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RimWorld => Ideas => Topic started by: Lightzy on January 24, 2017, 01:19:29 PM

Title: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on January 24, 2017, 01:19:29 PM
Injuries like destroyed eyes and limbs are bad, but the player is psychologically ok with them. Because they can be fixed, and can actually be made even better than before via bionics. Yes, it's expensive, it's dangerous, but the option is there.

Injuries that cannot be healed however, like a 'destroyed nose' or a 'destroyed lung' etc are simply not fun. In general, it is not engaging to a player to have his shit get more and more irreparably damaged as time goes by, without any option of recovery. Especially when pawns are few and precious and the player grows more attached to his builder, his medic, etc.

From a purely non-emotional designer standpoint sure it's fine, it's just a minor thing. But as far as player psychology is concerned, it's a major thing.

Please add ways to fix stuff, even nose job operations etc.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: KingKnee on January 24, 2017, 01:30:57 PM
I pretty much agree, also "scars" on the torso, can't do anything about them. Just found out today that you can't remove implants such as Joywire. Why not when you can remove bionic legs and arms? Seems arbitrary.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: taha on January 24, 2017, 01:41:24 PM
Joywire is installed in brain. That means you cut a piece from it in order to place it (like you do with bionics). If you could remove the joywire, you should be left with a vegetable-type colonist. So is not arbitrary, it just follows the logic of other prosthetic implants.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Bozobub on January 24, 2017, 02:25:36 PM
You can replace lungs.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: GarettZriwin on January 24, 2017, 03:29:03 PM
You can keep your colonists completely safe inside power armors if I remember correctly, do they not protect even toes and fingers? And if not, they will stop damage that could hurt body parts that can't be replaced.

You can also use power shields to soak up any ranged damage.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Bozobub on January 24, 2017, 03:44:07 PM
While most necessary organs/limbs can be replaced — beyond the brain, of course — are you really of the opinion that even the most advanced Rimworld colony will have the resources for plastic surgery, much less one or more doctors with that extremely specific, rather difficult skill?
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Limdood on January 24, 2017, 03:55:39 PM
Just an FYI, you CAN heal permanent scars (not missing ears/nose/ribs/etc) with luciferium.  Thats a whole new ball game though.

Over time, permanent scars will disappear on a luciferium addicted pawn.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Goo Poni on January 24, 2017, 04:02:59 PM
Removing a limb or organ or the detritus from a destroyed body part and installing bionics, attaching all the nerves and splicing blood vessels together or patching up someone who's collapsed in a wildfire from the pain of the burns and is probably suffering second degree burns, possibly needing grafts to fix is easier to do than a bit of work with silicone?
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on January 24, 2017, 04:52:12 PM
I think a simple solution would be, to allow the use of glitterworld medicine to regrow a nose, ribs, healing scars, etc.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: TheMeInTeam on January 24, 2017, 05:40:03 PM
Quote from: Bozobub on January 24, 2017, 03:44:07 PM
While most necessary organs/limbs can be replaced — beyond the brain, of course — are you really of the opinion that even the most advanced Rimworld colony will have the resources for plastic surgery, much less one or more doctors with that extremely specific, rather difficult skill?

I find it hard to believe that replacing a nose is harder than replacing a lung, bionic parts (which we don't have in effect today), especially stuff like eyes.  You'd have to be painstakingly interacting with nerves in a way that's only decently understood today using tech that doesn't exist yet.  In contrast, while it's not easy work plastic surgery is relatively common compared to replacing a lung!

Though permanent maiming seems to fit the spirit of the game, and most things ARE replace-able.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: baronjutter on January 24, 2017, 05:52:21 PM
I've always just wanted a couple more surgery options so that, with enough skill and medicine, you can heal most anything.  Just need a "heal scar" operation, maybe it needs glitter world medicine.  And some "reconstructive surgery" to replace cosmetic things like ears and noses.  By the end of the game all my people are in constant pain due to scars, and it seems extreme to replace all their limbs and in many cases there's no options at all.

