Also, I appreciate more items using throwing, so it has more use over the length of an entire campaign.
Yeah, I noticed that there is a long period inbetween aqua arrows and neon bows or discs where your archers become useless. Especially when the mercenaries come around. Fartbag ammo is extremely rare, and by the time you get mercenary contact to buy fartbags the cost of celetid essence is $500,000 for 10 jars not including extraction time and runt wages, dozens of missions would have passed where your archers were either missing with expensive laser weapons or doing no damage with their bows.
I personally wouldn't mind a weapon training bravery. If your playing well opportunities to train bravery(ie patching wounds) are pretty sparse and the limitations(limited pilot slots and lowish stat cap) on piloting gains don't really allow bravery to grow much beyond "not panic at the drop of a hat" without gaming the system.
Hmm... too bad there isn't a "train throwing and bravery" option. It's only train "bravery or reaction". But it'll be interesting to have bravery trained by using highly risky ordinances. Maybe things like giant stationary bombs? Crate of Violence, HE etc... that MUST hit enemy units? To offset abuse throw accuracy should be substantially decreased or something. I might make a mod for this in the future
I do not like the idea that throwing skill, which commands bows and javelins, would be used for mortars and GLs...
Bows and javs are really early game and late game weapons... there's nothing in the middle that's consistent and easily replenished. Also lobbing grenades and mortars I feel doesn't use the same skill set as firing a rifle. The brain has to think differently about how to place a shot with a mortar rather than a bullet.
As for flamethrowers, the skill used is irrelevant (tiny accuracy anyway) but I got them to train Firing so they're somewhat useful for training. Otoh making them train Bravery might make them a bit OP...
I don't believe my changes train bravery - but I should make these weapons train "throwing"
Also, I only made flamethrowers use "throwing" because there's "throw" in the name
Making Mortar use Energy is interesting but largery irrelevant, as the shooter sits on her ass anyway.
You've never had to run from lobstermen or zombies then
but it's conceptual, it reinforces the idea that the mortar is a stationary weapon. I might make it use up energy in my next release.
To further my idea, I'm thinking about using my energy % concept to wipe out bonuses for meless weapons. Right now with a vibro-ax and synthmussle suit my girls can do about 150 damage with all bonuses added in. That's a crit range of up to 300 damage for 14 time units!!!!
So I'm thinking of releasing a mod in the future that reduces melee weapon bonus damage based on how tired a girl is. The vibro-ax for example has about a 100% bonus to melee damage, therefore I might make it so that a girl with 0 energy would
hypothetically deal -50% gross damage. While a melee weapon with a smaller bonus would be reduced less. I'd have to come up with a number for each weapon that won't penalize new girls too much or make melee useless in early game while also reducing super-sized gals damage output when they have like 10% energy left...
Anyway, that's all in the future. My next release will feature:
-more uses of throwing in more lobbing type weapons (such as the AGL and MLRS).
-Massively increased CAWs 1-handed penalty (My best shooters can hold a cattleprod in 1 hand and CAW in the other and still have over 100% accuracy with both!).
-Mortar uses up energy.
-experienceTrainingMode changes for all modified lobbing weapons
I've released Update 2, please find file on the first post