Ludeon Forums

RimWorld => Ideas => Topic started by: jere8184 on May 31, 2016, 07:56:00 PM

Title: breaking up fights
Post by: jere8184 on May 31, 2016, 07:56:00 PM
when two of my colonists are trying to kill each other can i plz have the ability to break it up with another colonists before one of them is clubbed to death
Title: Re: breaking up fights
Post by: Wex on May 31, 2016, 08:45:02 PM
I tought this was already a thing.
I actually tried to stop a fight.
It did not work.
Title: Re: breaking up fights
Post by: jere8184 on June 01, 2016, 07:56:21 AM
It needs to be a thing and soon
Title: Re: breaking up fights
Post by: cultist on June 01, 2016, 09:19:12 AM
I would prefer if the AI simply stopped the fight once a pawn reaches a certain pain threshold/damage to torso. People beating each other to death over minor quabbles is the rule rather than the exception. Do you have any idea how unlikely it is kill someone unarmed while they are still standing? Sure, once people are down you just wail on the head, but an actual fight between people standing up and actively participating in the fight will simply not kill a human being in most cases.
Title: Re: breaking up fights
Post by: Kryc8 on June 01, 2016, 11:06:28 AM
I found a way to make them stop fighting.
1. Turn developer mode in the options
2. Open debug menu
3. Select and then use "tool: down" option on one of colonist.
He will lose some health but it's nothing serious.
Title: Re: breaking up fights
Post by: paja338 on June 01, 2016, 12:00:53 PM
Hm, my colonists seem to stop fighting when one of them gets downed or they both beat each other enough but never to the death.

Now if a colonist went berserk I would understand since they don't shy from using their weapon in that case. If you are talking about going berserk its best to force the pawn thats close to breaking to drop his/her weapon so its only fists for them and to make those that you send to subdue them drop their weapons as well.

But as I said, social fights never resulted in fatalities in any of my games, scratched eyes and broken bones yes but nothing more.
Title: Re: breaking up fights
Post by: jere8184 on June 01, 2016, 08:01:14 PM
I was exaggerating abit but it seems that when social conflicts erupt melee weapons are used in combat (correct me if im wrong) this can result in some bad injuries plus I just dont like how my colonists just stand around as the two fighters beat them selves silly.

I think if people are neutral with both of the fighters they should be able to are able to break the fight up     
Title: Re: breaking up fights
Post by: b0rsuk on June 01, 2016, 08:10:53 PM
They don't seem to use melee weapons in social fights, but they DO use them when berserking.
Title: Re: breaking up fights
Post by: b0rsuk on June 01, 2016, 08:35:24 PM
There should be two ways to interrupt fights:
- Social, especially if the mediator is in good social relation with one of brawlers
- Separate them by force!! Based on Melee skill.
Title: Re: breaking up fights
Post by: GhostPower on June 01, 2016, 08:45:43 PM
I've lost so many good colonists to Social Fights ;~;
Title: Re: breaking up fights
Post by: cultist on June 01, 2016, 09:19:18 PM
Quote from: jere8184 on June 01, 2016, 08:01:14 PM
I was exaggerating abit but it seems that when social conflicts erupt melee weapons are used in combat (correct me if im wrong)

You're wrong. They only use their hands even if the character model shows a weapon. Check the injuries after.
However, this doesn't change anything. They can still easily kill each other, mostly because the fight goes on for too long. Mine often don't stop until someone is downed or dead.
I still think the best solution is to limit a social fight to 4-5 blows per pawn max. That should eliminate most fatalities while maintaining the risk of scars. I also wouldn't mind if social fights were more common, as long as they only rarely result in deaths.
Title: Re: breaking up fights
Post by: Lakuna on June 01, 2016, 10:05:14 PM
Quote from: jere8184 on May 31, 2016, 07:56:00 PM
when two of my colonists are trying to kill each other can i plz have the ability to break it up with another colonists before one of them is clubbed to death
I just send all of my colonists to beat the less favorable one to death.
Title: Re: breaking up fights
Post by: b0rsuk on June 03, 2016, 03:10:58 AM
I just learned the hard way why I need to put armor vests even on my snipers.
Title: Re: breaking up fights
Post by: Wex on June 03, 2016, 11:09:18 AM
One of my best shooters has now a scar on the eye by human fist. Great.
Title: Re: breaking up fights
Post by: FlyingGekko on June 03, 2016, 12:05:45 PM
The ability to break up fights would be great, I agree!

