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Topics - Xom

#1
For vanity purposes, I would love there to be a type of headwear that can be worn under hair layers (might look a bit wonky with short-cropped hairstyles) to provide a bit of protection while leaving the colonist's hair visible.
#2
A significant portion, the majority in fact, of real life close combat training is all about defending yourself from harm. Parrying, blocking, harassing, exploiting reach. So it seems a bit SILLY when my 18 skill noble with a bionic arm and Excellent steel sword trades blow for blow with a skill 3 unarmed tribal for 30 seconds and wins by a small margin. It makes me wonder what the melee skill even does. Does it just reduce miss chance like ranged weapons? I know melee weapons are new and haven't had much tweaking done, but just in case.

My recommendations (if any of this is present in the game, I have not noticed at all while watching my melee specialists)

Increased attack rate (decreased windup/cooldown): Skill should improve attack rate due to increased agility and the warrior's familiarity with basic movements. I don't imagine this being particularly extreme, something like a %5 bonus to the weapon's agility multiplier per skill level.
Increased damage: A skilled warrior knows how to stick it where it does the most harm. A minor improvement to damage would be nice, perhaps something as simple as adding the weapon skill (-3?) directly onto the weapon's base damage.
Active Defence: When fighting another enemy that's using melee, a superior fighter has a proportionally slim chance of getting hit. Someone with 20 skill should be next to impossible to scratch by anyone he or she can see and parry. Conversely, a weaker defender would have a tough time defending against a stronger attacker (but not to the same extent as attacking, I'd imagine) I don't know how rimworld currently handles melee miss chance, but this should be taken into account, either as a penalty for the weaker fighter or a skill check for the defender.

Getting Fancy: the following is a series of 'moves' that I think belong in vanilla rimworld to spice up combat and have it resemble the injury system in randomness and complexity.

Charge: When approaching a target, a melee attacker can speed up to close the distance quickly. This gives ranged attackers less time to draw a bead.
Disarm: A common move in fencing of all types is taking away an opponent's weapon. Many martial arts teach techniques that allow a defender to turn a weapon against its wielder, a move most popularly used against knives.
Dangerous Edges: Sharp weapons are dangerous. They are especially dangerous when all you have to defend against them are your bare hands. Even blunt weapons are difficult to defend against without having something inert to interpose. Unarmed combatants, except for those of utterly superior skill, should have a tough time against armed ones as a successful defence on anyone's part can leave them with injured hands. Perhaps a defender can use their hands to divert wounds that would have otherwise landed on their vitals?