边缘世界 RimWorld

边缘世界 RimWorld

Yayo's Combat 3 (1.1-1.2)
condottiere 2020 年 10 月 9 日 下午 1:40
Weapon white/black listing? (Dealing with inappropriate auto ammo calculation)
As some others have said, thank you for some great mod work. I've noticed that some weapons/equipment get auto-assigned wrong ammo types, or too much/too little ammo. Maybe a mod option to black/white list or select specific weapons to explicitly edit their settings? Simple Sidearms and Dual Wield both have an interface in their mod option menu for filtering and assigning weapons to different buckets (heavy/light, one-/two-handed, not allowed).

In general, the base calculation you use works pretty well for balancing weapon range, rate of fire, damage. It's only a few uncommon cases per 3rd party mod that would need correction by a player.

e.g. the Vanilla Weapons Expanded fire extinguisher gets 300 rounds of industrial ammo but rapid fires a burst of 50-100 charges per firing, just to put out 2-5 fire cells. 1) Editing the total charges makes it cheaper, but also less effective as a weapon/tool. 2) Player ability for blacklisting the fire extinguisher so it ignores reloading costs is an easy fix. 3) Provide some kind of player editing for an ammo charge multiplier per weapon, to make certain weapons cheaper or more expensive to reload per charge. This way, more powerful weapons in the same tier (industrial ammo) could consume multiple industrial ammo reloads per charge, while super-weak/special case uses like fire extinguisher could get multiple charges per industrial ammo reload.

EDIT: Found a weapon that costs 3 ammo per charge to reload (a spacer-tech level rocket launcher). So you already have the framework for it! :) We just need a way to (possibly) manually edit/balance weird outliers that don't get correctly autodetected and calculated by your mod (plus decimal values for fraction cost of cheaper reloads in some cases). This rocket launcher is also in the Contractors Arsenal mentioned below.

I've also seen some weapons (Contractors Arsenal https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1576710993 ) in the same "style" get mismatched and mixed industrial/spacer ammo requirements. These are all unlocked with the same tech research (Pulse charged weapons), but some of the guns are assigned industrial ammo, while others are assigned spacer. The auto assignment seems to roughly correlate with higher damage per second, but creates an unintended large cost effectiveness with the industrial ammo weapons (they do about 10-20% more damage per second than most other vanilla-balanced weapons with industrial ammo) versus the spacer ammo weapons (which do about 30-50% more damage per second, compared to most industrial-ammo weapons).

The Carl Gustaf anti-tank weapon in the Gun Nut #2 mod https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2239800263 should definitely be considered an industrial ammo weapon, but is auto assigned spacer ammo. This may be because it does a MONSTER amount of damage per shot. It's a reloadable weapon (not single-shot disposable like most rocket launchers), with warm-up/cool-down times similar to grenade launchers.

I'm just describing two very specific examples I've actually found, but they aren't important on their own. The main point is to perhaps consider a way in your mod framework for players to choose to edit anything they find out of place for their own specific playthrough and mod set.

In these two examples, the fire extinguisher should be a cheap weapon to reload, so perhaps provide a field to enter a cost such as 0.1, meaning 1 industrial ammo charge will actually charge the extinguisher 10 charges; the 300 charges would only cost 30 industrial ammo. The player could edit the Carl Gustaf to be 10 (or 5, etc., player's choice), such that 10 industrial ammo charges will be needed for 1 Carl Gustaf charge ; in-game, your mod gives this weapon 12 charges, so a full reload would cost 120 industrial ammo. (other weapons like anti-materiel heavy sniper rifles could cost 1.5 or 2 ammo reload per weapon charge) Both examples leave the auto-assigned ammo capacity alone, b/c they work pretty well in actual play/combat. But some weapons or players might want to individually tweak that too (beyond the generally useful multipliers you've already provided).

Just this suggestion could be abused as a cheat, to work around the whole point of the ammo mod, by giving a gun infinite ammo. Not sure why someone would want to turn on the ammo loading option, but then want to edit for 999999 ammo or whatever. :P

I would personally want to have a choice to reset weapon values back to your default calculation, as well. Per-weapon would be nice, but just one-click reset for all weapon ammo charges/values would be fine.
最后由 condottiere 编辑于; 2020 年 10 月 10 日 上午 5:12
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Calor 2021 年 5 月 12 日 上午 7:35 
I'd LOVE to have this funtionality
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