Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
boner confessor
Apr 25, 2013

by R. Guyovich

Demiurge4 posted:

drat, I had set up a turret at both canyons leading into my base, put my guys next to it behind sandbags to take out three natives with bows and throwing spears. My best dude got oneshot by a throwing spear, RIP. :(

What's a good way to avoid that in the future?

Tribals are melee-focused and have rapid fire short range weapons. Let your turrets soak the damage while your people take potshots from behind solid walls. You want to keep tribals at medium range and picking them off with guns. The one-shot kill was just bad luck, I've never seen that happen (but I have seen one-shot crits).

Defense in depth tends to work. Just keep falling back when the tribals get too close. Volume of fire is what wins in this game.

Adbot
ADBOT LOVES YOU

Huszsersvn
Nov 11, 2009

Nice world you've got here. Shame if anything were to happen to it.

Oftentimes, volume of fire is lacking in weapons that should be much better at it, like the L-15 machinegun. I just go into the XML files in the Mods-Core folder and tweak the numbers in my favor, because if I'm going to be overwhelmed, it won't be because my nest full of heavy gunners was armed accordingly.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

OwlFancier posted:

I also want to see what effect the trigger happy ability has on a minigun, just an endless hail of bullets that doesn't hit anything I'm hoping.

I sort of wish there was a suppression mechanic in the game. Throw a minigun on someone with trigger happy, and he'll probably never actually kill anyone, but he'll definitely restrict their ability to move around and aim effectively. Make accuracy better across the board, so you really want to take advantage of it to avoid casualties and such. Likewise, if the enemy can suppress your guys, it becomes much riskier to send out one or two snipers to dismantle a group of pirates, because if they get suppressed they're probably boned. It'd likely require tweaks to the number of non-tribal enemies that spawn, though.

The way I'm envisioning it, a combined arms approach to combat would become very effective, with gunners suppressing enemies, snipers for damage and taking out enemy gunners, and rifles and the like sort of in-between. It'd also open up stuff like flashbangs, so you could flash enemies and rush them with shotguns or melee weapons (on a related note, let me put grenades and guns on the same unit).

Another idea would be some kind of spotting system for mortars, if you have a unit within a certain range of the target, mortars become more accurate. Maybe even a fog of war system, opening up surveillance cameras, binoculars and the like.

I dunno, probably too complicated, but the ideas were knocking around my head when playing earlier.

OwlFancier
Aug 22, 2013

Hmm, you might be able to mod in a custom explosion effect on every bullet which does no conventional damage but which gives the enemy a very short term 'suppression' disease or something that impairs their movement and manipulation abilities?

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



The suppression could be modifier in mood that reduces their combat efficiency. I would imagine that staying suppressed for an extended time would cause people to break. I'd like more grenades too. A smoke grenade so you can retake the initiative during a raid and regain your positioning. Combat stims would be pretty great too. Since the big selling point of this game over other dorf clones is the combat I hope it gets fleshed out more.

Slime
Jan 3, 2007
With this new ability to yoink organs, who else thinks it would be neat if there were genetically superior people running around? The description for humans mentions that they're baseline humans, with no genetic augmentations or anything. Which opens the possibility for genetically enhanced humans to exist. Genetically enhanced humans with their superior organs, ripe for the picking. Poisons aren't actually a real problem now, but when they eventually are I want to have some sort of super-liver. I've noticed that things like tortoises and mechanoids seem to have natural armor, which makes me think it would be pretty neat if you could replace a colonist's skin with armor plating. Possibly by ripping it off of mechanoids. I think mechanoids could stand to be made more interesting in general, really. I'd love to be able to acquire their weapons, or break them down for cybernetic parts instead of getting a small amount of metal from them.

FairyNuff
Jan 22, 2012

Slime posted:

With this new ability to yoink organs, who else thinks it would be neat if there were genetically superior people running around? The description for humans mentions that they're baseline humans, with no genetic augmentations or anything. Which opens the possibility for genetically enhanced humans to exist. Genetically enhanced humans with their superior organs, ripe for the picking. Poisons aren't actually a real problem now, but when they eventually are I want to have some sort of super-liver. I've noticed that things like tortoises and mechanoids seem to have natural armor, which makes me think it would be pretty neat if you could replace a colonist's skin with armor plating. Possibly by ripping it off of mechanoids. I think mechanoids could stand to be made more interesting in general, really. I'd love to be able to acquire their weapons, or break them down for cybernetic parts instead of getting a small amount of metal from them.

