RimWorld

RimWorld

20th Century Weapons Mod Unofficial 1.0
Mycroft 5 Jan, 2019 @ 8:41am
Suggestions
So, i recently found out we can/are supposed to create the discussion pages ourselves, i feel REALLY stupid and like i've annoyed the ♥♥♥♥ out of people for no reason, my bad guys.

Moving on from that however, since in the mod description it says you'd love any suggestions for content which isn't ingame already i figured i'd make a discussion page for all suggestions anyone comes up with, this way we wont clutter the comments page or have to deal with the 1000 character limit and we can better explain why we feel a given suggestion would be a good idea. (i already erased everything i put in comments recently and moved it in here).

I respect of course, its ultimately the authors choice as to what does and does not get in, i'm just throwing ♥♥♥♥ out there and see if anything sticks.



1. .700 Nitro Express Rifle - the idea is this is a big game rifle with very high damage, stopping power and low penetration that fires slowly, intended for superheavy game, creatures from mods such as Alpha Animals, Dinosauria and Megafauna in particular are the inspirations behind wanting a classic "Elephant Gun".

2. Accuracy International AS50 - a modern anti-materiel rifle in case any mod ever gives us back vehicles, good choice for fighting powered armors, probably overkill for normal pawns.

3. Barrett M82 - an alternative to the above

4. Bazooka - the idea is this would be a very early game anti tank/turret option that you could research and manufacture much more quickly then more modern & powerful options like the RPG-7, ideal for early game mechanoid raids or if you have any mods which pit you against early game armored content.

5. BGM-71 TOW - this would basically be a stationary anti-tank weapon like the SPG-9, but with a more "Western" feel, high damage, large radius, high cost. a good option if you don't want to use alternatives from other mods or carry a rocket launcher at all times.

6. Boys Anti Tank Rifle - this would be another early game anti tank option, the REAL benefit is that since its a single shot with extremely high penetration as opposed to a big explosion, this is safer to use if you ever have heavily armored targets to kill but don't want to destroy everything nearby or set anything on fire, like say, you can't risk fires and explosions next to your oil derricks.

7. Kar98k - the idea is this would be a solid early game battle rifle choice, almost all your rifles are built like snipers with high cooldowns whereas i find i need quality front line weapons for the early to mid game, something that doesn't have a 3 second cooldown between shots where the rate you fire is still limited by the bolt, but realistically the bolt can be cycled pretty fast.

8. Lee Enfield No.4 Mk 1 - a british alternative to the above, i'd rather have slightly increased damage as a tradeoff for not having a burst like the M1 Garand does.

9. M1 Carbine - the idea behind the M1 is that its a rifle with middling accuracy and RoF and next to no penetration with low damage, the point is they are supposed to be extremely cheap early game guns that you can build extremely fast (say, 100-700 work to build)

10. M134 Minigun - in the late game i find myself getting assaulted by swarms of weak units more often then i am heavy enemies or power armor, the M2 browning is better for heavier targets but usually i need a gun that will turn my screen into a bullet hell shooter.

11. M1917 Machine Gun - the idea is this would be a great choice as a stationary gun for the early game, i'd prefer early manned guns to planting a bunch of really crappy powered turrets everywhere, as a water cooled gun maybe it could have extremely long bursts between firing.

12. M1919 Machine Gun - this would be another stationary intended for mid to late game, with a higher RoF and larger burst compared to the M2 but with less damage, penetration and stopping power for swarms or hordes, you could also replace with the Russian PM M1910 or the german MG34 in the same role if you want fewer "American" guns.

13. Marlin Model 336 - the idea is this would be a mid game gun with decent damage and RoF but low penetration, better suited to hunting or fighting poorly armored enemies then for proper warfare, despite its lever action look it was actually invented in 1948, it would be a good front line battle rifle choice for the earlier game.

14. Mauser 1918 T-Gewehr - the very first anti-tank weapon ever made which saw use in the first world war. This would be a good early game alternative to the Boys, they're simpler mechanically then other anti-tank options.

