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Everything posted by warbrand2
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more so that when some one is looking for something for ruins edge form CC they can go to that category instead of searching and having to shift through the mod versions. (least likely to happen, the arrow mod one is the biggest, trying to find a bug fix for that cause while the elemental explosives are nice the two big ones are bugged)
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yeah hope they fix the telechenese arrows, but I personally couldn't get teh soul gem one to happen, need to try that with ruins edge cause that may be a damage ramp up which means bethesda once again forgot to test things.
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title, love it or hate it the nexus does need a category for mods that require creation club, only reason I say this is I was looking for mods to improve the CC items a bit and well its a bit hard to do that at the moment. note: no clue if this topic is in the right section, and please leave creation club debate out of this.
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After finding the covenant security armor in the base game I have always wanted a police version of http://fallout.wikia.com/wiki/Vault-Tec_security_armor for my settlement security, something better looking then leather but not as powerful as metal or combat. So I have a request for an armor type based on it. police vest info: a dark black version of the security armor that is missing the shoulder pads. this armor would be found in pre war loot lists (like briefcases) and would have a few designated spawn points in police stations. stats ballistic resistance: 10 energy resistance: 2 rad resistance: 0 weight: 1.5 value: 15 mods ARMOR standard: (stats above) stab proof: -50% damage from melee weapons (adds a brownish look, and 4 weight) plated: +3 DR, +8 ER (adds 4 metal plates to the front of the vest, and a large one to the back, adds 10 to weight) S.W.A.T: unique found in the garrage of the cambridge police station, has +10 DR, +5 ER, and 5 rad resistance, but weighs 15 pounds.
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Ok I feel the lack of pump action single load weapons in fallout 4 is well bad, that said as bethesda seems to no be able to make a good single load weapon to save their ass, come on how do you mess up a lever action rifle (still surprised their isn't an animation mod that fixes that) I have two requests these requests are specifically selected as the guns have both pump and semi auto firing capability (weapon mod stuff) I will detail on the mossberg 500, and leave the spas up to the imagination (as the spas is more common in games) mossberg 500 :base stats: damage: 84 (total) pellets: 7 damage per pellet: 12 ammo: shells tube hold: 4/6 (4 for short barrels 6 for long) fire rate: 1rps(pump) 2 RPS (semi auto) note not a gun expert so yeah this may be wrong for gameplay or perception. ::mods:: MODE pump: standard, slower fire rate and wider spread. (Better for close quarters, best with an explosive version, either via loads of ammo, or legendary) semi auto: faster firing rate and less spread. (Better for range) (note mode, dictates if the model has the pump or not and its animations, this is likely the hard part of this idea) Receivers note: pretty much standard, you see it on the sawn off you see it here. barrels short: lower ammo cap long, no tube: longer range, still low ammo cap long, extended tube: 6 rounds muzzles standard shotgun muzzles minus suppressor. stocks no stock:standard wooden stock tactial stock yeah going into to much detail for what is basicly text on a screen for an idea no one is likely to care about.
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ok, the fact that the only defenses we have are traps (mostly useless), gaurd posts, and autoturrets is just limiting. so bellow are requests for some different defenses. also how do we not have a manned turret defense item yet, seriously the animations and function are already there, and the only real work would be to make a tripod for it with a settler assignment point for it to be used. Request one: heavy tripod info: a defensive mount that the player can put a minigun on gattling laser on, once it is "armed" the player can assign a settler to it to defend, giving a 90 degree area of fire. pros and cons +higher rate of fire then automated guns +can not be destroyed in attacks +as used by a settler its "health" is dependent on the settlers armor - limited firing area - requires a minigun or gattling laser to arm Image reference: http://world.guns.ru/userfiles/images/machine/mg69/m134d-naval.jpg Request two: HEAVY BUNKER info: the cannon off of the tanks seen in the wasteland mounted to a bunker like structure (snaps into place in building is counted as a "roof tile", has a seat in it, which would use vertibird pilot animations, seat would need getting in an out animations, bunker can be used by player. function: like the tripod must be assigned, and can be used by the player. unlike the tripod it has 360 rotation, and is armored to [censored] and back. uses missiles as a defense, and though it fires slowly and rotates slowly it does 4x more damage then a missile launcher armed settler or turret. pros and cons +heavy damage. +high health, takes 2 direct mininukes to destroy, though if not bunker-ed right the first is going to kill/down the user. +massive tank cannon defending your settlement -slow turn speed -slow fire time -actually requires putting ammo into the feed system holds up to 100 rounds. Image reference: http://bunkersite.com/images/nl/coldwar/sherman-olst2.jpg Request three: minefield self explanitory, this defense is a minefield area, more or less a marker only visible in settlement build mode, (similar to invisible guard posts. how a minefield works is you assign a settler to it and they will start placing frag mines upto 8 per area, these mines will not go off if aproched by settlers, settlement animals, automatrons, or merchants. and anything hostile will quickly find htem selves blown to bits. note: this one may need tweeking as it is more or less an idea for a box area that tells settlers to place mines in it.