I swear there is a storage option now for stockpiles that is "Scyther blade claws" so maybe?

OwlFancier
Aug 22, 2013

Geokinesis posted:

I swear there is a storage option now for stockpiles that is "Scyther blade claws" so maybe?

Also power claws if you want to get your Ork on.

Give someone a power claw and the trigger happy trait, orky as gently caress.

Pornographic Memory
Dec 17, 2008

OwlFancier posted:

Also power claws if you want to get your Ork on.

Give someone a power claw and the trigger happy trait, orky as gently caress.

God this update sounds awesome. The only thing stopping me from playing it like crazy is that Prison Architect had an equally awesome update about a week before Rimworld and I haven't gotten bored of that yet.

swampcow
Jul 4, 2011

OwlFancier posted:

Also power claws if you want to get your Ork on.

Give someone a power claw and the trigger happy trait, orky as gently caress.

Controlling a group of Orks that construct a ship to get off the planet..... Seems like a perfect fit for this game.

Party Alarm
May 10, 2012
Been watching this thread for a while. This new update sold me on the game. I'm starting up my first playthrough right now!

e: Randy Random on Challenge Mode. Time to die

e2: Trying not to gently caress with the RNG - not gonna reroll what I get character wise. Got a miner, scientist, and psychopathic herbalist.

Party Alarm fucked around with this message at 06:25 on Oct 3, 2014

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
So, I installed this mod, because more random events are awesome, right? For reference, I was also using Prepare Carefully and PowerSwitch.

:stonk:

I'll spoiler them in case anyone doesn't want the FUN ruined.

I started with 4 colonists, and almost immediately upon landing, I got hit by an event that causes half of your colonists to rampage. Luckily I managed to incap them both, and one of the colonists it didn't effect was my doctor, so there was no real harm done, thought this is when I noticed that my doc spawned with cataracts in both eyes and a bad back, so he never got a good heal. Ever. I'd rather not think about that event triggering when the colony is larger.


So, life goes on, get my colony set up, buy a few slaves from traders, things are looking up. I get an event with a message that some people are abandining their ship because something is on it with them, and three drop pods crash down on the other side of the map. I send out people to capture them, and one of them turns into some bigass slug looking monster. I'm sure that if it had managed to hit anyone it would have hosed them up, but it was slow and could apparently only punch people, so my sniper ended it in short order. It did blow up when it died, which would be fun if I was using short-ranged weapons.

Whatever, wasn't a big deal. I kept playing for another hour or so, with nothing particularly significant happening, Started working on a ship, because I had loads of plasteel I could mine, was nearly done, and then I get this message (paraphrased): The Void has come to this world! Keep close to the light if you wish to survive! :stare: And then it started a 60 second countdown. I immediately drafted everyfuckingone and had them get inside my dining hall, and just as the last person got inside, the countdown ended and EVERYTHING OUTSIDE OF THAT ONE ROOM WENT PITCH BLACK. My turrets immediately went crazy shooting at something, what, I have no idea, but the door to my dining hall got broken down immediately, and I could see everything else taking damage, including the walls of my dining hall. Nothing came inside, though, so I planned on just chilling and hopefully waiting it out. Then one of my sharpshooters got the alert that a mental break was imminent, and with no way to prevent him from leaving and forcing him to use some hastily put down sleeping spots, I decided to undraft him, just to see if he could make it to his room (the light would have automatically come on when he got inside). NOPE, he took two steps into the darkness and just died. No incap, no sounds of him being hit, just dead. :gonk: I kind of resigned myself to losing the colony, which sucked because I was one AI Persona Core away from having a finished ship, and then a completely unrelated event fired, saying that a ship had detected the distress beacon when our original ship went down, and had decided to come rescue us!I had the choice to either keep playing or accept rescue, and I accepted because I would have been away soon anyway, and it just kind of dumped me back to the main menu. I like to imagine that they came swooping down with floodlights on and Ride of the Valkyries blaring, though.