Also, another suggestion might be that social fights have a certain limit as to what kind of injuries can be inflicted? There could be a special case if someone has the "Bloodlust" trait, to make it interesting...
Social fights just happen so often, it can be a real hazard to the colonists!
Title: Re: breaking up fights
Post by: hwfanatic on June 03, 2016, 04:12:31 PM
Does apparel help with this at all? Do pawns have their maximum health reduced by permanent injuries? It may help explain so many deaths, as the threshold to stop social fights may not account for this. Just thinking out loud.
Title: Re: breaking up fights
Post by: SuperCaffeineDude on June 03, 2016, 04:52:43 PM
I like the idea of a hard cap on number of punches thrown, or a pain dps threshold that isn't as high when your not fighting for your life. In reality I think brawls like those simulated would be shunned by a small colony, inflicting permanent bodily harm would cause outcries for justice.

The pawns aren't robust/restrained enough to have a common brawl, I couldn't ever really see myself popping someones eye without some deliberate effort, I feel like most punches aimed faceward would hit the jaw/nose/temple, if only out of the opponent flinching away. Adding dodging and parrying into the game might also sidestep a lot of drama.

Generally though I'd like to see fights result from escalated arguments, with the social skills used before a challenge to fisticuffs that can be refused by defendant, and defused/broken up by a 3rd party at the risk of offending the challenger, and surrender by either party through physical or social argument. Like how a stereotypical old man might argue with reason over violence, and a good friend can talk you out of a fight.
Title: Re: breaking up fights
Post by: b0rsuk on June 03, 2016, 05:30:22 PM
Quote from: hwfanatic on June 03, 2016, 04:12:31 PM
Does apparel help with this at all? Do pawns have their maximum health reduced by permanent injuries? It may help explain so many deaths, as the threshold to stop social fights may not account for this. Just thinking out loud.
Body armor reduces the chance of having your torso punched to death.

With only 40 HP, it happens faster than you'd think. I lost a very good shooter and my only crafter today. If I made her wear that body armor, there's a good chance she would drop from pain first (wounds distributed over entire body seem to cause more pain than one nasty wound).
Title: Re: breaking up fights
Post by: Wex on June 04, 2016, 05:44:35 AM
Quote from: SuperCaffeineDude on June 03, 2016, 04:52:43 PM
Generally though I'd like to see fights result from escalated arguments, with the social skills used before a challenge to fisticuffs that can be refused by defendant, and defused/broken up by a 3rd party at the risk of offending the challenger, and surrender by either party through physical or social argument. Like how a stereotypical old man might argue with reason over violence, and a good friend can talk you out of a fight.
This is great. You could use the social modifier as a standard chanche to break up a fight. You won't listen to someone you hate, but your best friend could defuse a bad situation.
Title: Re: breaking up fights
Post by: b0rsuk on June 04, 2016, 10:52:57 AM
We're focusing too much on half of the social fight - the killer, the maimer. Where's the victim's self-preservation instinct ?? If I was losing a fight and it wasn't someone I hated for most of my life, I would run away. A colonist getting his ass handed to him should start running away. A chase would ensue, that would be more dramatic so Tynan would like it.
Title: Re: breaking up fights
Post by: Lakuna on June 04, 2016, 08:31:40 PM
Quote from: Wex on June 03, 2016, 11:09:18 AM
One of my best shooters has now a scar on the eye by human fist. Great.
How do you get a scar from a blunt object?
Title: Re: breaking up fights
Post by: Boston on June 04, 2016, 08:44:32 PM
Quote from: yaplash on June 04, 2016, 08:31:40 PM
Quote from: Wex on June 03, 2016, 11:09:18 AM
One of my best shooters has now a scar on the eye by human fist. Great.
How do you get a scar from a blunt object?