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[request] heavy armor, tanks of the commonwealth
warbrand2 replied to warbrand2's topic in Fallout 4's Mod Ideas
not really, all it would need for function is to be a heavily moddified power armor with a speed up and slow down variable and different hit box. bethesda has already shown that vehicles are possible in their video for mods, just wish they released that hulking walker. -
every time I see an APC or tank in fallout 4, I wonder why can't I fix that, I can build freaking robots, turn a pile of rubble into a factory, I have an army at my call but I can't fix a rusted down tank, or vertibird... well why not. So for this I am making a mod request. Note this hole thing will require a heavily moddified script of the power armor to work, as it is a vehicle idea. heavy armor Tanks of the commonwealth this is a vehicle idea, right now I have two vehicle ideas, the APC and the TANK, only the APC is posted in full, with the tank being slightly referenced bellow it. APC. http://fallout.wikia.com/wiki/Unnamed_armored_vehicle :Crafting: The APC requires the player to have science 2, and gun nut 3. as well as 100 steel, 20 gold, 1 circutry, 40 rubber, 10 plastic, and 10 nuclear material. and this is just to craft it at a settlement. :activating: when crafted, the player will find the APC completely useless at first, to get it running the player must enter the back where they will find an FC core box, with 9 empty slots, puting a fusion core in each will power the APC up and allow the player to enter the drivers seat. :function: driving once powered, the player can drive the APC over most terrain as it acts as well an all terrain troop transport. though there are limits like not being able to go up sharp climbs or down cliffs (doing so will wreck it causing an mininuke explosion follwed by the player getting ejected out the back, if they do not die, they will find it a wrecked husk which is useless) driving is simple tank controls with WASD, but what makes it unique is its main guns, in the front are 2 5.56 turrets with a limited firing area, and the main gun fires missiles though slower then a missile turret. these 3 guns give the APC a heavy area of effect which is good against most targets. :transport: once powered, the APC will have 4 settler assignment points, which the player can tell a settler to use, this makes it so that when the player enters the APC in said settlement they will see the settlers enter through the back, when the player leaves the APC they settlers will exit from the back, alternativily the player can hold ctrl to put on the breaks opening the back. when not at a settlement the settlers will gaurd the APC or follow the player for a short area. effectivly allowing the player to take in a strike team to hit exterior areas. :storage: the, apc by default would have 2 storage containers next to the driver door, one in the shape of an ammo case, the other in the overhead rack in the shape of a duffle bag. :travel: as the APC can be driven it works similar to the vertibirds as an alternate way to "fast" travel, while in this case the player will have to drive from point A to point B, they can still stop on the way, and will move faster then even sprinting in power armor but not as fast as air travel. :HEALTH: 4,000 HP it should be noted your APC is not invencible like power armor it will need repaired and it does require FC cores to work, the difference is, repairing the APC requires you to park it at a settlement with a built repair depot( idea bellow) once parked there the player will have to head to the depot and well repair it, like with power armor the APC will snap to it, from here the player can also reinforce the plating, or change out the turrets.(idea minimal) ::depot:: the depot is required to repair both the APC and tank, but it can not be used to build them. that said it is a good place to modify them. APC mod slots plating A plate: 4k HP b plate: 5k HP minutemen plate: 4k HP +50% energy resistance brotherhood plate: 5k HP + explosive resistance fore guns lmgs: basic MMG: requires 1k .308 rounds, increases damage. HMG: requires 1k .50 call round, drasticly increases damage, but lowers fire rate main cannon 40mm cannon: basic fires missiles vulcan cannon: replaces cannon with a 3 barreled minigun, lower damage but higher fire rate, will keep firing as long as a target is in range and sight. mortar: replaces cannon completely with in inset mortor system,(sentry bot back launchers), slow to fire but can shoot targets at long range, a player can craft a laser guide to aim it when not driving making it a good close range artillery. misc flare launcher: requires minute men alliance, when vehicle takes more then 1k damage launchers a flare that calls in minutemen support vertibird signal radio: similar to teh flare but requires brotherhood of steel allies, calls