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RimWorld => General Discussion => Topic started by: Syrchalis on April 01, 2017, 12:57:26 PM

Title: Good skill/trait combos
Post by: Syrchalis on April 01, 2017, 12:57:26 PM
Some are very picky when it comes to starting colonists and colonists that join, others will make due with anyone. Whatever type of player you are, you still like to see certain combination of traits and/or skills.

An extreme example is this trait combo:
Iron-willed
Very Neurotic
Industrious

4% better break threshold, 175% global work speed. If that's your constructor/crafter, GG. But no matter what he is good at, that will be a top-notch colonist.

Some combos are more specific and those are the ones I'm more interested in.

For example - someone who is good at growing, medicine and cooking. This colonist will stay inside the base at all times, because his skills allow it. A bad combination would be animals/shooting with medicine/cooking. They want to hunt/tame but need to stay at the base to cook or tend to people regularly, resulting in conflicting priorities. They often will wander across half the map to hunt/tame and then return half-way because someone needs their flu shot or a hamburger.

Shooting/Melee/Animals is another good combo because that guy can go hunt/tame and do reasonably well in a melee fight with the animals. Also animals/brawler for the same reason - doesn't make a good hunter though.

I like my constructor/crafter to be separate, even though they don't really hurt each other like above example. It simply is annoying that you have to choose between crafting the clothing/weapon your colony needs and building whatever needs building right now (especially if no one else can do it since quality is relevant).

I like a high research score on whoever is doing things that aren't always in need to be done - e.g. a doctor/crafter could research reasonably well even if research is not higher priority than his main jobs.

What combination of traits and skills do you like? Personally and objectively?
Title: Re: Good skill/trait combos
Post by: b0rsuk on April 01, 2017, 01:10:13 PM
You work with what you're given. But my dream combination would be:

Industrious
Optimist
Masochist (or Bloodlust, but Masochist helps when you're wounded or sick, and Bloodlust mostly lets that pawn haul corpses after a raid. Something the newly wed will happily do).

Optimist  vs Iron-willed: optimist has largely the same effect, except when high on mood your colonist works and walks faster.
Title: Re: Good skill/trait combos
Post by: XeoNovaDan on April 01, 2017, 01:24:22 PM
In Alpha 15, I had somebody who was very neurotic and industrious, but careful shooter instead of iron-willed - she was also 74 years old but that clearly didn't show in her. Her name was Epsilon, and she was one of the lead cooks.

I quite like Pessimist/Depressive and Teetotaller personally because they make for an interesting challenge to keep happy (especially depressive). Greedy or Jealous makes that even more interesting for the early game. Careful shooter with anything as Careful Shooter is pretty OP as it stands.
Title: Re: Good skill/trait combos
Post by: Granitecosmos on April 01, 2017, 03:23:04 PM
The winner combe for me is:
No matter what, the pawn is destined to be better than the others in whatever task it is performing. Could drop Sanguine lategame for some combat trait, though.
Title: Re: Good skill/trait combos
Post by: Greep on April 01, 2017, 04:00:43 PM
Jogger
Careful Shooter
Iron-willed

Best warrior ever.
Title: Re: Good skill/trait combos
Post by: Syrchalis on April 01, 2017, 04:06:50 PM
Why are you all mentioning optimist? Sanguine is the same but stronger.

The reason I prefer Iron-willed is because it is stronger when it comes to preventing breaks.
Title: Re: Good skill/trait combos
Post by: XeoNovaDan on April 01, 2017, 04:38:44 PM
Mood changing traits and threshold traits are interesting for sure

Iron-willed vs Sanguine: Iron-willed (or even steadfast if no other traits that affect threshold) minimises mental breaking, but sanguine is a higher mood which affects global work speed past a certain threshold
Title: Re: Good skill/trait combos
Post by: Granitecosmos on April 01, 2017, 04:57:53 PM
Quote from: Syrchalis on April 01, 2017, 04:06:50 PM
Why are you all mentioning optimist? Sanguine is the same but stronger.

The reason I prefer Iron-willed is because it is stronger when it comes to preventing breaks.