I know about the mod that adds a billion new implants and cybernetics but I found it just adds way too much clutter to the game and seems mostly focused on high level cybernetics rather than simple scar healing. 

I just want to be able to get my people back to health.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Andy_Dandy on January 25, 2017, 03:58:31 AM
Totally disagree with OP. It's the other way arround. It's not fun if every consequence has an easy fix. But if you want your game experience ruined you can always get mods for this, giving you quickfixes for every terrible situation. What makes Rimworld great is it hasn't fallen to this mentality in the game design.

I suggest you get rid of colonists you don't find a use for no more and recruit and start training the skills of a new one, or just have to deal with living with an uglier colonist missing a nose.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: LordMunchkin on January 25, 2017, 05:13:46 AM
I agree, there should be consequences. However, this games takes place in the far, far future so as the saying goes "we can rebuild him. we have the technology."  ;D

Just addressing the OP, I think you're looking for the EPOE mod. It lets fix everything you listed at a cost.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Catastrophy on January 25, 2017, 05:42:50 AM
The scars are what tell stories. Not the entries in the surgery ledger.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Ukas on January 25, 2017, 06:12:36 AM
All this glitterworld mentality... men should have scars and carry them with pride
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: A Friend on January 25, 2017, 06:22:04 AM
Scars maybe, but I believe brain damage should be permanent.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on January 25, 2017, 07:49:16 AM
The scars and ensuing gameplay considerations tell the story if you're detached from the story.
The process of healing, even when costly, tells the story if you're in the story.


Besides, no offence but your logic is gone if you're fine with hearts,lungs,kidneys,arms,eyes etc being replaced but you take issue with relatively simple reconstructive surgery or the healing of scars being carried out using glittertech nano-medicine.

Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: NeverPire on January 25, 2017, 08:00:08 AM
In my opinion, there is only two disturbing permanent injuries :
- destroyed spine
- brain permanent gunshot injury
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on January 25, 2017, 08:00:39 AM
Also, replace brain with AI core.

That would be ... hahahah.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: guruclef on January 25, 2017, 08:00:47 PM
I think perma-damage is very cool and fun; it helps to make stories.
The only thing I miss is a wheelchair that would give (very limited) movement ability to pawns that cannot move by themselves. Then you would get cool stories where the slow moving colonist barely saves the day, or is trapped in a fire, or the chair breaks/burns down and he must be rescued.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Limdood on January 25, 2017, 08:11:08 PM
Quote from: guruclef on January 25, 2017, 08:00:47 PM
I think perma-damage is very cool and fun; it helps to make stories.
The only thing I miss is a wheelchair that would give (very limited) movement ability to pawns that cannot move by themselves. Then you would get cool stories where the slow moving colonist barely saves the day, or is trapped in a fire, or the chair breaks/burns down and he must be rescued.

Redfields has broken down.  A colonist with the repair worktype will need to use a component to go and fix him.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Shurp on January 25, 2017, 08:46:16 PM
Quote from: Lightzy on January 25, 2017, 08:00:39 AM
Also, replace brain with AI core.

That would be ... hahahah.

I second this.  It would make for an interesting story in itself.

Wait a second, I remember this thread... something about mood disorders due to lacking enough bionic prostheses, chemfuel binging, and going on an extermination rampage.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: LordMunchkin on January 25, 2017, 08:52:01 PM
Quote from: Ukas on January 25, 2017, 06:12:36 AM
All this glitterworld mentality... men should have scars and carry them with pride

Because cosmetic surgery doesn't exist IRL. ::) Plus, as I said earlier this is the far, far future where man has created advanced AI, travels lightyears with technology we can only dream of today, and regularly "transcends" past human existence. They ought to be able to cure a broken rib or hell even brain damage. The fluff already references vatborn characters. How about instead of having children we grow colonists in tubes?  ;D
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Ukas on January 25, 2017, 10:46:22 PM
Quote from: LordMunchkin on January 25, 2017, 08:52:01 PM
Quote from: Ukas on January 25, 2017, 06:12:36 AM
All this glitterworld mentality... men should have scars and carry them with pride

