Attachments #948
Replies: 3 comments
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Karim's visionElitism, Passive vanilla-like/Opt-in upgrade & General commentsElitismRaiders use attachments given their wealth Attachments shouldn't be required unless you want an elite force
Make crafting a weapon require things appropriate for it
'Barrel component'
Passive-auto fix / Opt-in upgradeAttachments allow more things
Passive systems and QoL systems
Gunsmithing table jobs
General comments/S/afairette: I don't understand the reason why the attachments suddenly are:
Andross: That sounds pretty fuckign excessive because i never go above 10 colonists, and if i need 8 of them printing shit out for 2 to use that's no fun Caulaflower: Well the second one is sights I guess, since difference between let’s say a holosun and iron sights is abysmal. AttachingTechnicalities: Resource = ?, Where do pawns craft?Resources to be used for attachingOptions are mainly individual resources or tiered boxes per category: The current consensus is that the used resource differs between attachments:
On barrel/internals swapIdea is to make caliber changeable. Why would people want this?
How do we want to limit it?
Early-game players interact with attachments
Mid-game players interact with attachments
Late-game players interact with attachments
End-game characteristics:
Attachments damaging/breaking on deathTo limit the influx of attachments and to increase the impact of a colonist death.
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Community feedbackReddit post
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Weapon Parts / Scuffing
Reddit post: https://www.reddit.com/r/RimWorld/comments/p0pjwo/in_the_next_combat_extended_update_you_will_be/
PR: #971
Summary
DISCUSSION
Started with Luizi's 'exploded weapon' image:

Initial ideas:
Scope:
What's still left (minimum viable product)
DISCUSSION
Modifying UI
DISCUSSION
Current state
OPEN
What is an attachment item?
OPEN
Multiple options:
What is the goal?
What should the UI look like?
OPEN
A: Make sure it looks similar to RimWorld. Existing menus are those for choosing hairstyles - ideology styling tab. Showing individual gun parts perhaps like body parts.

Latest:

What are UI items?
OPEN
1.: The ThingDef of the attachment.
2.: The attachment Graphic alone.
3.: The current gun with the attachment in correct position.

Current:
4.: MenuIcons, abstract representation of the attachment.
5.: Texts with the ThingDef of the attachment.
Current:
Visual attachment points
DISCUSSION
Where do the attachments visually attach?
OPEN
Answer 1 (Alistaire): On attachments points Vector2 assigned in def (similar to Mrofa hands). Specifically use of 'attachment point' that is on the gun!
BENEFITS: anything could attach anywhere; large amount of content added with only a single attachment XML; no need for aligning sprites manually.
DOWNSIDES:
Answer 2 (Karim):
BENEFITS: less work needed for XML team per image
DOWNSIDES: more work needed for graphics team; likely impossible to mix-and-match parts; Fallout 4-like approach.
What about guns that do not have the visuals ready for the part system?
A: Assume the whole gun is a 'part' using a Comp that has simpler settings (attachment points etc.) so a mod author could also implement the system without needing to redo graphics.
Map Items
DISCUSSION
What would the gun part items look like when they're not on a gun?
A: Boxes similar to bodyparts, possibly with the right type of gun part icon on it
What truly is a scuffed weapon?
A: Make it like the ThingDef for crafted items in progress.
XML
DISCUSSION
What is the XML structure?
[8:39 AM] Andross: XML concept

[7:53 AM] Andross: How do i define the offsets for that gun

Crafting/Adding Attachments
DISCUSSION
How is the UI accessed?
Option 1: Dedicated crafting table.
Option 2: Can add anywhere from inventory.
Escapen't From Tarkov
DISCUSSION
How To Acquire
OPEN
TRADERS
Combat Suppliers - Carry a small assortment of attachments (Low - Normal quality [Maybe very rare high quality]).
Orbital Combat Suppliers - Carrying large quantities of attachments (Normal+ quality)
LOOTING
Guns taken from raiders can be looted for attachments, these usually have taken damage during the fight reducing their bonuses.
RESEARCH
Attachments must be unlocked through research, machining being a prerequisite.
Model A - Separate attachments into three tiers:
Simple foregrips, shoddy scopes, basic shotgun / grenade launcer, magazines and some muzzle stuff.
Red Dots / Holographic sights, improved muzzle stuff, shotgun / grenade launcher, better scopes, flashlights and lasers.
Night vision scopes, plasma(?) launchers, etc.
Model B - Separate each attachment type into it's own tier / tiers:
Unlocks shoddy scopes and foregrips.
Prerequisites: Machining / Gunsmithing.
Unlocks x2/3 augment scopes and red dots.
Prerequisites: Machining / Gunsmithing / T1 Optics.
Unlocks x4+ augment scopes and holos.
Prerequisites: Machining / Gunsmithing / T2 Optics / Microelectronics.
Unlocks night vision scopes and spacer optics.
Prerequisites: Machining / Gunsmithing / T3 Optics / Microelectronics / Multi-analyzer.
Then after finishing the desired research, these can be crafted in the Gunsmithing Bench unlocked after researching Machining.
Note: Add a new research tab explicitly for attachments.
Attachment Types
OPEN
SIGHTS
STOCKS
MAGAZINES
Underbarrel
Muzzle
Accessory
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