RimWorld

RimWorld

Beyond Ultratech: Smart Weapons
 This topic has been pinned, so it's probably important
Myrleia  [developer] 27 Oct, 2021 @ 10:26pm
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Knight 1 Nov, 2021 @ 9:11am 
This is perhaps aimed more towards when the CE compatibility comes in but maybe an implant that interfaces with the gun and causes similarly to functionality to persona weapons but instead of causing the bonded colonist to change, it does it so that when the colonist is in a drafted state or a fight back state, the gun's onboard AI takes over and essentially uses the colonist as a avatar, like what happens to RoboCop in the (relatively) recent reboot.

Basically when drafted the colonist's MB Threshold is increased, his suppressibility is increased (So they become less susceptible to suppression), and maybe even aiming, reload time

I know it sounds op but u could do the same thing that the Spartan Armory mod does and makes it extremely expensive to make or even make it a rare spacer level loot item
Myrleia  [developer] 1 Nov, 2021 @ 9:36am 
Originally posted by KnightExcalibur:
This is perhaps aimed more towards when the CE compatibility comes in but maybe an implant that interfaces with the gun and causes similarly to functionality to persona weapons but instead of causing the bonded colonist to change, it does it so that when the colonist is in a drafted state or a fight back state, the gun's onboard AI takes over and essentially uses the colonist as a avatar, like what happens to RoboCop in the (relatively) recent reboot.

Basically when drafted the colonist's MB Threshold is increased, his suppressibility is increased (So they become less susceptible to suppression), and maybe even aiming, reload time

I know it sounds op but u could do the same thing that the Spartan Armory mod does and makes it extremely expensive to make or even make it a rare spacer level loot item


This is a brilliant idea but unfortunately we have no knowledge of C#, nor the inner lines of CE. I may commission it off of somewhere though in future.
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