Because cosmetic surgery doesn't exist IRL. ::) Plus, as I said earlier this is the far, far future where man has created advanced AI, travels lightyears with technology we can only dream of today, and regularly "transcends" past human existence. They ought to be able to cure a broken rib or hell even brain damage. The fluff already references vatborn characters. How about instead of having children we grow colonists in tubes?  ;D

And in this far future man still uses mid 20th century firearms, and swords from medieval and ancient eras! And why there's no microwave oven in the kitchen? Where are the laptops and the cell phones? ;D

Perhaps I'm more okay with the current system as I grew up in the 70's and 80's and in those times men who were in their 50s and 60s carried wounds from the WWII. My uncle had a hole in his wrist and another wore a leg prosthesis. This was normal because in my country most men served in the front. But, you see, for me their scars ment liberty. )
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: eadras on January 26, 2017, 06:28:11 AM
In real life, sure - there is a kind of pride or prestige from having scars earned in battle, that in most cases offset any minor pain.  In Rimworld, it's just a flat out negative thing, and with the way the mood system works, a few scars stacking up pain debuffs can cause a pawn to be perpetually at risk of breaking, which is not realistic or fun at all.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Shurp on January 26, 2017, 07:00:16 AM
In my experience... the colonists who are precious little snowflakes ("mental break threshold +15%") are much harder to manage than colonists with a few scars.  Although I suppose it depends on how many they have.  They usually don't come with more than one or two, and prompt treatment of injuries usually prevents them from getting more.

Maybe it would help to think of a Rimworld "scar" not as a bit of discolored flesh but rather a giant chunk of missing arm/leg that the warg bit off and swallowed.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: KingKnee on January 26, 2017, 09:47:27 AM
Quote from: Shurp on January 26, 2017, 07:00:16 AM
In my experience... the colonists who are precious little snowflakes ("mental break threshold +15%") are much harder to manage than colonists with a few scars.  Although I suppose it depends on how many they have.  They usually don't come with more than one or two, and prompt treatment of injuries usually prevents them from getting more.

Maybe it would help to think of a Rimworld "scar" not as a bit of discolored flesh but rather a giant chunk of missing arm/leg that the warg bit off and swallowed.

Would make more sense. Right now having a "scar" seriously decreases function and mood. I've put in bionic limbs because someone had a scar.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: cultist on January 26, 2017, 10:46:38 AM
Noses, fingers, toes etc. have very low health so they tend to be removed completely when hit. I'd like to see a much lower chance to hit these parts. I mean, shooting someone's finger off (but not hitting the hand) is pretty damn unlikely to happen.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Zhentar on January 26, 2017, 12:16:49 PM
Quote from: cultist on January 26, 2017, 10:46:38 AM
Noses, fingers, toes etc. have very low health so they tend to be removed completely when hit. I'd like to see a much lower chance to hit these parts. I mean, shooting someone's finger off (but not hitting the hand) is pretty damn unlikely to happen.

Agreed. Noses & ears pop off in even minor squabbles, and now they've got a '-15 disfigured' opinion penalty (even if they used to be +40 beautiful, which is pretty harsh).
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: GarettZriwin on January 26, 2017, 01:28:06 PM
Quote from: Zhentar on January 26, 2017, 12:16:49 PM
Quote from: cultist on January 26, 2017, 10:46:38 AM
Noses, fingers, toes etc. have very low health so they tend to be removed completely when hit. I'd like to see a much lower chance to hit these parts. I mean, shooting someone's finger off (but not hitting the hand) is pretty damn unlikely to happen.
Agreed. Noses & ears pop off in even minor squabbles, and now they've got a '-15 disfigured' opinion penalty (even if they used to be +40 beautiful, which is pretty harsh).
Oh, you saved me even though mechanoids came guns blazing and hurt you? You are my hero! +15 rep... Oh wait, you lost nose by random blaster bullet? Well fuck you then, back to scrub 0... Actually ill hate you next week so get prepared! :P
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Ace_livion on January 26, 2017, 01:47:03 PM
I believe scars should stay, but if you treat them well you could remove the small 3% pain penalty.
next i think that hearing problems due to lost ear, should be treatable whit some kind of hearing aid, not giving back the ear, but making it a 20% hearing loose over the deaf.

