Colony Ship: A Post-Earth Role Playing Game

Colony Ship: A Post-Earth Role Playing Game

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skaudus Jul 8, 2021 @ 2:13am
Weapon slots
From what I've read in older dev diaries and forum posts, weapon slots were reserved for each hand, like in AoD. Basically, you could either use one two-handed weapon, or two one-handed weapons.

At some point, this was changed in order to allow more equipment freedom. However, it has led to certain weapons being relegated to offhand reaction duty (looking at you, Old Stanley). While as main weapons they work just fine, they are definitely overtuned as free reaction enablers on high-PER characters.

My suggestion is to meet the issue halfway:

You can have a two-hander and a one-hander, but not two two-handers. Similarly to how the belt slot used to work in AoD. So you could use a Spitfire, but not a Tommy Gun as your offhand. It would help mitigate having something like a Doomsayer and an Old Stanley.

It would also mitigate the ridiculousness of switching between a large machinegun and a warhammer on the fly.

I just realised halfway through writing this that you could still put the big gun in your main slot, and then use a smaller gun as your main, to the exact same effect (i.e. pistol + large SMG). Oh well.

The suggestion might be imperfect, but I'd still like to open the discussion up, even if just for clarification purposes. I know the system isn't and isn't meant to be perfect, and these are, in the grand scheme of things, minutiae, but talking about it won't break it :D .
Last edited by skaudus; Jul 8, 2021 @ 2:14am
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Showing 1-7 of 7 comments
Pink Eye Jul 8, 2021 @ 2:42am 
Completely unrelated to the main topic. But holy crap. After reading this:
>two one-handed weapons.
Can you imagine wielding a heavy mace on one hand, and pistol on the other?! You'll be a space pirate! Shoot enemies from afar, then quickly fend baddies in close melee range!
skaudus Jul 8, 2021 @ 2:52am 
Originally posted by Pink Eye:
Completely unrelated to the main topic. But holy crap. After reading this:
>two one-handed weapons.
Can you imagine wielding a heavy mace on one hand, and pistol on the other?! You'll be a space pirate! Shoot enemies from afar, then quickly fend baddies in close melee range!

Ya-harr, we can actually do that in the combat demo!
Pink Eye Jul 8, 2021 @ 2:56am 
You can? I didn't know. Think it will be in the main game?
woobski bratan Jul 8, 2021 @ 3:34am 
Originally posted by Pink Eye:
Completely unrelated to the main topic. But holy crap. After reading this:
>two one-handed weapons.
Can you imagine wielding a heavy mace on one hand, and pistol on the other?! You'll be a space pirate! Shoot enemies from afar, then quickly fend baddies in close melee range!

Lmao I for one would love something like this. It sounds pretty fun and I think it would probably still be balanced because you are spreading your combat XP kinda thin
skaudus Jul 8, 2021 @ 3:43am 
It definitely will. You can still do it at a swashbuckler, with a Chopper and a pistol. Granted, they don't show up on your character at the same time, since the animations always use the dominant hand to hold the weapons.

AoD had a very neat synergy system, where, for instance, a point in Swords would increase your sword thc by 10%, your dagger by 3% etc, making it more viable to multiclass weapons. There wasn't *much* incentive to do that, especially since ranged and melee weaponry shared no synergy, but it was still there.

Colony Ship is, I believe, more permissive, and it's definitely viable to, for instance, use pistols to finish off low-HP enemies from far away to proc [Second Wind] or [Bloodlust], which you would then use to go to town on someone in melee range. Or for Evans, for instance, who always has spare AP after aimed shots, and can then use a pistol to inflict some bonus damage where it's needed.

The only issue currently is that you can comically switch around two-handed weapons, which can lead to balance troubles.
Last edited by skaudus; Jul 8, 2021 @ 3:44am
grraf Jul 8, 2021 @ 4:36am 
Pff boyz you are way behind the curve on this one been doing the dual wielding well before mastermind became trendy way back when :ridethebull:

Heck my first iteration on the concept opened up the pinned builds thread staring both MC&Evens as dual wielders funny thing being that concept is still well and alive but brah crew size needed to take a plunge to make it still work(2 man instead of 3 man crew as u are basicley raising 2x weapons per person to decent levels instead of just one so the xp needs to be funneled into a smaler crew unless you want to bank on reloading saves as yr way of landing enough shots on lowered acc...

In the past i could actually reach decent weapon level for a 3man dual wielding crew now its somewhat of a struggle even with just two.

In the current factory patch I only got as far into weapons skills as this:
https://imgur.com/AZKmBX3.png
https://imgur.com/OJrC7Ff.png

PS:this is just before the black hand siege(killed everything in my path except the grangers(expecting a juicier payout down the road)&morgan(just can't stop myself from cheesing them with the frogs... its too epic)
PPS:Evens barely made lvl4 before taking on the detrorit's camp.
Last edited by grraf; Jul 8, 2021 @ 4:52am
wizard1200 Jul 8, 2021 @ 8:37am 
Originally posted by skaudus:
At some point, this was changed in order to allow more equipment freedom. However, it has led to certain weapons being relegated to offhand reaction duty (looking at you, Old Stanley). While as main weapons they work just fine, they are definitely overtuned as free reaction enablers on high-PER characters.

I think that this is a balancing issue, because some weapons are too weak as a primary weapon. Also the freedom to use both slots as you like increases the tactical options during a fight in my opinion.
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Date Posted: Jul 8, 2021 @ 2:13am
Posts: 7