in a vertibird, requires paladin rank. synth relay: removes ability to assign settlers to it, instead when you hold ctrl, or park it a group of 6 synths will relay in from teh cabin, one corser and 5 g1's. storage bay: removes ability to assign settlers, but adds a power armor station and more storage. HEAVY TANK http://fallout.wikia.com/wiki/Unnamed_tank :crafting: way more then the APC :activating: rear back are 2 nine hole FC slots, requires full to run, drains all after 3 RL days. (unlikely to be hit) :function: heavy support, useful only for well dificulty multiplier mods, like the raider overhall. :driving: pretty much same as the APC :GUNS,guns, guns: unlike the APC the tank has a player controlled main gun, which fires 2 shells at the target area, the shells act as a buffed brodsider with a slightly lower arc. along with this the tank would have 2 top mounted turrets, which the player can swap out independently, though the top one starts inactive, and the front one starts with a spot light. :pros/cons: it is much slower then the APC, and has no storage or support mods, that said it has 3x the HP of a max armored APC at min armor and can be modified with upto 6 turrets (wheel gaurd turrets or something).
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light bump.
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Like the lmg post I made here https://forums.nexusmods.com/index.php?/topic/4904290-request-wasteland-lmg/&do=findComment&comment=42858150 I feel like the high explosives are heavily under used in teh wasteland of fallout 4. so another request is being made. RPG's of the waste land base of RPG's they do less damage then missile launchers, but have more common and cheaper ammo, which cna be crafted at a chem station. ::RPG-7::[ingame- home made rpg/military rpg] a common sight in all acounts the rpg-7 is still one of the easiest to find RPG's in the world. purely because of their ease to manufacture and the fact that anyone who knows even the basics of crafting explosives knows how to make one. ammo: RPG (gained by crafting or buying, or killing raiders that have RPG's) ammo craft: aluminum, oil, handgrenade = RPG (requires explosives 1) weight: 17 LB ammo weight(survival): 1.25 LB :mods: stocks wooden: default padded: better accuracy( gun nut 2) sights iron: standard 2x scope: 2x zoom (gun nut 1) 4x scope: has balistics lines do to projectile drop (gun nut 2) recon scope: (gun nut 4) warhead mods none: standard oil bomb: 20% chance to light targets on fire(made by taping closed lighters to the projectile, reduces range) (gun nut 1, explosives 1) cutting charge: adds bleed damage to hit targets(wrapps barbed wire around the projectile) (gun nut 2, blacksmith 1) plasma warhead: +energy damage( green glowing warhead), (gun nut 4, explosives 2, science 2) ::LAW::[military RPG in game] info: used by the pre war military before power armor became the go to for heavy weapons, resulting in its replacement the missile launcher, the military RPG is still a main power weapon in the common wealth. generally used by gunners in situations in which a missile launcher is not needed, that and raiders have a few of them so watch out. ammo: RPG weight: 10 LB :mods: tube pre war tube: standard reduced accuracy, range, and has a fire delay refubished/gunner tube: improved accuracy, range and no longer has a fire delay (gun nut 2/ looted from gunners) reinforced metal tube: reduced recoil(gun nut 3) reinforced polyimer tube: best accuracy, no recoil, unlocks muzzle mods (gun nut 4, explosives 4) sights iron: standard glow: glows range iron: adds range lines glow range iron: adds glowing marks to the range markers. 2x scope: (gun nut one) recon sight: (gun nut two) muzzles NA: standard stabalizer: same as with missile launcher TOW wires: addes 2 wire hooks and reels to the launcher, allowing the player to guide it to where ever they are aiming up to 150 range after which auto detonates. (triples weapon weight) (gun nut 4, explosives 4, science 2) ::m202:: [unique, in game, called death bringer] info: a rare pre war weapon, in the armories of all major military groups, the m202 was rarely used before china invaded after which it was used heavily along with the flamer to burn out the enemy intrenchments, and bunkers. ammo: missiles or RPG (uses missiles when found) weight: 45 LB ammo: 4 fire rate: depends on fire mode mod :mods: stock heavy metal: large back end with 4 tubes sticking out of it. cut down: removes most hte metal plating, exposing all 4 tubes and the wiring between them, lowers weapon weight to 15, and removes sight mods, but other then that does nothing. tubes quad tubes: standard small octo tube: adds 4 more rounds changes ammo type to RPG (gun nut 4, explosives 2)(adds tubes between the tubes) single tube: changes ammo type to mini nuke, has greater range then the fat man. reduces ammo cap to 2. (gun nut 4, explosives 4, science 2) sights(removed if cut down is used, replaces any sight with the standard iron) iron: standard ballistic: adds range guides to the side of the sight, they are glow sighted. shielded iron: adds a large metal shield, while in stealth and not moving gain 20 DR.(gun nut 2) shielded ballistic: same as shielded iron with a balistic sight. (gun nut 2) 2x scope: 2x zoom, has range markers on scope (gun nut 2) shielded 2x scope, same defense as other shielded (gun nut 3) seeking: locks on and seeks targets (gun nut 4) shielded seeking: seeking with shield fire mode(has only 2 mods) single: semi auto fire all: fires all loaded ammo at once (really just high automatic.