This game :allears:

Party Alarm
May 10, 2012
So, everyone but Ed my scientist caught the plague. While he was nursing them back to health, everyone nearly starved to death. A squirrel rampage taught me the dangers of friendly fire, though thankfully no one died. Eventually Ed caught the plague right when I ran outa medicine. I have a miner and a psycopathic herbalist with a minigun left. Fun times!



This was my start - a nice area to build in I think!

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Leif. posted:

Not just that, but playing without mods for a while will help you learn the timing of approximately how long you have to get your base set up, in the early stages, before being attacked. For instance, the "build defenses" email will come after a day or two, but depending on your storyteller setup and starting location, you may not need to actually build any defenses for several months -- or you may need to get at least a turret or two up right away depending on storyteller.

-e- the only mod I consider absolutely vital, personally, is the one that adds tons of new guns to the game.

I'll admit to not having checked out all of the fluff, but is there some particular reason guns are a mix of 1910-84 service weapons and incendiary launchers? I get that they use the 40K "some planets are feudal" vibe, but if you're advanced enough to get aboard a ship, surely you're advanced enough to bring an automatic grenade launcher or two instead of a Lee-Enfield?

Alchenar
Apr 9, 2008

Tias posted:

I'll admit to not having checked out all of the fluff, but is there some particular reason guns are a mix of 1910-84 service weapons and incendiary launchers? I get that they use the 40K "some planets are feudal" vibe, but if you're advanced enough to get aboard a ship, surely you're advanced enough to bring an automatic grenade launcher or two instead of a Lee-Enfield?

Your ship exploded and it wasn't a military ship anyway because your crew is a bartender and two hairdressers. I reason you get two self-defense pistols and someone's relic hunting rifle.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Hahaha, that rules!

I'm here to cut hair and subjugate alien worlds. And I'm all outta hair. :getin:

Pornographic Memory
Dec 17, 2008

Tias posted:

I'll admit to not having checked out all of the fluff, but is there some particular reason guns are a mix of 1910-84 service weapons and incendiary launchers? I get that they use the 40K "some planets are feudal" vibe, but if you're advanced enough to get aboard a ship, surely you're advanced enough to bring an automatic grenade launcher or two instead of a Lee-Enfield?

Higher tech doesn't mean you're going to be taking around heavy weaponry like a grenade launcher or machine gun if you don't have an actual need for them. Plus the scenario is that you're shipwrecked so you didn't exactly get to choose what guns you brought with you anyway. I think the use of Lee-Enfields, M-16s, Uzis, and M-24s specifically is just because they're cool and highly recognizable and distinct looking weapons of their class and not necessarily for any fluff reason, though I admit this is 100% guessing on my part.

FairyNuff
Jan 22, 2012

Worth mentioning there is a hotfix to Alpha 7 so redownload from your links.

I think it makes diseases a bit less common.

FairyNuff fucked around with this message at 14:11 on Oct 3, 2014

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Pornographic Memory posted:

Higher tech doesn't mean you're going to be taking around heavy weaponry like a grenade launcher or machine gun if you don't have an actual need for them. Plus the scenario is that you're shipwrecked so you didn't exactly get to choose what guns you brought with you anyway. I think the use of Lee-Enfields, M-16s, Uzis, and M-24s specifically is just because they're cool and highly recognizable and distinct looking weapons of their class and not necessarily for any fluff reason, though I admit this is 100% guessing on my part.

What got me about is that I thought this was hard-tech sci-fi - so wouldn't M-16s and uzis (not to mention the SMLE, service weapon of the british army in 1895?!) be really outdated at this point? I realize that it still works fine against tribespeople in furs, but the lee-enfield is discontinued in militaries now, so why wouldn't it be in the far future?

FairyNuff
Jan 22, 2012

Tias posted:

What got me about is that I thought this was hard-tech sci-fi - so wouldn't M-16s and uzis (not to mention the SMLE, service weapon of the british army in 1895?!) be really outdated at this point? I realize that it still works fine against tribespeople in furs, but the lee-enfield is discontinued in militaries now, so why wouldn't it be in the far future?

I guess they are from 'Midworlds'

Rimworld Universe Quick Primer

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark
I think they could reduce the likelihood of enemies dropping in with grav-chutes instead of spawning on the map edge somewhere. I started a new game yesterday on Phoebe, and got a beautifully defensible starting location so I thought I'd get to see some of the tactical gameplay that some of the posters in this topic have been talking about with hiding in the dark, crouching behind sandbags, kiting enemies into death zones and all, but I've never gotten the chance. The first attack on my settlement was a single raider who approached normally. An hour later (when I had mastered "put down a stool and a table so my dudes don't eat off the floor" technology) I had a goddamn centipede-bot drop directly into the center of my camp. That sumbitch killed two of my dudes and seriously injured another, leaving six alive. A few hours after that, FIFTEEN space pirates grav-chuted into the vulnerable center of my camp, completely bypassing all my defenses and mowing down my poor colonists. Ironically, they defeated themselves by trying to carry away my entire camp for slaves, but to get away they had to walk through my turret defenses.

Despite capturing every one of my colonists, they didn't get to take any away because everybody who was carrying one of my guys got shot up badly enough they had to drop the prisoners. Once my colonists limped back to camp and healed, there were still a couple of injured pirates barely clinging on to life in the scorching sun. I captured two of them, one a pirate warrior who had an arm and foot shot off, and one a Mad Scientist who I recruited to replace my medic who had died in the attack. His first task once he turned to my side was to remove a kidney, lung, and heart from his former ally, which he did with more enthusiasm than skill. I then sold those organs to an exotic goods trader for enough money to buy a machinegun and a sniper rifle to hopefully be able to defend myself the next time two and a half times the amount of guys I've got spawn directly inside my base with more advanced weapons than I've seen in the game yet.

Mengele Simulator 2014 is a blast, I just wish I'd get a chance to try out all these defensive setups I've built apparently for decoration. Here's hoping this hotfix doesn't wipe out my save.

scuba school sucks fucked around with this message at 14:42 on Oct 3, 2014

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
Yeah, the attacks directly in your base will be centered around your beacon. You should slap down some turret defenses around it and maybe incorporate it in your entrance for defensive efficiency.

I'm building out in the new biome in a non-hill/mountain section this time to see if I can manage without a lot of secure stone. Somehow the compound I made is really good for defending against small groups; there are plenty of clear firing lanes for my colonists hiding behind corners to shoot those coming to the entrance. The first pirate to be incapped didn't have the stats I wanted in a hostile world, so I cleared him for organ harvest. Out goes his lung, his kidney, his liver and oh he's dead, guess he needed that one!

Some time later, we get an attack of like six tribals. To my complete surprise, one of them went around to the back and set fire to my wooden wall! It wasn't much of a distraction, one of my colonists went to extinguish it before getting drafted. It spread to the ground adjacent to it and eventually whipped up into an inferno, but the attack had passed at that point.

Stele007
Aug 12, 2007

I just bought this game a few days ago and was kind of disappointed at the lack of crafting available (especially after coming from Dwarf Fortress), but this last patch helped out quite a bit with that. I do wish this game had more hotkeys, though. I know Dwarf Fortress is a mess of hotkeys, but once you memorize it, it's so much faster than clicking on everything. Having to select the material every time you select a wall/door is especially annoying. I wish there were separate hotkeys to select the material for all items in the menu and other hotkeys for the buildings/structures.

This game is really cool, though. It's like a stripped down Dwarf Fortress (which is kind of unfair as DF has 10+ years of development) that's much more accessible, and the design choices are pretty good. I do find myself wishing I could go up and down Z levels then dig for precious minerals, but that'd probably set this game so far back it's best not to think about it.

Demiurge4
Aug 10, 2011

So food, how many potatoes do you guys grow because I feel like I'm constantly short of ingredients, not to mention cloth.

Alchenar
Apr 9, 2008

Demiurge4 posted:

So food, how many potatoes do you guys grow because I feel like I'm constantly short of ingredients, not to mention cloth.

All of them. All the potatoes. Then sell the excess to passing food traders.

boner confessor
Apr 25, 2013

by R. Guyovich

Demiurge4 posted:

So food, how many potatoes do you guys grow because I feel like I'm constantly short of ingredients, not to mention cloth.

You need roughly 10 raw food to feed one person for one day. This includes prisoners, if you allow it. Strawberries grow quicker than potatoes. I try to research hydroponics 3rd or 4th because it allows you to grow food much faster. You can fit 12 hydro benches into the area of a single sun lamp.

Anyone know what I'm supposed to use to make hyperweave and synthread clothes?

OwlFancier
Aug 22, 2013

Alchenar posted:

Your ship exploded and it wasn't a military ship anyway because your crew is a bartender and two hairdressers. I reason you get two self-defense pistols and someone's relic hunting rifle.

Also to be entirely fair to 40k, they will just let random feudal people on board who don't entirely understand how their magic sword that cuts through everything works, but they're still pretty good at swinging it.

So if it really is that sort of society, nothing says the people on the ship have any idea how it works.

Popular Thug Drink posted:

You need roughly 10 raw food to feed one person for one day. This includes prisoners, if you allow it. Strawberries grow quicker than potatoes. I try to research hydroponics 3rd or 4th because it allows you to grow food much faster. You can fit 12 hydro benches into the area of a single sun lamp.

Anyone know what I'm supposed to use to make hyperweave and synthread clothes?

Strawberries should grow much slower than potatoes, you can just eat them raw with no penalty. Spuds are your baseline food crop but you need to process them. Cooked food is generally more efficient than eating the ingredients too.

boner confessor
Apr 25, 2013

by R. Guyovich

OwlFancier posted:

Cooked food is generally more efficient than eating the ingredients too.

Obviously, but "how much food do I need to produce" is easier to measure in terms of food output.

TK-42-1
Oct 30, 2013

looks like we have a bad transmitter



Rough math is 4 potato plants per person, per day in normal soil. A hydroponics bench will feed 2 people a day.

OwlFancier
Aug 22, 2013

Popular Thug Drink posted:

Obviously, but "how much food do I need to produce" is easier to measure in terms of food output.

Oh yes, just wanted to point out that it's 10 units of cooked food, it's about 15 units I think if you eat it raw so make sure to build a food processor if you're running short.

DelphiAegis
Jun 21, 2010

Popular Thug Drink posted:

You need roughly 10 raw food to feed one person for one day. This includes prisoners, if you allow it. Strawberries grow quicker than potatoes. I try to research hydroponics 3rd or 4th because it allows you to grow food much faster. You can fit 12 hydro benches into the area of a single sun lamp.

Anyone know what I'm supposed to use to make hyperweave and synthread clothes?

Can you show how you manage this? I always get lazy and end up messing it up somehow, but it's gotten better now that it actually shows the range of the lamp when placing and selecting.

OwlFancier
Aug 22, 2013

DelphiAegis posted:

Can you show how you manage this? I always get lazy and end up messing it up somehow, but it's gotten better now that it actually shows the range of the lamp when placing and selecting.

Starting at the outside and working in gives me this:



Which should work, as all the points are accessible from at least one side and I think they can work across diagonals.

You might also be able to jam another two at the top and bottom if you don't mind not being able to actually access the sun lamp.

OwlFancier fucked around with this message at 20:23 on Oct 3, 2014

boner confessor
Apr 25, 2013

by R. Guyovich

DelphiAegis posted:

Can you show how you manage this? I always get lazy and end up messing it up somehow, but it's gotten better now that it actually shows the range of the lamp when placing and selecting.

I do it like this



There are different ways, but there's no way really to add more without leaving spots inaccessible for planting or repair.

OwlFancier posted:

You might also be able to jam another two at the top and bottom if you don't mind not being able to actually access the sun lamp.

Yeah you could fit 14 in with this arrangement.