I like there to be small "hot fixes" over the Bionic boost.
like the denture, thing that work but are still a permanent penalty.

as for the nose, I have no good solution other then some Nanoface mask. like some strange cream that restore your face but somehow remove that ability to use a helmet due to need of air/sunlight vague Quiet argument...
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Elixiar on January 26, 2017, 02:49:54 PM
In my opinion I like the way things are. Sure it sucks when someone gets a nose blown off, but it adds a kind of natural progression of a pawns life on the Rimworld. You either die young, fit and (sometimes healthy) or you live old with many injuries, scars, missing fingers and toes.

The only thing that makes it unfun for me, is having colonists hate each other for being amputees. Surely they would all get it, understand that when you are in battles every day you are not going to look like a model. For the destroyed nose in particular, some kind of mask/ facial reconstruction option to have a fake one installed would be nice, it wouldn't restore what was lost but would stop people punching others eyes out.

That's also the only other real issue. Permanent eye damage is just too dramatic. Unless by gunshot, eye damage should be low chance for damage. THAT isn't fun having a colony full of half blind people that are all that way through self infliction.

Honestly all else is fine though.
What would be unfun is if you could make a person good as new except for scars. That would suck. There would be no risk or feeling of loss at all if that was implemented.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Zhentar on January 26, 2017, 03:03:37 PM
Quote from: cultist on January 26, 2017, 10:46:38 AM
Noses, fingers, toes etc. have very low health so they tend to be removed completely when hit. I'd like to see a much lower chance to hit these parts. I mean, shooting someone's finger off (but not hitting the hand) is pretty damn unlikely to happen.

Thinking about this more, I think the problem is the "but not hitting ..." part. The odds of hitting the tiny things are already quite low, there's only a 1% chance combined of hitting the nose or ears (which is unreasonably low for a fist fight). But if the damage could get spread across two parts, they could be hit without always being destroyed.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Jstank on January 26, 2017, 04:32:27 PM
I will now relink an old thread about cryo sleep healing casket pods because relevant.


https://ludeon.com/forums/index.php?topic=29531.0
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on January 26, 2017, 04:58:07 PM
Quote from: Zhentar on January 26, 2017, 12:16:49 PM
Quote from: cultist on January 26, 2017, 10:46:38 AM
Noses, fingers, toes etc. have very low health so they tend to be removed completely when hit. I'd like to see a much lower chance to hit these parts. I mean, shooting someone's finger off (but not hitting the hand) is pretty damn unlikely to happen.

Agreed. Noses & ears pop off in even minor squabbles, and now they've got a '-15 disfigured' opinion penalty (even if they used to be +40 beautiful, which is pretty harsh).

Pretty much what I thought, yes.

It seems I never have a playthrough without a whole bunch of destroyed noses.
That's why I posted.
It got real ridiculous the last time after 3 pawns with no nose and a permanent brawl going on in the livingroom
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Razzoriel on January 27, 2017, 11:33:17 AM
Im all for scars. But its damn groundbreaking not having technology to even attempt a fix at fingers, ears and nose, but enough for a fucking heart surgery.

Surgeries which leave a scar with a lessened disfigured penalty, or leave a pawn not with a destroyed toe, but with nerve damage.

These add up to the game and make it so injuries can be permanent, but medicine cab mitigate it. Obviously, with the threat of dying on the surgery table.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: dv on January 27, 2017, 01:28:38 PM
Quote from: Razzoriel on January 27, 2017, 11:33:17 AM
Im all for scars. But its damn groundbreaking not having technology to even attempt a fix at fingers, ears and nose, but enough for a fucking heart surgery.

Surgeries which leave a scar with a lessened disfigured penalty, or leave a pawn not with a destroyed toe, but with nerve damage.

These add up to the game and make it so injuries can be permanent, but medicine cab mitigate it. Obviously, with the threat of dying on the surgery table.

Personally I think the disfigured penalty is weird/bad. Maybe there needs to be a "platonic" social standing score as opposed to one for romance.