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Pump action shotgun with various ammo type
warbrand2 replied to pikusharp's topic in Fallout 4's Mod Ideas
some one will make a pump action eventually, atleast I hope. but the ammo switching thing is already here http://www.nexusmods.com/fallout4/mods/9057/? suggest get a hotkey mod if using it. -
Well I was going through the mods and only found around two LMG mods, and well I want more, as the LMG is a military tool something you would expect to see in combat, yet in vanilla you only see "one" and that is the upgraded assault rifle. So I have a request for two weapons one in the vain of the pipe rifle, being a home made lmg, while the other is a military m249 ::heavy pipe rifle:: perks effect: heavy gunner, commando, rifleman, base caliber: .308 base mag: 20 round box. looks: well a pipe based lmg, with a side open bolt. used by: raiders, diamond city guards, rare settler spawn. mods: :receivers: standard: .308, 20? damage per hit. (early game) heavy quick action automatic belt automatic: replaces mag options with belt boxes. belt semi automatic hardened armorpiercing automatic advanced automatic advanced belt automatic advanced belt semi automatic .50 cal mag .50 cal belt automatic .50 call belt semi automatic. hardened .50 cal semi automatic advanced .50 cal semi automatic. :barrels: medium barrel(default) long barrel: better accuracy medium heavy barrel: higher weight, but better recoil control, and accuracy long ported barrel: medium barrel with out the weight problem, and better range medium railed barrel: can attach bipod or bayonet. long ported railed barrel: can attach bipod or bayonet note: the medium and long barrel are like teh diffence between a m60 and browning barrel. :stocks: pipe stock: made out of some heavy pumbing pipe, default and not that good. wooden stock: reinforced wood, better recoil control, better per shot accuracy gunner stock: a polymer braced version of the wooden stock, similar to the best one for the home made rifle. power armor stock: changes holding it to that of a heavy weapon, adds a top button, and a forward grip, superior recoil control :magazines:(standard) 20 round stick: standard 40 round stick: slower reload 100 round drum: worst reload quick load 20 round stick: best reload quick load 40 round stick: standard reload :magazines: (Belt) free drop: 50 rounds, slowest reload(looks best if find an infinite one, though would require the gun to be animated...) 100 round box: 100 rounds, moderate reload. 250 round box: 250 rounds, 1.5x slower then the 100 round drum. :sights: (can be equipped but not used if have power armor stock) standard forward sight both reflex gunner sight recon sight (works even with power armor stock) laser pointer (blocks aimed sight, but increases hip fire accuracy, great with power armor stock) short scope medium scope long scope ::m249:: perk effects: heavy gunner, commando base caliber: 5.56 base mag: 30 round looks: google m249 or look at this https://en.wikipedia.org/wiki/M249_light_machine_gun used by: gunners, triggermen, good neighbor guards. mods: :receivers: automatic (standard) belt automatic (changes mag to belt type) rapid automatic armor piercing automatic rapid belt automatic hardened automatic armor piercing belt automatic hardened belt automatic hardened rapid belt automatic :barrels: short barrel( basic) medium barrel long barrel medium ported barrel storm barrel (increases fire rate by 50%)(looks like mg42 barrel) :muzzles: none compensator suppressor muzzle break :stocks: default stock recoil compinsated hip fire stock (adds a belt which loops around the shoulder, greatly increases hip fire accuracy, and reduces recoil. required for ammo tin belt mod) :magazine: basic 30 round stick: fast reload 60 round stick: moderate reload 100 round drum: slowest reload quick load 30 round stick: fastest reload :magazine: belt free belt: 50 rounds, worst reload 150 round box: moderate reload 250 round box: slow reload 1000 round tin: forces hip fire, one hand holding the gun the other holding the tin, requires hip fire stock. has a slow reload where you drop the metal tin and pull out another set it on a rack, link it up then pick up the tin.
