Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Universal Part
- Weapon Frame : Standard, Lightweight (Weight cut, increase handling at close range but worse for mid to long range), Stability (Heavier for higher accuracy at long range but worse for close)
- Barrel : Short, Standard, Extended
Heat Type : Incendiary (single shot, wide area but low damage), Flame Thrower (minigun style flame projectile over small area), Chemical Laser (Space-tech, sniper-like long range concentrate beam that deal extreme heat damage and ignite target/small area)
Projectile Type : Anti-material (Space-tech anti-armor sniper), Quad-Barrels Minigun (Not enough dakka :P From Doom), Flak (heavy shotgun)
Explosive Type : Cannon (like normal rocket launcher), auto cannon (Minigun-style mini explosive projectiles), Railgun (Space-tech, fire a slug that has been accelerated to the extreme speed, cause explosion at impacted area by shear kinetic force)
It's done by one of the mech's weapons, and it's default is 800 damage. But, with a slight decrease, could make a great laser (or antimatter) weapon!
Here's some more ides for the laser:
I like these ideas. I'll probably tweak a few things. Might go for two heavy weapons. A big shoulder mounted one for your explosives and single shots and a mini gun based one for rapid fire. Could add more or less barrels to the mini gun too. We'll see what I go with in the end though
I'm not sure what separates vaporization damage from standard laser damage. I honestly think it's just flavor text as you can make a projectile have custom AP no matter the damage it does.
A stun beam is interesting. Insta killing beams may be hard to balance and overshadowed by just having strong damage. A cancer causing beam seems cruel, unusual, and maybe a bit useless (though perhaps fitting for RimWorld) Probably won't do a beam that pierces shields, there's already and EMP beam.
Some of the other ideas are a bit out there though. Not sure how possible it is with the source code, and I doubt I could do it even if I wanted to with my current skills.
But, the shield one, it's not that it pierces shields, it's that you can fire it while wearing a shield. (The "phase alignment rapidly fades, making it only able to pass through shields that are up to just a few centimeters away")
Here's my ideas, refined from your comment
MAYBE I'll add the phased rounds if I can figure out how to implement it, though shield belts are balanced by not allowing the user to shoot. I'm hesitant to make lasers that just set things on fire. Seems more suited to a flamethrower or heavy weapons.
The other ideas like the turrets on guns I think would be better in its own mod since they're quite unique, and as such I won't do them. I'm not sure if multi-damage projectiles exist. Even if they did, I'd be careful with EMP damage. Even a single point can disable shield belts and cause brain shock .
- Stun beam : it is technically "Taser", work by interfere with nerve system and make target lose control of their muscles, create a lot of pain but can be fatal if that affect heart's muscle.
- Cancer beam : That is X-ray and Gamma-ray. High dosage will causes damage to target's DNA, cause radiation sickness which has low chance of survive if it doesn't kill them immediately. Low dosage will cause carcinoma but you need to subject to that for long period of time. (TLDR: Not really useful in combat but will cause nasty illness for survivor)
- Instant-kill : I think the closest example is microwave. Work by agitate water molecule and create heat. It will cause mild discomfort at low power (Area Denied System, rimatomic already has that) but at high enough power, will boil you alive from inside out and exploded from pressure cause by all water molecule in your body turn into steam. (Doom has weapon like that)
There are a lot of mod that add Phased Shield that allow user to shoot out.
Yeah, like a taser. But this beam isn't quite the same. I have a design for a taser that I plan on mentioning, but it's still at the basics. This works by interfering with the neurons, and is more targeted, making it both more sci-fi-y and spacer-tech-y, just like the laser! (So, non-lethal, unlike my upcoming stun-weapon. BTW, it's both melee, ranged, or both, depending on modules!
Also, just realized it should (thematically) be blue-shifted (more or less than the EM one) (Even though realistically it would probably be red-shifted). After all, in lots of sci-fi, the stun weapons are (stereotypically) blue. Star Wars’ guns sometimes have a stun mode, which is blue instead of red. Most stun weapons are shown with blue arcs, etc.!
