RimWorld

RimWorld

Hellsing ARMS
Baskerville  [developer] 14 Oct, 2021 @ 9:09am
Suggestions
Ideas, feedback, etc.
Last edited by Baskerville; 2 Nov, 2021 @ 9:04pm
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Showing 1-15 of 96 comments
Krazyfan1 23 Oct, 2021 @ 7:18pm 
Hmm, do you have the gun Seras used against the Major?
Baskerville  [developer] 23 Oct, 2021 @ 7:36pm 
That one wasn't even on my radar for this mod. But now that you mention it, maybe...
Corvet 14 Nov, 2021 @ 4:00am 
Definitely would love if you continued adding features, this stuff is great!
Am a beginner in programming, but am willing to learn, so if you want help with some grunt work, hit me up! Definitively would appreciate the opportunity to try things other than Front End for once.

For weapon suggestions:
  • Integras Rapier (Rapier weapon with silver? Maybe gives a minor social bonus?)
  • Integras Webley Revolver (She uses different weapons thorought the anime, but the revolver is the most iconic as its the one she shoots the major with, slow, accurate, moderate damage)
  • Majors Custom Luger (Seen as he shoots at integra when his robotic nature is shown, looks kinda like a luger but its hard to tell, maybe have it be some obscure german pistol that looks similarish? Small, inaccurate, but high ROF)
  • Zorin's Scyhe (High AP and Damage, but heavy, slow swing speed, etc? Or maybe acts as a slowly recharging insanity/pacification lance? Or maybe a psyfocus weapon?)
  • Van Winkles Musket (Low tier weapon, with later on expensive/quest only ammo that makes it competitive with say 13.7mm AMR, .454 casull? Or maybe a psyfocus long ranged weapon, that however is pretty meh?)
  • Panzerfaust - Equivalent to combat extended disposable launcher, but higher explosion damage and lower armour penetration? Maybe have it be wearable, like grenade belts from vanilla expanded?)

Clothing Suggestion:
  • Seras's Outfits! Maybe variations like red, yellow and blue? Somewhere between flak clothes and normal ones, but gives extra weapon handling? Maybe have the clothes change colours depending on ideology, like say raider/bushido/supremacy ideology would have them be red, Charity/Animal Personhood/Nature Primacy blue, and default yellow?
  • Nazi Vampire Military fatigues - Maybe have its special be being able to carry a panzerfaust for free or higher movement speed but lower other stats like manipulation,sight, etc?
  • Dandy (man's) Suit - Purely for the name tbh lol. Quest only alternative to formal clothes with better stats?

Drugs
  • Anderson's Nanomachines - Quicker acting and ending non addicting luciferium, but quest only?
  • Jesus's Nail - Turns the pawn into that biblical superpowered monster, but kills them in about a day, completely erasing the body so they cant be revived? - Quest only
  • Vampire Blood - Coming in 3 qualities, Artificial, Normal, and Supreme, a luciferium alternative that needs way more brainstorming, but may be a step to including actual vampires, and later on incorporating with Ideology?
  • Virgin Blood - Increases consciousness for vampires by a bit, but would require work to implement actually getting it.

In general, adding psycasts to the repertoire of this mod would be great, they're the best way to replicate vampire abilities like zoren's fear, Van Winkles weapon accuracy or general vampire super strength. Making certain weapons make certain psycasts unique to them available would be neat, but i understand there are limits.

Sorra for that text wall, just got very excited!

TL;DR LOVE THIS, WANT MORE, AND AM WILLING TO HELP
Baskerville  [developer] 14 Nov, 2021 @ 12:51pm 
@Corvet Thank you! This wall of text is much appreciated.

I think you'll be pleased to know that a lot of what you suggested is already on my to-do list. Next in line is Rip's Musket and the Hellsing/Seras uniform. I was planning for Zorrin's Scythe too, but hadn't thought of an insanity lance component to it. Nice idea. As for the psycasts, I wasn't really thinking about them because I'd prefer if the mod didn't depend on Royalty, but I suppose those elements could just be patched in for those who happen to have the DLC.