I know plenty of people IRL who have lost bits of fingers, facial scars here and there, etc. Mostly they're cool people and I don't dislike them as friends and coworkers.

Now, I'm also a shallow SOB who would be hesitant to hook up with a woman who had no face, but I wouldn't randomly start a fistfight with her either.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Jorlem on January 27, 2017, 05:26:02 PM
Interesting fact: The oldest known prosthetic body part in history is a prosthetic toe from Ancient Egypt.  It is made of wood and leather, and was dated to sometime between 950 and 710 BCE.  Source (http://www.manchester.ac.uk/discover/news/egyptian-toes-likely-to-be-the-worlds-oldest-prosthetics)

The ancient Egyptians could make comfortable prosthetic toes, but if our colonists need to replace a toe they have to replace the entire leg to do so.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on January 27, 2017, 07:40:38 PM
I'm not complaining about the realism of being able to sew back toes or make artificial noses. That would probably be a conscious design decision, not to allow those.

I just think it's a bad decision, both because of player psychology, and because those injuries are so very common and so injurious to the colony in potential, and sometimes force 'gamey' solutions to suicide the pawn without penalties..

A good idea would be to make these injuries a lot less common, and also to enable rare glittertech to fix them
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Nemeo on January 30, 2017, 04:53:17 AM
I think it's fun to have perma-damaged pawns.

I agree that anything should be replaceable/curable BUT prostetics/medicine should be so rare that the player wouldn't bother with a simple scar and use/keep them for more serious issues.

For a rimworld, this planet gets too much high tech goods already.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: NagaPrince on January 30, 2017, 07:54:49 PM
I agree with some forum posters, I don't understand why the game has bionic limbs, and the replacement of major and minor organs, but for some reason hasn't implemented the replacement of hand and foot digits. Whats wrong with the concept of bionic digits, or fixing even damaged bionics?

I think people should have this reversed. With some sufficient technology level, you should be able to permanently fix scars but let them remain in the ledger as a reminder of what occurred, because frankly I find it silly that scars are causing pain to someone.

I understand bionics not being constructional (although ship parts are to formulate a ship...), but the replacement and surgery in general on major organs should be much harder to perform. Scars should be a low-mid Medicine skill + tech, but there should be something between natural organs and prosthetics, and bionics.

I personally feel this games technology tree is to small, and to easy to research.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: NeverPire on January 31, 2017, 02:24:06 PM
Quote from: NagaPrince on January 30, 2017, 07:54:49 PM
I agree with some forum posters, I don't understand why the game has bionic limbs, and the replacement of major and minor organs, but for some reason hasn't implemented the replacement of hand and foot digits. Whats wrong with the concept of bionic digits, or fixing even damaged bionics?
You already have power claw and scyther blades which work as bionic hands.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: guruclef on February 03, 2017, 09:09:40 PM
I don't get people asking to replace toes, a foot or fingers... We already have full bionic legs and arms (& claws, as NeverPire says) that you can use to fix that. It sounds like nitpicking if you want to make sure to keep the most "good parts" of the limb that you can, when it wouldn't have any gameplay impact.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Jstank on February 05, 2017, 02:39:57 PM
I have been playing extensively with the A16 prostetics mod, and I must say that it can become a little tedious keeping up with all of the individual colonists permanent injures. After every battle I have to go through and check the injuries and try to craft the appropriate body part from the bionics bench. It is really nice that I can repair the body parts, and it gives a little bit of end game activity but it gets to be very tedious after a while. I would feel that if I had the choice to craft individual fingers and toes, or replace a whole hand, I would do the hand every time. Especially with the new changes to surgery it is neigh impossible to keep enough glitter world medicine to treat all of the colonists. If you did fingers, you would have to have X20 the meds for all the fingers and toes you would have to be replacing because 1 med = 1 surgery. Even with a fully upgraded hospital with a talented staff, I still never perform a surgery without glitter world meds any more. I suggest all of you that would like to see more surgeries in this game to try out the prosthesis mod because it does most of what you all are asking for. It doesn't heal scars though, and I think there is a mod for that too!