Good point! I also just remembered the Real-Life names. GASER (Gama Ray laser) and X-Ray lasers (X-Ray based laser)!
You could add both (and maybe a third one), each optimized for different damages (Cancer, Both, or Radiation damage)
IRL, each one of these would be higher for both, (UV would be low carcinoma, x-ray would be high carcinoma, medium radiation poisoning, and gamma rays would be very high carcinoma, very high radiation. But, for fun... well, more variety is needed, so, #Creative License[en.wikipedia.org] (In this case, somewhere between Creative License and "Rubber Science[en.wikipedia.org]
All of these are "constant", meaning it will fire until the target changes, then the cool-down occurs. So, if you manage to aim at a target and then don't leave your range for 25 seconds, you fire for 25 seconds continually! This is at the cost of a long cooldown and aiming time though...
For kind of compatibility with Rimatomics, maybe it could cause Rimatomics's Radiation Poisoning, unless you change it back to your mods default own radiation system. Or, just use toxic buildup (not as interesting, but simpler).
As for its mechanics, well, here is the simple one:
Yeah! It could add a hediff that builds up, causing no damage (except minor brain damage being possible at medium levels (a suspected side effect of microwave weapons. Basically things like tinitus, headaches, ect. (IRL)). But it causes pain, and at 100% kills them (higher damage means faster increase) it slowly decreases, and (luckilly) medical treatmant can accelerate the decrease!
Also reminds me. It's known that area denial systems using microwaves were experimented with by the government. So, there are lots of conspiracy theories about them[www.buzzfeednews.com] (More and more evidence is implying they might be accurate, at least in some cases). See "Havana Syndrome[en.wikipedia.org]"... maybe reference them in the description?
True. But this will allow firing through all shields and is modular!
Perhaps the coil gun could also have a "phase-charged bullet", as the coil gun is high-tech, so that bullet uses high-tech stuff to be able to go through shields!
The ability to do phased stuff though is spacer-level, if not higher. Not to mention it requires a techprint if you have royalty...
- Energy Shield Module : (Chain gun's upgrade from doom eternal) Give user energy shield when equip weapon with this mod and allow user to use range weapon (as it is technically doesn't shoot from inside)
BTW, frostbite damage already bypass normal shield belt
Seems like you two have lots of ideas for the other beams. Making a projectile that causes buildup is pretty easy , that's what my tranquilizer and nauseating beam do in this mod. You just need to put the right things on it. From there the condition itself can do things like cause other sicknesses or damage. The cancer rays while interesting seem a little bit impractical in terms of gameplay. It would be a negative if used against the player and would be detrimental for any prisoners you're trying to recruit, but if you're just trying to make your prisoners and enemies suffer like in those war crime mods then I guess it still fits. Not a bad idea, but I am not sure if I would personally add into this mod.
If you have an attachment you would like to see on one of my weapons that I may not want to do personally, you're more than welcome to make it yourself . That's what I did to add tranquilizer darts to the base bolt action rifle from the original mod.
So, in Dune, Laser Weapons aren't used, because whenever a laser hits a shield, a nuclear explosion occurs somewhere along the laser beam (See Here[collider.com]). It is also of semi-random strength. Might be like some dynamite, might be stronger than the Tsar Bomba! (The article doesn't mention the variable strength, the book does).
Such a mechanic might not be feasible and/ or something you want, but maybe if a modular laser hits a shield, an explosion occurs using similar mechanics to Dune? (And, therefore, raiders are unlikley to shoot people with swords, as they might have shields. But, they might still shoot! Now using shields is riskier, and requires more strategizing!)
I also just changed the lasergun to a more generic energy weapon since it shoots bolts of energy as opposed to concentrated lasers. I also added a couple more types of shots to it. You can expect to see that update soon.
Also, if you made a more generic energy weapon, maybe you will be able to make one that looks like a concentrated laser, that deals slow, but constant high-penetration damage!