I understand this. Thematically though, it still looks odd, at least to me, to have a tribe with a charge rifle, even if it's an awful one.
Bot of those look like very promising prospects. Ammunition seems like an interesting idea, though it's a fine line between adding an interesting gate to pass, and just the annoyance of yet another crafting recipe to keep topped up. And I'll have to play around with a tribe and just weapon tiers, because the way you described it work, actually sound really interesting
That's kind of the thing I was thinking too. Does it become too much Civilization then, though? Although, is that necessarily a bad thing? The thought of the entire planet progressing onward sound really interesting
I understand what you say, and I've played like that countless of times! I just wish there was a different way, one that woul make it feel like you're actually progressing through the tiers, rather than stumbling upon them
Weapon Quality matters.
If you are comfortable leaving your weapon choices to RNG, then you don't need to worry about researching/crafting weapons.
Fool-proof "killzone" players might not really feel their missing weapon-quality issues very much. They've got Turrets and Traps and IEDs, so maybe their pawns don't really get to fire their weapons very often?
I always research and craft weapons, keeping up crafting until I have a good selection of good quality weapons. But, I also rarely have a foolproof "killzone," preferring a pillbox area that may be assisted by turrets, but one that doesn't let me sleep through raids.