If you want something in the game go try the mod because it is most likely out right now and is only one click away! Maybe you will find that the grass isn't always so green on the other side, or maybe it is! Who knows right!
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on February 05, 2017, 04:09:34 PM
That's why, as I said, the solution is to allow glittertech meds to be used to heal 'small' injuries, like rebuild a nose, thumb, heal scars etc.

It's glittertech meds ffs
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: imapotato on February 06, 2017, 12:05:24 PM
I was hoping scars would go away over time with the pain %

A torso scar still causing 5% pain? Not after a couple of seasons it shouldn't

Heart blockage sure...

I have a pawn Flea, old as garbage, has artery blockage, hearing loss in both ears (i accidentally gave him bandages on both ears, made him deaf, anyone know the problem I will come across with a deaf guy?) frail torso etc, but his old gun shot wounds on both arms should be maybe 1% not 5% each

I get that  he will be very slow

Old man has 20 research though, even if he is outdoorsy. I let him mine and research and he is very good in a fight, so he's the old grumpy man of the colony but the pain part is something that is too much
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Admiral Wily on February 06, 2017, 10:54:12 PM
I think scars should be in the game but I think the Idea of them causing permanent pain is crap. A while ago I had what you could say a "minor" failure when trying to cut pork ribs and ended up have to get my finger stitched up and did end up with a scar but does it still hurt? No it does not.

One might counter by saying you've heard of people say "my old wound is acting up" so that suggests the pain is permanent but also that it comes and goes.

With that said I think the system should be overhauled as follows:

1. Scars become a social thing where some pawns think scars are cool, others find scars repulsive, and others are neutral to them.
2. Old wounds should be added that act up every now and then not all the time. (IE "I'm feeling bad" mood debuff).
3. Add more chronic pain injuries that are permanent (IE Bad Back) they could be damaged joints, ect.

As a final thought just having a scar as a place holder for a chronic pain injurie just seems lacking to me.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: makkenhoff on February 07, 2017, 03:14:28 AM
I do sort of agree that permanent damage on pawns is not fun. At least, from a gameplay perspective. I also can see from a balance standpoint, that it should encourage you to avoid risk in combat. I actually don't think it should be "fixable" within the confines of good as new. I'm not against having more ways to fight injury symptoms, as long as they cost resources. Fixing something entirely, would be too hard to balance, how can you put a price on fixing an otherwise permanent injury?

I can see the plastic surgery argument, and to some extent, we've got formerly glitter-world raised surgeons who do exactly that, but all that would do is fix the external appearance, not the internal parts that got messed up. Some things just can't heal by naturally occurring processes - so far as we think we know.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on February 07, 2017, 05:39:31 AM
Whatever, so long as your colony doesn't generally become a haven for the noseless like in my case.
I swear getting maimed is the easiest thing in this game. I'd rather have the dude just die and hope to get a new good one.

But that's also kind of eh, because 95% of generated pawns are garbage
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: jpinard on February 07, 2017, 07:20:00 PM
Quote from: Catastrophy on January 25, 2017, 05:42:50 AM
The scars are what tell stories. Not the entries in the surgery ledger.

This is how kinda how I feel as well.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Mikhail Reign on February 08, 2017, 04:31:54 AM
We started doing it after WWI. Why cant we do it 3000 years from now?

(http://a.files.bbci.co.uk/bam/live/content/zwwhr82/large)
(http://ampersandmagazine.com.au/wp-content/uploads/2012/06/Fig-2.1.jpg)
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: jpinard on February 18, 2017, 05:03:00 PM
I think perms scars and perms danger are fun and the game would be boring and lose some of its uniqueness and flavor without.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: b0rsuk on March 01, 2017, 11:29:45 AM
Eldritch Horror, a cooperative board game where you're trying to save the world from an occult threat, has a very different kind of damage system. In essence, it has a system of long-term injuries. Those injuries (such as leg injury, back injury, curse, hallucinations, paranoia) are all possible to heal or remove. Some quite simply - if you roll 5,6 during a rest action (which means you're not doing something else), some just have a chance to go away at certain intervals. But you may be stuck with them until your death, if you have bad luck.

