TERRAN PLASMA PISTOL
Stat differences vs. alien variant:
- Damage: 60 Plasma (up from 52)
- Ammo: 18 (down from 26)
Manufacturing requirements:
- Weapon: $56,000 + 1x Alien Alloys, 3 workshop space, 600 engineer hours
- Clip: $2,000 + 1x Elerium-115, 2 workshop space, 60 engineer hours
TERRAN PLASMA RIFLE
Stat differences vs. alien variant:
- Accuracy: 60% auto, 94% snap, 110% aimed (up from 55% auto, 86% snap, 100% aimed)
- Damage: 72 Plasma (down from 80)
Manufacturing requirements:
- Weapon: $88,000 + 2x Alien Alloys, 4 workshop space, 820 engineer hours
- Clip: $4,500 + 1x Elerium-115, 3 workshop space, 80 engineer hours
TERRAN HEAVY PLASMA
Stat differences vs. alien variant:
- Speed: 33% auto, 28% snap, 57% aimed (up from 35% auto, 30% snap, 60% aimed)
- Damage: 105 Plasma (down from 115)
Manufacturing requirements:
- Weapon: $122,000 + 3x Alien Alloys, 4 workshop space, 1,000 engineer hours
- Clip: $9,000 + 2x Elerium-115, 3 workshop space, 100 engineer hours
ALIEN PLASMA WEAPONS: Unusable by X-COM operatives, sales price halved (not as useful to human buyers).
Localised for: English (UK), English (US), Español (AL), Español (ES)
During most of the game, X-COM operatives have their own unique equipment and weapons, save for the occasional alien gadget here and there. However, once plasma's researched, that battlescape diversity is lost, and everyone's largely using the same gear.
Not so much with this mod, which sets apart alien and human plasma weapons, creating a different late game experience. The design of the extraterrestrial firearms is not oriented towards human operators, which has led X-COM engineers to come up with their own variants. What's more, the replication process has produced particular differences in performance, compared to the alien counterparts. Not to mention Terran plasma bolts are blue!
The necessity to manufacture plasma weapons and ammo alone should present interesting economic challenges when otherwise you'd simply rely on the generous amounts of alien equipment you salvage from missions. Coupled with the statistical changes, it might even be enough to break the Heavy Plasma's hegemony and prod the player to at least consider keeping the highly precise Plasma Rifle in service as a primary weapon.
Kudos to
Chiko for the original design of the new plasma technology, which I later modified to some extent.
Mod's attached to this message. Extract it to your OpenXcom's data folder and enable the TerranPlasmaWeapons ruleset in
options.cfg. Enjoy!