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both add a lot of features but they add way more then I am looking for.
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was browsing the nexus and found this http://www.nexusmods.com/fallout4/mods/10747/? and it got me wondering fallout 4 is built on the same engine as skyrim why don't we have riot shields. so I started to come up with an idea for them. saddly I can not mod. Combat shields info: large balistic shields designed to stop attacks from most sources. use: offhand use with: pistol or light/medium speed weapons.(one handed weapons) function: when equipped removes aiming down sight and blocking in favor of raising or lowering the shield, also causes pistols to lose 10% accuracy when used (one handed firing) concept sheilds police shield health: 200 blocks: low grade bullets, most melee look: glass riot shield mod slots:shield, handle, misc shield mods police glass(basic) health: 200 blocks: anything doing less then 12 damage per hit. damage stages 100% health: looks fine a little dusty 50% health: glass is cracked atleast one hole through it 25% health: several holes through it glass is nearly shattered 0% health: you are holding a the handle with only twisted metal connected to it. note: explosives instantly break, so a grenade or mine will destroy this. police metal health: 250 blocks: anything doing less then 30 damage per hit. damage stages 100%: the resource above, with glass in place of that open area 70%: lightly scratched, a dent or two in the metal 50%: several more dents in the metal, a scorch mark on the window 25%: huge dents in the metal, glass shattered in upper corner 10% glass destroyed 0%: metal is riddled with holes, lardge chunk taken off the top. military metal health: 400 blocks: anything that does less then 50 damage per hit damage stages same as police look: olive green military plate, instead of black. alts raider metal health: 150 blocks: halves all damage (note this means blocks nothing, all riot shields halve damage from none blocked rounds and attacks) looks: borken police glass with metal welded and bolted to it, generally used by melee raiders, and rarely pistol users.(this concept is based around the raider overhaul mod) marine shield info: lighter and bigger allows the user to tank most foward damage, at the cost of not having a misc slot. note: is a unique mod likely found in far harbor. health: 500 blocks: 75 damage per hit, 100 per explosive hit. note on blocking: shields block upto a specific number on damage or damage type, with all damage from that going directly to the shield which has a DR depending on type to reduce damage to it. if damage is over that number user takes half damage while the shield takes FULL damage. this means a 100 damage shot will only do 50 damage to the player, but 100 damage to the shield. this means shield blocks are completely different from melee blocks, though it also is there because of the projectile damage blocking. ::HANDLES:: note: handles determine how this functions, by default you have the shield raised when you drawl your weapon, other wise it is just on the model. light grip handle (standard) info: allows for easy holding of the shield while crouched but is hard to hold still while standing note: shield wavers while standing, but while sneaking is stable stealth grip info: allows the user to move quitely while using the shield note: same as light grip, but lowers movement noise heavy grip info: easy to hold no mater what note: stabalizies the shield while standing ::MISC:: wheeled (armorer 2, gun nut 1) info: place it and use as cover note: allows you to place the shield, though at the cost of being able to raise it. once placed it is counted as a cover item, similar to how you can take cover behind a car, only you can pick it up afterwords. warning: this means you can not raise the shield as you will just deploy it. note 2: this makes it great for making cover points in settlements. pistol rest (armorer 4, gun nut 3) info: adds a pistol rest to the shield removing the 10% accuracy debuff from using a shield with a pistol. flood lights (armorer 2, science 1) info: adds two lights to the front of the shield, while they are on acts as a head lamp, with a bonus in the fact it can "blind" enemies who try to melee you.
