Weapon Switching for K2/K1 Engine

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DanielS
Posts: 2
Joined: Mon Sep 09, 2019 10:43 pm

Mon Sep 09, 2019 11:05 pm

I'd love to have the ability to tell my characters to switch weapons.

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
Would make it easy to do for entire groups.

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. :)

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Shidan
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Posts: 1234
Joined: Mon Oct 22, 2012 1:41 pm

Tue Sep 10, 2019 5:52 pm

I second this request, for all the reasons mentioned. Having a simple selector like the runspeed option is perfect for covering all the scenarios a player might want to override the game's choice of weapon, and in a way that doesn't significantly clutter up the UI since it's replacing a button or two instead of adding more things.

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Rustledjimm
Posts: 43
Joined: Wed Feb 27, 2019 12:28 am
Location: Scotland
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Fri Sep 13, 2019 12:38 am

This would be an incredibly useful toggle. As someone who tried a slaver run once the micro of using blunt/cut weapons was frustrating and a toggle/button to tell people to use their secondary weapon would have been great.
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