I think the crucial difference between Rimworld afflictions and Eldritch Horror affliction is Rimworld ones make your colonists uglier, slower, less capable and more useless. Worst Rimworld injuries make your colonists not do anything (incapacitated), or do very, very little except eat. Meanwhile Eldritch Horror afflictions are semi-permanent but deadly. Most of them raise the potential for things to spiral out of control. They rarely make you do less. Rather, they increase the chance your character dies outright. They might take away your item, or cause sudden and unexpected injuries, or make you fight with a monster.

In Rimworld, injuries are often healed in a matter of hours or you get an unlucky hit and die immediately. If Rimworld was like Eldritch Horror, you would often have to repel raids with still healing colonists. Instead of getting uglier, some colonists would have increased chance of death in combat, lower tolerance for pain, damage, might faint, or strain themselves and open wounds. You would often face the choice of fighting a raid with fewer people, or risking a casualty.

Interestingly, Eldritch Horror players are completely okay with those long lasting injuries that take more time to heal than just a Rest action. But most are disgusted by Impairment tokens dished out in a small number of expansion packs. Those are like Rimworld scars - they can't be removed, and the thought of having unfixable characters frustrates players.

As for scars tell stories, that's bullshit. Eldritch Horror is one the best story generator games ever made, and it does so without permanent injuries. Also, Rimworld doesn't label scars at all. If you don't pay close attention, you might mistake a new scar for an old one. Scars don't have a tooltip saying when they were inflicted. If it's something as generic as "old gunshot" or "scratch scar", they're indistinguishable. Colonists are not in the least impressed by other characters' scars. They treat them like the ugly shit they are. Lost a nose defending our colony ? I'll punch your leg away as a punishment!
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Ukas on April 28, 2017, 06:10:22 PM
Quote from: jpinard on February 18, 2017, 05:03:00 PM
I think perms scars and perms danger are fun and the game would be boring and lose some of its uniqueness and flavor without.

My thoughts exactly.  People should use their creativity on thinking how to make this game even more challenging, difficult and unforgiving as a gameplay experience.

Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: The Man with No Name on April 29, 2017, 01:17:35 PM
Quote from: Mikhail Reign on February 08, 2017, 04:31:54 AM
We started doing it after WWI.

Much earlier than that. (https://en.wikipedia.org/wiki/Tycho_Brahe#Tycho.27s_nose)
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: horus on May 03, 2017, 10:13:49 AM
Quote from: dv on January 27, 2017, 01:28:38 PM
Quote from: Razzoriel on January 27, 2017, 11:33:17 AM
Im all for scars. But its damn groundbreaking not having technology to even attempt a fix at fingers, ears and nose, but enough for a fucking heart surgery.

Surgeries which leave a scar with a lessened disfigured penalty, or leave a pawn not with a destroyed toe, but with nerve damage.

These add up to the game and make it so injuries can be permanent, but medicine cab mitigate it. Obviously, with the threat of dying on the surgery table.

Personally I think the disfigured penalty is weird/bad. Maybe there needs to be a "platonic" social standing score as opposed to one for romance.

I know plenty of people IRL who have lost bits of fingers, facial scars here and there, etc. Mostly they're cool people and I don't dislike them as friends and coworkers.

Now, I'm also a shallow SOB who would be hesitant to hook up with a woman who had no face, but I wouldn't randomly start a fistfight with her either.

I bet you don't go into berserker rage and fight to death with anyone insight if you happen to eat without a table or your room is dirty/too small/too ugly. this is a game that has it's own set of rules and has no relevance to the real life. as it happens by the game's rules people hate amputees and noses/ears are irreplecable even with 100000 years of medical evolution.

also I don't understgand why so many people cry over their pawns being in pain from scars since the painstoppers exist and they are fairly cheap
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Lightzy on May 03, 2017, 10:04:19 PM
Hurra!
Haven't been on this forum for like months. I come and see what's up.
My post on the first page.

Thanks guys what a heartwarming welcome, love you all.


