Maia's firearms

Discussion of Maia's on going development, including modding.
AvatarIII
Posts: 98
Joined: Mon Nov 26, 2012 10:46 pm

Re: Maia's firearms

Post by AvatarIII » Fri Mar 15, 2013 12:18 pm

PlasmaDavid wrote:
Gazz wrote:Space alien or not. A burst of 7.62x51 is nothing you just shrug off. It works.

You also don't need an engineering degree to maintain those weapons. In fact, they've been known to be used by... soldiers.
If SciFi weapons are better depends on many factors.


If you look at it from a pure game balance perspective, it would be a major mistake to make SciFi weapons genuinely better in every way.
There would be no choice. You must have these weapons and there are no downsides to using them. Better would be to make different weapons more useful in different situations so that the player could actually work with this. It would be gameplay.
I'm just talking about the asthetics %100. Even if you can unlock better, more futuristic weapons, I still can't say I appreciate the look of space colonists using real world, 20th century firearms. Even "generic sleek looking rifle" would be better to me, rather than something that looks like it is straight out of Call of Duty, textures and all. Does it mean the colonists have brought the tools required to make those exact firearms? Surely there's much simpler and easier to create styles of weapons, which is essential in a colony. To me it just clashes with the rest of the game asthetics, the smooth yet industrial and technological design of the suits and air lock, for example. Then again I also think the work bench clashes.

Again, just my 2c, I'll be playing Maia and trying to enjoy it no matter what the final atmosphere and such will be. It will be whatever the devs create! (but of course given that's what the forums are for I'll be butting in over everything Simon decides to offer up for scrutiny!)
I expect the colony will have some sort of 3D printing style manufacturing plants, so simple weapons made of as few moving parts as possible would be the best and most efficient solution, and if the weapons are already designed, and stored on some sort of 3D printing library along with probably many other weapons, there would be no reason for the manufacturing plant to spew out anything that looks any different from the plans that went in, and even if there were plans for many other weapons, why would the colonists use anything but the most efficient, most reliable weapons available?

User avatar
unapalm
Posts: 35
Joined: Fri Feb 15, 2013 2:24 pm
Location: Near Brighton, UK

Re: Maia's firearms

Post by unapalm » Fri Mar 15, 2013 1:40 pm

My 2 cents is that they are colonists not soldiers. Reliable, easy to use/maintain low-tech weapons are probably going to be of far more use to your average colonist than the latest hi-tech military gear that requires extensive training to use safely and effectively. Later on though, if you can choose to specialise colonists as guards then I would hope for some more advanced/heavier weaponry that can utilise this.

I wonder if droids can be military specced?

AvatarIII
Posts: 98
Joined: Mon Nov 26, 2012 10:46 pm

Re: Maia's firearms

Post by AvatarIII » Fri Mar 15, 2013 3:22 pm

unapalm wrote:My 2 cents is that they are colonists not soldiers. Reliable, easy to use/maintain low-tech weapons are probably going to be of far more use to your average colonist than the latest hi-tech military gear that requires extensive training to use safely and effectively. Later on though, if you can choose to specialise colonists as guards then I would hope for some more advanced/heavier weaponry that can utilise this.

I wonder if droids can be military specced?
This would make sense, to a degree, if none of the colonists are trained, how would any more become trained? training by computer? that's hardly ideal. having 2 weapons already opens up the possibility of several levels of weapons use, from some colonists never using a gun, ones that only ever use a pistol, which they keep in their desk drawer, ones that carry a pistol but will get a rifle from an armoury if needed, up to some colonists always carrying a rifle and side arm, plus a few more variations in between, that's already at least 4 variations of levels of weapon use, do you really need to add more guns for more variations?

also as for robots being military specced, as part of the robot builder stretch goal we were already teased with the ability to give robots weapons, since we never reached that stretch goal (assuming future sales don't go towards it, because we we're very close) I will have to assume that the game will come with a selection of pre-designed robots for a variety of uses.

User avatar
PlasmaDavid
Posts: 61
Joined: Sun Dec 02, 2012 12:14 am

Re: Maia's firearms

Post by PlasmaDavid » Sat Mar 16, 2013 5:10 am

unapalm wrote:My 2 cents is that they are colonists not soldiers.
It's have to be a pretty badly planned colony ship to not include any security/defensive-minded individuals for whatever they will encounter on the planet.

I'm just not a fan of the look of "old, real world" weapons in a game where everything else is in a fictional-tech future. I would have thought something in the visual style of this Halo weapon would be much more suitable, for example: http://halo.wikia.com/wiki/M739_Light_Machine_Gun
Send in more planes!

User avatar
Harrod200
Posts: 29
Joined: Wed Feb 27, 2013 4:20 pm

Re: Maia's firearms

Post by Harrod200 » Sat Mar 16, 2013 11:39 am

That brings up a point; are all colonists the same, and skill up into different specialisations (Like UFO Aftershock, where all your people start out as basic rookies with no skills, then you can level them into anything you like), or will they be pre=assigned a class, so one character will be a technician, so will never be able to have great weapon skills, but can fix stuff in a flash, while another will be a rifle-toting soldier whose only real skill is shooting stuff (the new XCOM)?