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bump
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This may just be me, but I tend to go around the wasteland with a follower, and well there are several times I have been running around wanting a support squad. this comes from things like attacking Libertalia with a few BoS knights at my back, or the assault on teh castle with minutemen giving fire support. the thing is, all teh current mods do not give what I am looking for, they are either console based, or litterly let you recruit anything. So here is what I am looking for. settlement support info: allows you two have two "expendible" settlers following you along with your follower. concept: your minutemen allied settlements can do to pull some weight when attacking things. so why not build a reinforcement office and task two of your settlers to it. said settlers can then be recruited to follow the player and any follower the player has. limit 2 settlers. optional idea: settlers have limited ammo, and are not esencial meaning you can take the extra fire support but you have to pay for ammo and keeping them alive. bonus to settlement: the office will generate anywhere between 0 and 200 caps per day, as the settlers in it are emplied to be doing quests like you. Infact you may run into them when you go to a settlement for a quest from the radio freedom in which case you can have 2 extra ones following you for that quest. (though they walk and will not fast travel with the player) overall idea: something that works in survival giving the player a way to have a small squad under their command but at a cost of potentially handy capping a settlement if they use it (lose settlers).
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that mod is a similar concept, though it only has special videos which are bleh.
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Satisfying Brotherhood of Steel Questline (SPOILERS)
warbrand2 replied to spwned's topic in Fallout 4's Mod Ideas
nothing at all, infact it is possible to have that quest pointed at one settlement and only one settlement ever, so yeah back and forth to constantly harass one settlement for food. never liked that quest because we as the player can set up farm settlements that can supply the hole commonwealth with food and yet the brother hood will not take it, or even consider it. bleh the brotherhood in fallout 4 are just raiders white knighting as their past. though I do not agree with the above posters mod idea, think if anything some one should overhaul the brotherhood out right and remove some cut content (hint: in the files there is dialog for having dance overthrow maxson because maxson is a racist ass.)- 15 replies
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Ok I resently started playing nuka world and upon seeing the nuka trons and building one of my own. I have to say the tv on the nukatrons looks like it should be a modible thing. so I have a suggestion based around this. tvtrons info: requires nuka world and automatron. idea: build robots that control tv's upping happyness of a settlement based on the amount of shows and tv's in the settlement. ::ideas:: tvtron info: a none nuka world branded tvtron, designed as a local radio brodcaster these things can wirelessly show holotape videos to all nearby tv's. just give htem the tapes and they will play them at random. video holo tapes. watch old world shows in stile, with these video holotapes, though the video isn't high quality and it is black and white it is better then the standby screen.
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Think it is sad we can't place any of the military equipment you see around the commonwealth. so this request is a simple one, can some one make a workshop pack that allows us to place military equipment like barriers, ammo c ontainers, and even the modular stuff the brotherhood use. Also can some one make a mod that allows us to place manned turrets, it shouldn't be that hard as all you would have to do is take the vertibird door gunner stuff and mark it on a set location that a settler can be asigned to, or the player can use. (would love to give my guard towers some kick, out side of a mod that adds 20mm rifles)
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Ok note, the pastebin is a way to detailed idea for a "DLC" that will never happen for many reasons. http://pastebin.com/gBTa6Yfv As such I am posting this here as a request. I note that the setting and main faction in it will have to be changed and that the idea its self may not be the best, but hey best to give a try.
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yeah this concept would need a large amount of balancing, what is posted was just me typing out an idea with out really thinking.
