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报告翻译问题
But then you lose access to that weapon if that colonist dies or is MIA for whatever reason. Like if you have a bio-coded sniper rifle and that colonist is out on a caravan run when a raid happens. Your other colonists can't use it, only that MIA colonist can.
True, but as long as that colonist is alive, you have a weapon that's worth zero wealth. In the mid-late game, building a new assault rifle is very cheap. But the extra wealth that a masterwork/legendary rifle gives you isn't great
I agree no tribal weapons should have it, or simple weapons like bows, basic melees, and pistols and such, but my headcanon for how an average smg has such complex tech is, its just an attachment thats goes on the grip. It takes a sample or print from whoever grabs it, and if its someone besides the owner, the trigger locks.
theres a few different ways its done IRL, google smart guns if you want to know a bit more about it.
You can smelt them.
Yeah they don't have any monetary value, can be smelted into metal, main problem is, I don't wanna see an industrial era pump action shotgun biocoded, seems like the charge would have that, but industrial and under should not, maybe instead of a shady Biocoded explanation its, "Oh in the battle It got shot ruining the weapon" or maybe, "The gun was about to break just that those raiders used the last shots," and to emphasize this the gun will have a really low health affecting both price and accuracy.
https://www.youtube.com/watch?v=wueZubd_S2o
Biocoding is a horizontal-scaling solution intended to address a vertical-scaling issue. The result is another arbitrary mechanic that sucks the fun out of the game without addressing the problem it's meant to - that difficulty is wildly variable depending on how you play, and that raiding, while fun, is still very basic in its implementation and strategies.
We don't see, for example, raids that drop in EMP emitters to disable turrets and spacer-tech weapons. We don't see aerial bombardment of mortars preceding raids. Explosive drones being sent at turrets. Simplistic mechanoids advancing as a mobile shield wall for ranged fighters. There's no technological answer to the defences a colony can raise - just a few pointed "We don't like you doing this, so we're going to nerf it" changes that entirely miss the core issue.
Wealth scaling is not the problem - the problem is that Ludeon is treating wealth scaling as the problem, instead of looking at ways they can make difficulty engaging rather than bullshit. Up to a certain tech point, tribals would pick up and use guns if they successfully fought off a mid or urb tech bandit force. Their limiter in that scenario would be ammunition - which, with Rimworld's relatively low range of equipment, is easily implementable with minimal impact on performance or resource clutter. Biocoding makes sense for high-end urbtech, or for spacer tech. It does not make sense for lower-grade equipment that is easily replaceable.
But all this is meaningless to discuss, because Ludeon's going to keep on implementing arbitrary limitations on raid-centric play, and people who enjoy raid-centric play are just going to keep modding them out.