RimWorld
KalkiKrosah 2020 年 3 月 4 日 下午 6:34
What is everyone's opinion on biocoded weapons?
1.1 introduced them, its not tied to the royalty DLC content. Essentially a biocoded weapon can only be used by one person, generally some invader. So in order for you to make use of that biocoded weapon you need to recruit the owner as well. Minor inconvenience when its a smoke launcher or a machine pistol, but could be infuriating if its a doomsday rocket launcher your sniper got for you with their expert headshot. Do you guys like this change? Do you think its fair and adds depth to the game in any way?
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正在显示第 76 - 90 条,共 101 条留言
Capricious Sun 2020 年 6 月 12 日 上午 7:00 
引用自 Decolat Ur Neu Fes
I just want the ability to biocode weapons instead of just raiders having it
Why would you even want that on your own colonists tbh?
I want to know how it works, and having biocoded weapons sounds pretty ♥♥♥♥♥♥ sick
KalkiKrosah 2020 年 6 月 12 日 上午 11:21 
引用自 Decolat Ur Neu Fes
Why would you even want that on your own colonists tbh?
I want to know how it works, and having biocoded weapons sounds pretty ♥♥♥♥♥♥ sick

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.
Capricious Sun 2020 年 6 月 12 日 下午 11:31 
引用自 KalkiKrosah
引用自 Decolat Ur Neu Fes
I want to know how it works, and having biocoded weapons sounds pretty ♥♥♥♥♥♥ sick

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.
Yea, so if I figure out how it works, I can work around it, like a biocoding/decoding setting on a fabrication bench or something
Grizwaldo 2020 年 6 月 14 日 上午 9:02 
引用自 KalkiKrosah
引用自 Decolat Ur Neu Fes
I want to know how it works, and having biocoded weapons sounds pretty ♥♥♥♥♥♥ sick

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
brian_va 2020 年 6 月 14 日 上午 10:28 
引用自 KalkiKrosah
引用自 Decolat Ur Neu Fes
I want to know how it works, and having biocoded weapons sounds pretty ♥♥♥♥♥♥ sick

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.
sometimes practicality is worth less than doing it just because i can.
FrankTheMagicPotato 2020 年 6 月 14 日 下午 12:01 
I havent read the whole thread, seems like after a few posts it devolves into an argument, as most discussions about game mechanics do, but my opinion is, a procedure, locked behind research, should be made that can remove the biocoding components. maybe you could do it at machining tables? it should take some time, less than actually building a weapon, but enough that its not basically a nullification of the mechanic. If its no added, maybe ill try to learn to mod or find someone on the discord that would do it.

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.
brian_va 2020 年 6 月 14 日 下午 12:14 
引用自 FrankTheMagicPotato
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.
Flinter 2020 年 11 月 23 日 下午 5:44 
the bio coded weapons are silly, and bugged. if you use the cremation to destroy bio coded weapons only half of them end up getting destroyed the other half stay in your stock forever.
Hykal 2020 年 11 月 24 日 上午 12:10 
引用自 Flinter
the bio coded weapons are silly, and bugged. if you use the cremation to destroy bio coded weapons only half of them end up getting destroyed the other half stay in your stock forever.

You can smelt them.
Rooty Tooty 2020 年 11 月 24 日 上午 2:18 
I like it on the empire as it is too easy to cheese the dumb AI that is trying to help you into dropping it with little to no consequences. It also makes sense that these paranoid asshats from space would biocode their weapons. On random Pirates or whoever I dislike it. But I believe the gun does not add to your score so it isn't the worst. :portiapoop:
Omega Epsilon 2020 年 11 月 25 日 下午 6:41 
I like it on the empire as it is too easy to cheese the dumb AI that is trying to help you into dropping it with little to no consequences. It also makes sense that these paranoid asshats from space would biocode their weapons. On random Pirates or whoever I dislike it. But I believe the gun does not add to your score so it isn't the worst. :portiapoop:

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.
Henry of Skalitz 2020 年 11 月 25 日 下午 10:45 
引用自 Omega_Epsilon
I like it on the empire as it is too easy to cheese the dumb AI that is trying to help you into dropping it with little to no consequences. It also makes sense that these paranoid asshats from space would biocode their weapons. On random Pirates or whoever I dislike it. But I believe the gun does not add to your score so it isn't the worst. :portiapoop:

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.
There is a guy who made a gun with a fingerprint lock so "biocoding" for industrial weapons could just be renamed for something else.
https://www.youtube.com/watch?v=wueZubd_S2o
Rooty Tooty 2020 年 11 月 26 日 下午 9:09 
Oh yeah there are fingerprint locks In real life. However a higher powered magnet we could all probably get right now can ♥♥♥♥ up the lock and get access to it right away. However it isn't so hard to belive that the empire can make some technology that tests our dna before being able to shoot that isn't as easy to bypass. Again my problem is that a lot of pirates come around with that tech as well. I assume it is for ballence purposes but I thought that is what the huge nerf to gun sell price is for :stacheupsidedown:
Jigain 2020 年 11 月 26 日 下午 9:38 
The resell penalty to weapons nerfs getting rich off of raids, biocoded weapons nerfs getting powerful off of raids. Neither stops what they're nerfing (you still get money for weapons and other things the raiders bring, and not all weapons are biocoded) but it mitigates the drastic swing between "everything's awful" to "I'm now untouchable".
Wolfguarde 2020 年 11 月 26 日 下午 11:36 
...which in turn is an issue of the game being balanced to scale difficulty proportionate to horizontal progression alone instead of accounting for, and being inclusive of, vertical progression.

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.
最后由 Wolfguarde 编辑于; 2020 年 11 月 26 日 下午 11:37
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发帖日期: 2020 年 3 月 4 日 下午 6:34
回复数: 101