I haven't seen Sanguine in such a long time I forgot it existed. Yeah, I meant Sanguine. My bad. Gonna edit my reply too.

Quote from: XeoNovaDan on April 01, 2017, 04:38:44 PM
Iron-willed vs Sanguine: Iron-willed (or even steadfast if no other traits that affect threshold) minimises mental breaking, but sanguine is a higher mood which affects global work speed past a certain threshold

I'd take Sanguine over Iron-willed any day. Former gives a better boost overall.
Title: Re: Good skill/trait combos
Post by: Syrchalis on April 01, 2017, 08:24:15 PM
What about skill combinations? What kind of skills do you like to see together? I already wrote a few examples what I personally like together (stuff that is done outside the base, stuff that is done inside the base).
Title: Re: Good skill/trait combos
Post by: Greep on April 01, 2017, 08:29:51 PM
My favorite isn't a skill combo so much as a background combo.  There's this one set of backgrounds that basically covers every miscellaneous task you want.  Social, medicine, research, crafting.  Some researcher or whatever.
Title: Re: Good skill/trait combos
Post by: Hans Lemurson on April 02, 2017, 04:59:15 AM
Neurotic
Nudist
Pyromaniac

"It was getting chilly in there, and electricity and me just don't get along..."
Title: Re: Good skill/trait combos
Post by: Greep on April 02, 2017, 05:03:21 AM
Slipped my mind, but the obvious:

Constructor/grower.  Unless you prep the area with a grower, a con20/grow0 is going to spend way more time building than a con7/grow7 just because of all the tree chopping.
Title: Re: Good skill/trait combos
Post by: Syrchalis on April 02, 2017, 06:16:00 AM
Quote from: Greep on April 01, 2017, 08:29:51 PM
My favorite isn't a skill combo so much as a background combo.  There's this one set of backgrounds that basically covers every miscellaneous task you want.  Social, medicine, research, crafting.  Some researcher or whatever.
Exiled researcher?
Shooting +2
Medicine +4
Artistic +2
Crafting +3
Research +8
(no downsides)
Title: Re: Good skill/trait combos
Post by: Greep on April 02, 2017, 06:26:28 AM
Yeah that one is pretty ridiculous, especially with a good child background.
Title: Re: Good skill/trait combos
Post by: Syrchalis on April 02, 2017, 06:33:57 AM
There is some more of these. Addiction Council is one of them, gives nearly the same but social instead of research. Low-wage worker, as bad as it sounds is actually one of the best backstories. Combat engineer is also pretty good. All the tribal backstories are good, because they have no downsides. There is a few that are really good but disable one or two not-so-important things (social, cooking etc.).
Title: Re: Good skill/trait combos
Post by: SpaceDorf on April 02, 2017, 06:45:38 AM
For me there is no general preferred traited skill combo ..
it's very job specific

outdoor and combat people should have a fast walking skill ..
tamers, gardeners, builders ..

crafters and scientists profit more from the mental and work speed modifiers


best skill combos are imho :

crafter .. /haul

cook/doc/research/social/clean

combat/research/social/clean

builder/miner/grower -> like greep said .. preparation

grower .. / haul

the combo I want and never get, with passion in the Correct Combat skill
Jogger,
Brawler/Trigger Happy
Bloodlust

YOU CAN NOT RUN FROM ME !!!
Title: Re: Good skill/trait combos
Post by: Wanderer_joins on April 02, 2017, 06:52:25 AM
The brawler trait is broken
Title: Re: Good skill/trait combos
Post by: Euzio on April 03, 2017, 05:35:22 AM
-Industrious
-Jogger
-Kind

I don't really factor in mental breaks all that much because it can be managed more or less. I list down 'Kind' instead because a pawn with it is never likely to start social fights. Which is a big plus to me and the added fact that they can keep other pawns in a good mood socially.
Title: Re: Good skill/trait combos
Post by: Wanderer_joins on April 03, 2017, 05:42:11 AM
Quote from: Euzio on April 03, 2017, 05:35:22 AM
I list down 'Kind' instead because a pawn with it is never likely to start social fights

You bet...