RimWorld

RimWorld

Dubs Rimatomics
Foly 9 May, 2023 @ 12:53pm
Suggestion for additional weapon platforms
Hello Dubwise, i am using your Rimatomics-Mod for all my Rimworld runs and love it. So i came up with two possible usefull additions to the weaponsystems for your mod.

First: A Surface to Air Missile-site (SAM) force crashlands a transport pod per shot. Like the Punischer the SAM-site holds ammunition, but can only shoot four or six/eight missiles per volly/ due to the size of missile pod. One missile per possible downed pod. The missile ammunition should be slighty more expensiv with chemfuel and components and a brain for the missile like a low level mechanoid core from the Biotech DLC in the recipe. The six/eight missiles being a possible upgrade. The SAM-site works in a team with the TACS, without TACS no downed pods. A possible upgrade for the TACS and SAM-site could be a module that needs to be installed in both buildings to increase the SAM-sites accuracy. Maybe the SAM-site even damages mechanoid clusters that drop in from space, effectivly reducing their danger level when shields, weapons platforms and the mechanoids themselves are damaged before landing. A further upgrade modul could allow SAM-site to destroy or damage falling ship wrek parts and reduce the amount of meteorits in a given radius around the SAM-site. For transport pots and mechanoid clusters the range is mapwide because of their greater energy signature. The SAM-site does not target shells from artillary or mortars. Maybe the SAM can get two firemodes: A volly for certain but singeltaget succes or multitarget with a 50 % chance to hit. in combination with the TACS upgrade the single target becomes a duel target and the multitarget succes chance could rise to 66% or 70% per missile. The increased missile pod size gives extra targets regardless. The SAM is autonomous. Maybe a more expensive plutonium tipped second type of ammunition could be a thing aswell. The extra "Boom" hitting should be hitting always multiple pods or objects with one missile and the direyt hit removes a pod completly.

Second: An Infrasound Emitter Platform (IEP) like the ones from C&C 3 Tiberium Wars. You have NOD-like "Obelisks" and Soviet-like "Tesla Coils" from C&C already it would fit that bill. The IEP shoots infrasound in a straight line in single volley with similar range and reload time like the obelisk but unlike the obelisk it does damage in an area of effect. Maybe a three block wide line of fire and with an upgrade the zone of effect is incresed to a five block wide line of fire. It should have less damage than the obelisk maybe even slightly lower than the "Tesla Coils". Unarmored bodyparts recieve internal damage that result in broken or shatterd effects on the bodyparts that effectivly down the paws through pain and then death by internal bleeding. Since any kind of armor protects from the sound. The sound should damage the worn weapons and armor instead with an increased damage factor of two or three over the damage too a pawns bodypart or when dealing damage to armor ignoring the armor values like blunt, sharp and heat and damage the object directly. This kind of technicallity is basicly dismantling armor and weapons on the fieldfield. If dismantling is not possible the pawns could be forced to drop the weapons instantly which damages them greatly. Maybe that forced instant drop could calculated against the meele skill level, which could give a small chance to the pawn to hold on to their weapon. The IEP should not be able to shoot over walls. An alternativ toggleable firemode could be constant low power "beam mode". Trees walls and stone chunks in the path of the soundwave should obstruct it but not pawns or animals so you get a nice multihit from dense raid groups. Trees an walls should take heavy damage from a hit. The IEP has to be controlled via console.

I think both suggestions would fit the theme of your weapon systems nicely. Some of the more difficult mechanics described for the SAM and IEP, can/should be behind modules that can be implemented later on when finished. Both naturally consume energy from the PPCs per fired shot / volly. The already existing standard modules should be installeable aswell.

Sadly, i have no modding experience, but I hope, i have inspired you with the descriptions.

Kind regards
Foly
Last edited by Foly; 9 May, 2023 @ 1:10pm
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Showing 1-3 of 3 comments
SioxerNikita 9 May, 2023 @ 9:55pm 
He already has a sonic based weapon, so would be weird to have two.
Foly 10 May, 2023 @ 3:47am 
@SioxerNikita Thank you for your comment.
Which weapon do you have in mind?
If you have the ADS in mind, that should be a microwave weapon. Microwaves are electro-magnetic waves. My suggestion is about mechanical waves.
ФIMEIФ 25 May, 2023 @ 6:34am 
So if I understand you correctly, you're looking for a missile guidance system for the SAMs correct?
Because the missile knows where it is at all times. It knows this because it knows where it isn't...
I almost feel dirty posting this lol
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Showing 1-3 of 3 comments
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