// Combat · RimWorld Mod
Combat drones 2
This is a somewhat early version of the mod It should function without any major issues, but content-wise it might be a bit barren (by itself it only adds 1 drone while only adding 3 more with VWE active).
This is a somewhat early version of the mod
It should function without any major issues, but content-wise it might be a bit barren (by itself it only adds 1 drone while only adding 3 more with VWE active). I’ll be adding more stuff later, once I’m sure the balancing is right because surprise, surprise, sticking two extra independently-firing guns onto a colonist may or may not be a bit trickly to balance correctly.Content
Similarly to the previous combat drones mod this adds combat drones which pretty much function like mobile turrets that are glued to a pawn. The difference is that instead of being attached to the pawn 24/7 the implants give an ability to “summon” a pair of drones that last (usually) 3 hours and then require a day to recharge. Imagine Vanilla Apparel Expanded — Accessories’ Mini-turret Pack, it works pretty much the same way...except these come in the form of an ability that comes from an implant, instead of being a piece of apparel.Balancing
I’m open to suggestions, so this is all subject to change, but this is currently how it all works:- A single pawn can have one combat drone pack installed.
- After the implant is installed the host gains access to a “combat drone support” ability (they need to be drafted for the button to appear)
- When activated the drones will function like a pair of fully independent normal-quality versions of the weapon they are based on.
- The drones will last for 3 hours, after that they’ll require a cooldown period of one day before being usable again.
“Supported” mods (that cause additional drones to be added when they’re active)
Vanilla: (not a mod, I know)- Adds a charge rifle combat drone
- Adds a charge shotgun combat drone
- Adds a charge sniper rifle combat drone
- Adds a charge minigun combat drone
- Crypto weapons from VFE - Vikings
- Plasma weapons from VFE - Insectoids
- Laser weapons from VWE – Lasers
- Coilgun weapons from VWE – Coilguns (if they end up working)
- Psychic weapons from HALO: Rimworld Psychic Pulse Armory (Continued)
Differences between this and Combat Drones 1
- The drones are now an ability with a limited duration and a cooldown instead of being active 24/7
- The drones based on existing weapons keep their original stats instead of having their cooldown doubled.
- The crafting and installation cost needed to fully equip a pawn with drones should end up being somewhat lower and less time-consuming
- The drones have received a graphical change to better fit the theme of their weapon counterparts.