Personally I'd like to see a hybrid system, for example;

Colonist: Default starting 'class' for each character. Can do everything to a basic level, limited to pistol.
To progress, you need to train your Colonists up through a small skill tree, when they reach the top, it gives them the option to unlock a new tree while retaining the universal Colonist skills;

Soldier: Shootyman. Can use rifles, grenades, armour etc, higher natural HP & endurance
Scientist: Geek. Can use advanced research equipment, has 'aura' that improves damage against enemies (telling soldiers where to aim for). Limited to pistol.
Technician: Wrenchturner. Builds & repairs things much faster than colonists. Limited to pistol.
Doctor: Medic. Heals people faster/for more HP with a given dose of medicine than others, required to cure chronic conditions. Limited to pistol.

Maybe upon completion of their specialised tree, they can unlock a limited version of another as a 'secondary specialisation'

bradleykins
Posts: 1
Joined: Fri Dec 14, 2012 4:44 pm

Re: Maia's firearms

Post by bradleykins » Mon Apr 01, 2013 5:52 pm

unapalm wrote:My 2 cents is that they are colonists not soldiers. Reliable, easy to use/maintain low-tech weapons are probably going to be of far more use to your average colonist than the latest hi-tech military gear that requires extensive training to use safely and effectively. Later on though, if you can choose to specialise colonists as guards then I would hope for some more advanced/heavier weaponry that can utilise this.

I wonder if droids can be military specced?

Im waiting on the sentry gun which as sii has pointed out is m2 variant, will be mounted on a droid by some techy smart arse.

Or why, if they have the weapon couldn't a colonist adjust the sentry gun to a hand held system providing a failry heavy but more effective (rounds per minute at least) weapon.

Then again why on earth do we have droids that smart and old school weapons? Who fixes the droids and whats hard about a slightly more advanced weaponry? i mean where are the rockets, gattling guns and i know that technically lasers are held back on earth by the geneva convention due to the possibility of blinding enemies but would that be a concern in outer space?

Additionally where are non lethal varients? tranq gun for instance, we do need one of those fauna alive eventually for study? Surely. And i doubt the old stick in the box thing will capture these guys. Maybe a hole in the ground will but i'd rather some powerful medication with unknown effects on alien bio-life.

On another slightly side note, are there any negative aspects to colonial living with firearms? Do we have murderious psychotic colleagues going room to room in the base taking out those poor old peace loving colonists after their ration of coffee has been cut for the 5th (day) week running? Or worse a suicidal streak that soemone just decides that living on maia just isnt worth it? i suppose you don't need a gun for that but just makes me wonder what with the difficulty of the living situation that is expected..

mm. Thats my 1 pence, which at current exchange rates should be about right.

Sheogorath
Posts: 12
Joined: Thu Apr 04, 2013 8:01 am

Re: Maia's firearms

Post by Sheogorath » Thu Apr 04, 2013 7:24 pm

I think that, ideally, your 'high end' weapons would be cobbled together from originally quite harmless equipment. For example, your colonists run into some lifeform which doesn't mind bullets very much, but has a vulnerability to microwaves. So you can do a bit of research and adapt your standard cooking equipment into a death ray, possibly in the form of a microwave with a pencil stuck in the door tied to a stick. And maybe some ominously glowing tubes or somesuch on it because SCIENCE! is best portrayed by glowing tubes.

utukxul
Posts: 4
Joined: Wed Dec 12, 2012 10:36 pm

Re: Maia's firearms

Post by utukxul » Fri Apr 05, 2013 8:06 pm

I like the choice of fire arms for the reasons stated. They are classic, reliable and unlikely to be replaced any time soon. My only request is we don't have limitless ammo for all these guns. I am hoping we have to have specific metals and chemicals or at least some generic resources to produce the ammo and that there is some manufacturing time. Otherwise you just end up with dozens of machine guns lined up outside your base.

On the homicide and suicide comments, I think it would be fabulously dark if people started offing themselves or each other when morale got to low depending on their personality. Maybe have to lock up all the guns with the most "stable" colonist being the only one with a key if things got bad.

Sheogorath
Posts: 12
Joined: Thu Apr 04, 2013 8:01 am

Re: Maia's firearms

Post by Sheogorath » Fri Apr 05, 2013 8:33 pm

I want a feature where veterans of Space Vietnam will, if their morale gets too low, steal a knife and a pistol and run off to live in your colony's vents, occasionally popping out to drag one of your crew to their deaths.

Ascard
Posts: 27
Joined: Sun Nov 04, 2012 1:03 am

Re: Maia's firearms

Post by Ascard » Sat Apr 06, 2013 9:16 am

Sheogorath wrote:I want a feature where veterans of Space Vietnam will, if their morale gets too low, steal a knife and a pistol and run off to live in your colony's vents, occasionally popping out to drag one of your crew to their deaths.
This.

Who Needs Alien?

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest