Closed Mr-Artillery closed 1 year ago
We specifically have knights and archers, separate guard types. We're not going to introduce a "one does it all" kind of weapon.
Not to mention that making a standalone weapon doesn't actually do anything, because separate guard types will utilize different weapons.
That being said there are plans for axe bearers, horseback riding and possibly crossbowmen.
Ray confirmed on stream that this is not within the current scope of the mod/minecraft
Prerequisites
Context
Is your feature request related to a problem?
Yes, primarily with ranged combat, due to the lack of ranged weapon variety and I've seen no addon mods that add in certain weaponry that would suit an 18th-century Colony (Normal colony without reskins). While providing a fairly powerful but balanced weapon that could generate some interesting battles
Feature description
Essentially, It's a ranged Musket with/or Bayonet as a mid-to-end-game weapon that is meant for Mid-range to long-range engagement, while being fairly balanced with long reload times and inaccuracy (Smoothbore Musket). Colonists can be hired as the "Marksmen" Profession at guard towers.
Tech tree: Gunpowder Matchlocks (Unlocks matchlock pistol, short-range combat, unlocks early game defense) Smoothbore Musket (Unlocks Musket, Mid to short-range combat) Rifled Musket (Unlocks a Sharpshooter variant with increased range and Accuracy) Bayonet (Attachment to the Musket, allowing for close-quarter combat if a hostile player/mob gets too close!) Breechloading Upgrade (Significantly Reduced reload time)
Notes or related things
To make things balanced, I would suggest making the Matchlock NPC-only weapons, so players can't abuse the Musket's damage output
Viewers