As a scenario, I've recently started a new playthrough, this time based out of the Great Desert. Going for an asshole/evil/slaver playthrough.
I'm currently set up with eight characters. Four super sneaky and super fast with bows, and four with some sneaky medium armor and desert sabres.
I'm roaming around the desert, taking down small groups of skimmers, and taking down small groups of outlaw farmers and vagrants to sell into slavery (with some mods to make selling people into slavery viable).
I recently started accidentally killing people I wanted to sell into slavery, so I bought everyone jittes to use in combat. For my bow guys it's easy, I just toggle off ranged. But for my medium dudes, I have to manually micro their sabers in and out of their inventory - which is particularly annoying when inventory is getting cluttered.
It's not that big a deal, but it adds a bit of friction exactly as the action starts, and it feels like the kind of feature that should have existed right from the start.
How to implement that is obviously up to the devs - I'm not the game designer in the room.
But to suggest one idea that could fulfill this scenario: They could add a multi-option combat mode selector, similar to the movespeed selector. List through options:
- Auto (current behavior)
- Ranged (current behavior when ranged toggle is on)
- Force Primary
- Force Secondary
- Force Martial Arts
In my scenario, I could see a band of 6-8 Outlaw Farmers on the horizon, which I'm pretty sure I can take down safely. So I'd just select my entire squad and switch them over to Force Secondary so they get their jittes out. After the battle when I've patched everyone up, I select my rangers back to Ranged and my Sabres back to Auto. Frictionless. The only inventory management I need to do is looting, then back to the action of everyone picking up a slave and hoofing it to the nearest UC city.
Would love to see this built into the K2 engine then released down to K1 as an update.
Thanks for reading.