Uh, getting punched can break the skin, quite easily. Ever see someone get their face smashed in in a barfight?

A scar can be caused by anything that breaks the skin; edged weapon, blunt weapon, no matter
Title: Re: breaking up fights
Post by: Kegereneku on June 05, 2016, 04:29:42 AM
Two of my colonist got in fight, they would have been ok if my dog didn't intervene and mostly destroyed one's eye.
Title: Re: breaking up fights
Post by: SuperCaffeineDude on June 05, 2016, 03:32:49 PM
I get that blunt damage can cause scaring/permanent-deformation, but with the eye sitting inside the socket, it seems like a fist is unlikely to directly hit the eye without some effort. Punches are generally going to be aimed at the jaw and nose, with flinching caused by having something traveling towards or hitting the face, both helping to keep the eye intact.

Personally it seems to me that over an average run about half my pawns have damaged/lost 1-2 eyes both to colonists and, to a greatly lesser extent, raiders, which feels a bit ott. So an adjustment to the likelihood of eye-damage might be nice.

And yeah how brave/practical you are has a huge impact on how much damage you'll sit through, currently there's no morale system, if this was randomized (i.e. with each git I have a 1-10 chance of legging it) or fully simulated I'd be for that.
Title: Re: breaking up fights
Post by: Lakuna on June 05, 2016, 05:39:42 PM
Quote from: SuperCaffeineDude on June 03, 2016, 04:52:43 PM
I like the idea of a hard cap on number of punches thrown, or a pain dps threshold that isn't as high when your not fighting for your life. In reality I think brawls like those simulated would be shunned by a small colony, inflicting permanent bodily harm would cause outcries for justice.

The pawns aren't robust/restrained enough to have a common brawl, I couldn't ever really see myself popping someones eye without some deliberate effort, I feel like most punches aimed faceward would hit the jaw/nose/temple, if only out of the opponent flinching away. Adding dodging and parrying into the game might also sidestep a lot of drama.

Generally though I'd like to see fights result from escalated arguments, with the social skills used before a challenge to fisticuffs that can be refused by defendant, and defused/broken up by a 3rd party at the risk of offending the challenger, and surrender by either party through physical or social argument. Like how a stereotypical old man might argue with reason over violence, and a good friend can talk you out of a fight.
So maybe a "best friend" relationship between colonists might be a good thing to add?
Title: Re: breaking up fights
Post by: jere8184 on June 07, 2016, 01:18:06 PM
Quote from: b0rsuk on June 04, 2016, 10:52:57 AM
We're focusing too much on half of the social fight - the killer, the maimer. Where's the victim's self-preservation instinct ?? If I was losing a fight and it wasn't someone I hated for most of my life, I would run away. A colonist getting his ass handed to him should start running away. A chase would ensue, that would be more dramatic so Tynan would like it.
this is what we need i think it would work well with a neutral colonist being able to break up the fight. i can imagine the weaker guy running followed by the stronger aggressor followed by the neutral guy. 
Title: Re: breaking up fights
Post by: b0rsuk on June 07, 2016, 03:50:11 PM
When pawns fight to the death in a raid, they don't feel as glued to each other as in a 'social' fight.

Naturally, a colonist running away can have colorful consequences. Remember how panicked tribals run into known deadfall traps, and IED traps ? Stories...
Title: Re: breaking up fights
Post by: jacko21297 on June 08, 2016, 05:27:21 PM
I agree, social fights should be able to be broken up, however i think they should also have the ability to introduce more colonists fighting. For Example, 2 colonists start fighting, another colonist walks along and likes both these colonists so tries to break up the fight. On a separate occasion, 2 colonists are fighting, a 3rd walks past, strongly dislikes one of the colonists, and also really likes the other colonist, so instead of breaking it up, he joins in and starts fighting the colonist he dislikes, would be quite funny to see that tbf, plus the fights would be over quicker. Especially if, when in the event of a social fight, colonists will go down quicker, and once down the fight is over.