15. OSV-96 - a RUSSIAN counterpart to the AS50 and M82

16. PGM Hecate II - french counterpart to the AS50 and M82

17. PTRS-41 - this anti-tank rifle saw alot of action in the second world war and beyond, some people use it to this day.

18. Panzerfaust - this is meant to be another very early game anti-tank weapon but since the Panzerfaust is disposable, it could be infinitely lighter, cheaper and faster to make, the idea is you could carry them as sidearms for those "just in case" scenarios

19. Panzershreck - this would probably be the very best of "Early Game" anti tank options before you need to start upgrading to RPG-7's and Carl Gustafs and such, its basically better then the bazooka in every way but inferior to modern options.

20. Remington Model 10 Trench - an early game shotgun under the smithing or machining table, as much as i love any quality shotgun choices, the idea is i want a shotgun with a REALLY high melee damage (from the bayonet) and since the Model 10 was intended for use in TRENCH warfare, having a gun which is assumed to just have the bayonet at all times is a good idea unless you decide to make an add-on mod which lets us put weapon attachments on our guns.

21. Ruger 10/22 - the idea behind the Ruger 10/22 is that this is a "Gamestart" rifle that you can make right out of either the crafting spot or the smithing table, the idea being that this gun is for people who refuse to use any weapons they didn't craft themselves and they want to use exclusively guns but they cant leave their guys defenseless for half the game while waiting for HK416's, so you would use the 10/22 when people are usually using bows and crossbows. in real life these guns are typically given to children and used for squirrels and rabbits.

22. Sten Gun - like the M1 carbine, the idea behind the sten is that it is a super cheap SMG that you can build extremely, extremely fast (maybe as little as 100 work) but that its a complete piece of ♥♥♥♥, the idea is this is a gun you make when you have a bunch of people you need to arm in an extremely short time with a proper "Combat" gun and you just need to give them something, ANYTHING, to tide them over until you can build them a "Real" gun, in real life it was invented for prettymuch the exact same reason.

23. Taurus Judge - the idea is this is a shotgun option intended to be used as a sidearm option, probably amazing when paired with the Proper Shotguns mod, probably also an amazing backup weapon for guys with sniper rifles and rocket launchers

24. Trench Crossbow - basically, this would be an early game grenade launcher option that you use before you gain access to "Proper" GL's, these things were mostly used in the first world war, accuracy and range would probably be crap compared to say the M79 but it isn't like crossbows were invented with the weight of a grenade in mind.


lemme throw some grenade ideas at you while i'm at it.


1. AN/M14 - these would essentially just be molotovs, but better in every way since, the molotov is just an improvised weapon you throw together out of whatever whereas AN/M14's are actual grenades often used to disable critical equipment.

2. M47 Riot Control Grenade - the idea is these would release some kind of stun or poison gas that damages over time and renders unconsciousness but is otherwise nonlethal, you would bring these for cases when you want to take people alive as prisoners

3. M67 Frag Grenade - this would basically be the basic Frag Grenade with more damage

4. M84 Stun genade - the idea is these would be another nonlethal option that would deal long lasting stun effects and possibly blindness and/or deafness, also great for taking prisoners.

5. Mk II Pineapple Grenade - essentially this would just be a retexture for the vanilla "Frag" grenade, and for those who want a WW2 theme in their base.

6. RGD-5 - the russian version of the M67 basically, bigger explosion radius compared to the regular frag

7. Stielhandgranate - the classic "Stick" grenade, these would basically be the same as the basic frag grenade but the throwing radius would be really long by comparison.

8. Stielhandgranate Bundle - the damage and explosion radius would be massive compared to normal frags, these are more for just ♥♥♥♥♥♥♥ EVERYTHING up, don't expect the loot to survive intact, should probably increase the delay for when they go off so you can run away out of the blast radius.


and thats all the ideas i have, curious if anyone else has any or if they think these suggestions are any good or bad, i tried to focus on the early 20th century or on areas currently under-served, partially because i feel like we're currently lacking in earlier era content modwise, most mods which add "Early" guns go full wild west or napolean and bypass the world wars entirely, due to the way i'm trying to handle my progression i'd enjoy being able to utilize themes from the world wars early in my playthroughs.