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bump
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Just an out there idea for a mec/ shiv replacement unit. Image found online and used as concept https://s-media-cache-ak0.pinimg.com/564x/cf/87/67/cf8767f4d51c24166d41d3e6b89ae96b.jpg Ok here is the idea, normally in game when you get turrets atopsied (which is bugged as in some games you can't do this) you get one things out of it of value that is the turret defense for if a UFO is sent after you, said defense is sort of a waste if you have either A downed the UFO or B use stop it from being launched every time. So here is an idea, give a choice when you unlock the turrets have two room options turret control room or have a single mboile drone crafted, this drone would be heavily armored but lightly armed and as you research better gear it only gets better. By default, you would as mentioned unlock the drone with the turret control room you just have to choose if the control room will have turrets or if you will upgrade it to have the drone. Teh drone its self MQ-WS # (mobile quad, weapons system) looks: image linked but with spiked legs. health: 8 armor: 2 weapon primary ballistic: 20mm auto canon. 2 ammo units, reload is 2 actions damage:5-7, 10 crit magnetic: Gauss rifle 2 ammo units, reload is 2 actions damage: 7-9, 12 crit beam: ion beam, 2 ammo units, reload is 2 actions damage: 9-12, 25 crit weapon secondary 40mm launcher info: single round grenade launcher, fires at a high arc has a high range. can be replaced. gear (has 2 slots) by defualt these slots are empty. upgrades the MQ-WS is upgraded in proving grounds and from there you can get sub weapon upgrades(replace secondary weapon) and gear upgrades. RANDOM MQ-WS secondary pool missile tube info: gives 2 high explosive missiles, act similar to exo rockets. shredder cannon info: same as the exo weapon, but has 2 shots. naplam launcher info: fires of a burst of 4 grenades that light the area on fire, rounds have a chance to stun or disorient targets. swarm launcher info: fires a cluster of low impact rockets at the area (6 rockets) dealing 3-5 damage each and shredding armor. arc cannon info: fires a short arc of electricity dealing moderate damage to a target and forcing robotic units to shutdown for 1-3 turns. Random MQ-WS gear reinforced armor info: gives 4 health and 1 armor to the drone (can only have one) AI targeting info: as long as you have ammo, you have over watch. (Basicly fires at anything that moves, in its sight range) autoloader info: +2 ammo, +2 free reloads, automatically uses free reloads if turn ends with out ammo. (Can only have one) shield emitter info: gives 2 shield units that recharge one per 2 turns. (can stack) mini grimlin info: gives a micro gremlin and the ability to remote hack, bot has 70 hack. riot barrier. info: deploys a heavy cover element in a chosen square next to it. EM pulse info: on death unleashes a EMP damaging all enemy units in range. heavy ordnance pod info: +1 to secondary weapon ammo. (Can stack)
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I doubt I am the only one that thinks it is strange that you are helping to build a unified resistance but you never ever see resistance soldiers on the field, even when defending their compounds. So here is a suggestion for a mod, true resistance. Mod objective: make the resistance more prevalent in game, by adding AI controlled resistance members to some maps, by adding player controlled rebels to the maps, these would appear in pods of 1 or 2 and their may be upto 4 pods on a defense map. Resistance would basically be xcom limited to experimental ammo and balistic guns, their soldiers are random like the advent soldiers. The missions they appear on are limited at the start generally only appearing in retaliation mission until mid game, where you may see them in any loud mission. note: for balance maps with resistance members would have a higher chance of reinforcements as well as a higher enemy pod amount. (ADVENT?) rebel soldiers info: rebel soldiers are early game resistance members, they are more unorganized and rarely have good equipment, though in late game they can be pretty useful their full on resistance variants are much better. Rebel info: a civilian with a machine gun, they use civilian clothing and are not much in a fight. weapon: assault rifle secondary: pistol health: 5 (max 10) armor: 0 abilities early game: NA abilities late game: fast hands, grenade x1 (used in the same way enemies use grenades) Armed citizen info: An advent citizen who has sympathies for the resistance and is just looking for a chance to prove themselves. weapon: pistol secondary: combat knife health: 3 (max 6 late game) armor: 0 abilities mid game: unsuspecting target (does not alert enemies, unless they attack, so yeah these guys make a really good scout, though they can NOT do any objectives), cut (gives target bleed effect making all attacks on them critical, down side only does 1 damage) abilities late game: plant explosives, plants a x4 charge at location, charge explodes in 2 turns. has a huge blast range. note: do no appear in normal pods, instead appear mid fight in any none wilderness or alien facility map., that has citizens (a random citizen may turn to this sort of like a reverse faceless) rebel recon info: a citizen with an