Party Alarm
May 10, 2012
So what's the deal with mods? Do I need to wait for updates to Alpha 7 or do some of the old mods work? Superior Crafting looks neato

OwlFancier
Aug 22, 2013

The issue with A7 is it's entirely changed the way a lot of stuff works, by adding stuff. Specifically the stuff system replaces most of the old building system and its textures, so creating graphics for any new buildings you want to build out of more than one thing, is going to take a while.

I'm also not sure how in-depth it is and whether it's possible to say, make a wall with a light on it, that doesn't tint the light if you make it out of wood.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Tias posted:

What got me about is that I thought this was hard-tech sci-fi - so wouldn't M-16s and uzis (not to mention the SMLE, service weapon of the british army in 1895?!) be really outdated at this point? I realize that it still works fine against tribespeople in furs, but the lee-enfield is discontinued in militaries now, so why wouldn't it be in the far future?

I always figured that it's survival kit gear. Pistols and a robust hunting rifle. Plus, you know how many SMLEs there are out there?

FairyNuff
Jan 22, 2012

Demiurge4 posted:

So food, how many potatoes do you guys grow because I feel like I'm constantly short of ingredients, not to mention cloth.

I tend to grow under requirements at least in non desert biomes as you can harvest a lot of the berry/agave plants lying around the landscape otherwise.

Blisster
Mar 10, 2010

What you are listening to are musicians performing psychedelic music under the influence of a mind altering chemical called...
I know this is alpha so Tynan is mostly focused on adding new features, but this could really use a better interface for managing your colonists. Even being able to sort the overview list by skill rank would go a long way. I would also love to be able to have colonists pick up weapons automatically after being wounded. I've lost battles before because I've forgotten to re-equip people who were disabled in the previous fight.

Not to sound whiny though. I've got a ton of play out of this game, more than most full price complete games I've bought. It's really impressive the rate things are being added and it's getting better everytime. The last update added a ton of awesome stuff, although I'm having trouble making enough money to play with the bionics and such.

Edit: nevermind, just struck GOLD

Blisster fucked around with this message at 03:51 on Oct 4, 2014

orangelex44
Oct 11, 2012

Definition of orange:

Any of a group of colors that are between red and yellow in hue. Middle English, from Anglo-French, from Old Occitan, from Arabic, from Persian, from Sanskrit.

Definition of lex:

Law. Latin.

Blisster posted:

I know this is alpha so Tynan is mostly focused on adding new features, but this could really use a better interface for managing your colonists. Even being able to sort the overview list by skill rank would go a long way. I would also love to be able to have colonists pick up weapons automatically after being wounded. I've lost battles before because I've forgotten to re-equip people who were disabled in the previous fight.

Not to sound whiny though. I've got a ton of play out of this game, more than most full price complete games I've bought. It's really impressive the rate things are being added and it's getting better everytime. The last update added a ton of awesome stuff, although I'm having trouble making enough money to play with the bionics and such.


There's a UI mod that, for me, has fixed most of my UI complaints. It hasn't been updated for alpha 7 yet, though.

http://ludeon.com/forums/index.php?topic=5258.0

Adbot
ADBOT LOVES YOU

Mister Bates
Aug 4, 2010

Tias posted:

What got me about is that I thought this was hard-tech sci-fi - so wouldn't M-16s and uzis (not to mention the SMLE, service weapon of the british army in 1895?!) be really outdated at this point? I realize that it still works fine against tribespeople in furs, but the lee-enfield is discontinued in militaries now, so why wouldn't it be in the far future?

There's no faster-than-light travel, so everyone's slowboating it around at relativistic speeds, which means mostly in-situ resource utilization. It takes advanced industry to build and maintain fancy laser guns and poo poo, while a bolt-action rifle is something you can make with hand tools if you have to, and people have been casting lead and mixing gunpowder for over a thousand loving years. Plus, a plain old bullet will still kill someone just as dead as an energy weapon. It actually makes a lot of sense from a hard sci-fi standpoint for people to still be using gunpowder weapons in at least some capacity even millennia into the future - especially because your colony is explicitly a bunch of survivors from a passenger liner, not the kind of people you'd expect to have top-of-the-line military hardware at their fingertips.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply