By the way RSSwizard, you can make snapshots fire like an autoshot now, using the confSnap tag:
WOW now thats nifty, im glad it got added. However I like the "multiple shots per attack sound effects" that I used and its more accurate if multiple attacks Are being delivered at a time. I can kinda do without emission of projectiles.
I also noticed checking the readme there's some option for being able to load multiple types of ammo into the gun at the same time, though im not sure how to really take advantage of that. Looks like the implementation of a Subweapon like an M203 Grenade Launcher is on the horizon but I dont think its in there quite yet.
(I would have handled this as a Linked Weapon along with an Auxiliary Mode fire option, selecting that causes the weapon's stats to be replaced with the Linked Weapon's stats and it would feed from a different ammo slot. Graphically you would use a different sprite, such as an assault rifle sprite which has the Subweapon highlighted in bright orange, but the differentiation would be up to the person drawing its sprite.)
(Since all of the stats between the linked weapon would be switched you could technically make the linked weapon weigh more, or less, such as for a Really Big Weapon with a Bracing mode and in order to use the weapon at all you have to also ready it too which would also reduce its weight due to easier handling. However since the linked weapon's stats only reflect its Switched state, dropping or unequipping the item switches back to its standard state, so there would be no differentiation when you dropped the item on the map again)
I had recommended Linked Attacks also before but they didn't listen to me.
Thats where you can handle things like a Tranquilizer Dart so that you check to see if it does a certain amount of damage to the target (roll for like 20 Piercing and deliver no health loss). And if the target is affected then they take the linked attack too, which could be like 75 Stun, but which would not be delivered at all if the initial attack didn't get through.
So for example trying to harpoon anybody in armor (Marsec for example) suddenly becomes very difficult since most strikes do nothing to them, but if you do manage to stick them in the right place they go down hard (because their armor didnt stop the needle that time, and they got the full injection).
And with a simple boolean switch to auto-hit or not, you could deliver more realistic shaped charge hits... big massive 125 Piercing hit but then an automatic 50 Explosive hit (take damage from both sources, but they are separate damage rolls). Which means anyone standing right next to it isnt going to get whopped either.
> my face when ive had these ideas ever since at least 2005
> I had started cooking up my own xcom clone, but since im not a programmer it was only conceptual, but there was alot of concept and planning