I sincerely appreciate your offer to contribute, and maybe I'll take you up on that at some point, but for now I want to see what I can manage myself. Any feedback in and of itself is very helpful though, and I'd be happy to hear any other ideas you have.
Are you going to add anything related to Schrödinger in the future?
Baskerville  [developer] 25 Nov, 2021 @ 10:26am 
Haven't really thought about it. Idk, got a suggestion?
Krazyfan1 25 Nov, 2021 @ 11:29am 
Hmm..
Schrodingers' abilities seem more suited to a mod about abilities all on their own, instead of a weapon mod. perhaps the knife he used? could hit necks easier?
SAUCE__GODD 27 Dec, 2021 @ 11:43am 
If you do intend to add full vampires to the game I have some ideas for they might look

FALSE VAMPIRES
-a new "FREAK chip" bionic that, when installed, will turn them into a vampire
-These vampires get major stat boosts and the ability to create ghouls from those killed during feeding

TRUE VAMPIRES
This one is a bit more tricky
-Perhaps a ritual is required to become one or it can happen randomly
-In addition to a major stat increase they gain a few powers
-Shapeshifting
-Flight
-Walking through walls
-Summoning familiars
-Healing
-Mesmerism
-Ressurection based on how many people they kill
Baskerville  [developer] 27 Dec, 2021 @ 12:01pm 
Thanks for the suggestions. Yeah the "races" I'm ironing out are Ghouls, Artificial Vampires, True Vampires, and Regenerators. I'll be adding abilities to the extent that I can figure out how to code them lol.
SAUCE__GODD 28 Dec, 2021 @ 6:51pm 
Hey I don't mean to pester you but I am dying with anticipation so I feel the need to ask, what are your ideas for the implementation of the new "races" as well as the magic bullet feature for the musket?
Baskerville  [developer] 29 Dec, 2021 @ 8:33am 
No prob at all, but I will disclaim that I haven't yet gotten into the weeds of these things, so parts may change, be delayed, or be scrapped. The abilities particularly might be a real challenge, as I don't know C#. I have a lot of ideas for the races, but at this stage I'll keep it very general:

  • Ghouls - slow; immune to pain and bleeding. Created by vampires, or spawned in enemy raids (unarmoured or armoured).
  • Artificial Vampires - fast and deadly; high stats & efficiencies; immune to pain, resistant to most damage. Major (but non-fatal) penalties in sunlight. Created by dangerous FREAK chip operations, or spawned in enemy raids.
  • True Vampires - the above but "on yayo". Mostly resistant to sunlight. Shadow magick. Created by drinking some kind of cursed blood (an Ideology ritual would be more fitting but I prefer it not requiring DLC).
  • Regenerators - Approximately on par with artificial vampires in resistance and regeneration. Created by a dangerous nanomachine-type operation, or spawned in enemy raids (sparingly).
  • Holy Weaponry - Applies a devastating debuff to the undead. Fighting the undead without any holy weapons would be a really tough time.
  • Factions - As alluded to above, I plan to put some factions in along with the races. This will be a separate mod so that players have the option to experience the joy of the Harkonnen without the suffering of Millenium drop pod raids.


As for the magic bullet, I'll disclaim again: I haven't made any abilities before, so this may be overly-ambitious, and will probably be simplified to what I can make work. That being said I think "ideally" it would be two abilities:
  • Single Target - Bullet just swiss cheese's one target until either the target expires or the bullet itself runs out of HP. Unmissable. Basically guaranteed death.
  • Multi Target - Bullet hits "target 1" then veers to another hostile "target 2" within a given radius; then either back to "target 1" or to "target 3" (if applicable); so on and so on until either every hostile in the radius is deceased or the bullet's HP expires.
Krazyfan1 29 Dec, 2021 @ 11:48am 
sounds nice.

if the races have any abilities, would there be a way to make them auto cast?
Baskerville  [developer] 29 Dec, 2021 @ 1:25pm 
I don't know how to do that now but I think it would certainly be possible. What abilities did you have in mind for auto cast?
SAUCE__GODD 29 Dec, 2021 @ 2:18pm 
Hey it's me again I have some ideas for defenses in the full mod if you would hear them

Vampire defenses
1. Ghoul trap- requires four corpses, 10 wood, and 30 work, essentially just buried ghouls that stun and then attack enemies that get too close
2. Cursed blood mortar- requires (?), A mortar shell or IED that releases poison gas that inflicts toxic buildup on anyone within the cloud and anyone that dies is resurrected as a ghoul
3. Dark shield- requires 55 work per wall and a true vampire, when enemies attack a wall, the wall attacks back (like in the OVA epilogue)

Holy defenses
1. Holy Script- requires 1 cloth and 1 steel, Bible pages affixed to a wall that repel and weaken vampires (the AI avoids the page's area of effect and if they are forced into it they can't use their powers)
2. Claymore mines- requires 5 steel, 5 silver, and 5 chemfuel, directional mine that causes shredding injuries and debuffs vampires
3. Apricitas flares- requires 10 steel, 10 silver, 10 gold, 3 chemfuel, and (idk maybe some kind of special ingredient), a manned, disposable flare launcher that launches a flare that replicates the effects of sunlight on vampires in it's light
Baskerville  [developer] 29 Dec, 2021 @ 6:56pm 
Interesting. Hadn't thought of a lot of that.
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