assault rifle and sword, not much difference then a normal rebel. weapon: assault rifle secondary: sword health: 6(10 late game) armor: 0 abilities early: slash abilities late: cone of fire. sniper info: a citizen with a sniper, generally used by the resistance to for border defense. weapon: sniper secondary: NA health: 4 (8 late game) armor: 0 abilities: squad sight, long watch. abilities late game: shredder rounds (passive) resistance units info: mid to late game these start appearing, they are better armed and are closer to xcom in units. resistance soldier info: a true rebel, armed with a rifle and a vest (basically rookie, with better health an aim) weapon: assault rifle secondary: NA health: 8 (12 late game) armor: 1 (2 late game) abilities: suppression, grenade x1. resistance grenadier info: a resistance soldier who has been equipped with a grenade launcher as their main weapon, and a pistol as their sub unlike xcom grenadiers who have to carry a cannon the resistance ones forgo the heavy weapon and just bring more grenades. weapon primary: grenade launcher secondary: pistol health: 6 (10 late game) armor: 1 (2 late game) abilities mid game: grenade x6 abilities late game: salvo note: the grenades are none upgraded meaning they do the weaker damage and blast range. (though if you upgrade to alien grenades resistance members will start carrying them to) resistance heavy info: a resistance member with an exo suit, they are more heavily armed then the standard resistance fighter though they lack the grenade launcher they more then make up for it in damage output. weapon: cannon (has extended mag) secondary: exo weapon health: 9 (14 max) armor: 2 (3 max) abilities mid game: rocket x1, suppression, blue screen rounds abilities late game: cone of fire, blast padding (one of their armor points) Resistance engineer info: a resistance battle hacker armed with a few special weapons. primary: pistol secondary: micro turret (a single use turret that has 2 health 5 armor, and 5 rounds fires a shredder round at any enemy that enters its area (10 block range), once ammo is out self destructs) abilities: micro turret abilities late game: mine x2, grenade reload, refills grenades/heavy weapons of any allies in 3 range. The soldiers would just be the tip of the ice berg with this concept, as what good are allies if you can't make use of them. By default the resistance fighters above only appear in retaliation missions and rarely supply missions (hit convoy/downed ufo), to get the true potential a player would have to upgrade a resistance com with a communications relay and create a grenade call signal flare. communications relay cost: 150 supplies power draw: 2 requires engineer: NO effect: resistance members are informed of xcom missions, meaning that all missions have a chance of a resistance pod being on the ground when you arrive. signal flare item type: grenade effect: calls in a transport containing a heavy pod of resistance units, warning the use of this will cause 2 advent transports to be called on the other side of the map. heavy pod note: always has at least 4 members may have elite members (elite members are any xcom soldier dismissed or character pool soldiers at a variable rank) Seeing resistance members in early game, you will rarely if ever see resistance members though rebels will be there for a few missions they are rarely useful and just warn you that hey there are more enemies on this map then normal. In mid game, the resistance is starting to become a full on army, at this point the communications relay can be built (it requires you to have contacts with at least 7 locations.) once that is built every major mission will have a heavy resistance pod, these pods would contain only resistance members with resistance in their class name, (aka the last 4) though this means missions with them will be harder as two squads of soldiers are easier to spot then one. (lose concealment faze, as such the ability to call in resistance allies can be toggled) Do not be discouraged by the loss of concealment faze, there is an alternative that being the flare grenades, you can craft as many of this item as you want but be warned the max amount of them used is 2 and that requires a guerrilla tactics upgrade. Other then when you call them in, on retaliation missions that do not have chryssilid pods you will have 1 or 2 light resistance pods (can contain any resistance unit but only has 1 or 2 units). on ones with chryssilids you will see maybe 1 pod. They would also appear on any hit convoy or downed UFO in later game, joining you in concealment. Armed citizens some may note, in my unit list I put armed citizens, these would not technically be resistance members but instead are free units that you may find in any ops which has citizens in the area, in concealment they will be marked with green stars instead of the normal red, getting near them will not remove concealment and will give you one unit that can walk right up to any advent and most alien troops with out triggering lose of concealment, they are really good scouts though they are piss poor for combat. For each armed citizen you have active at the end of the mission you would get 5 resources and a 20% chance of getting a unit. (10% chance rookie, 5% engineer, 5% scientist, other 80% is a +1 to resources per month from area the ops took place in)