:P
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Caliell on May 04, 2017, 02:38:54 AM
The thing is the game is designed to be "Survival RTSesque" with some realistic things added for immersion. However the fact that the game is located in future there should be an expensive option to fix some disfigured pawns with spare organs such as noses and ears. The reality is in real life if you lost a finger or some other limbs due to traumatic event, if the part that removed is still fresh, medical professionals will attempt to attach it (losing fingers, toes), which should be no problem in futuristic world of Rim World if you have medical equipment and trained staff.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Circledline on May 09, 2017, 01:12:29 AM
Quote from: Andy_Dandy on January 25, 2017, 03:58:31 AM
I suggest you get rid of colonists you don't find a use for no more and recruit and start training the skills of a new one, or just have to deal with living with an uglier colonist missing a nose.

When the game will eventually end with the escape or death of all of your colonists, don't you think that with all this fancy tech that there should be some way of repairing these things? Either way you'll lose your colonists, so why not have fun fixing them before they go? Especially with some of the main mechanics being focused on story-telling including art, pawn relationships, and backstories. There's definitely game for you, but there's a slightly different game for us. If it takes away from the game that much, maybe there should be a difficulty setting to make researching and making the technologies to fix it harder to get. Make it as hard as the rest of the game for vets while keeping it fun for people who don't like spending hours simply trying to repair a nose or an ear.

Personally I don't think you can have a hard sci-fi game like this. It just doesn't make sense in the game world that a nose, something that can be fixed in the 2000's, along with the rest of somebodies face, can't be fixed in 3000 years from now. We know the Rimworlds have access to these resources, albeit limited, and they also have other technologies that we think are impossible such as Cryosleep and advanced ship-travel (because of fuel and weight and stuff).

If this were a tribal game, it would make sense you cant heal it. Cover it in some leaves is the best you got, but we know this is a world where practically every medical advancement has been made. There's even gene-splicing if human info screens give me the right idea. You'd think 3000 years from now we'd perfect being able to give humans regenerative tissues akin to that of lizards. Even if it is incredibly expensive it deserves to be acknowledged. If not, at least provide an explanation as to why there are no space-age plastic surgeons.

Also in the same vein, I had an issue with a broken forearm and thought that if this game were to ever have broken bones then it shouldn't take the road of noses and ears and should give players the option to be able to put a cast on it.

Please though. I really think gene-splicing should be added to the game. I would LOVE a regenerating super soldier, even if they have to eat and sleep more. Just gimme! Gimme gimme gimme!
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: Euzio on May 09, 2017, 02:29:32 AM
Kinda agree in a sense. I had a game in which I manage to capture a pawn with very very good stats and traits. But she ended up being completely crippled due to a shattered pelvis...

Definitely would like a solution (in the core game instead of relying on mods) to deal with this kinda situations. Make it crazy expensive maybe but at least we have a chance to deal with this kinda injuries.
We can like cryosleep our pawns who are seriously injured until we get the funds or medical supplies to treat them.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: este788 on May 09, 2017, 08:39:23 PM
 i find scars and loss of limbs ok , they remind me of what my colonists have been trough ,
one of my colonist has a bionic eye , a prosthetic leg and a thrumbo horn scar on his leg , all of these injuries remind me that this colonist could have died 3 times if instead of getting his eye shot out he would have got his brain splattered on the ground , if instead of having his leg torn off by a grenade his torso would have got shattered in a millions of pieces and if instead of getting saved by my last 2 standing colonist after the thrumbo attack he would have just bled out on the ground.
The game is supposed to be a big story , and permanent injuries make for good stories
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: ShadowTani on May 09, 2017, 11:36:22 PM
I partly agree with the OP, but I also believe it's important with consequences such as a pawn becoming disfigured. Not being able to remove scars easily is also what adds incentives for using things like luciferum or painstoppers.

Still, with the right balancing I think it would add to the game experience if we where able to fix a bit more things than we're able to atm. Having more advanced operations would also be beneficial for the game if they required glitterworld medicine. Glitterworld mentality or not, the glitterworld medicine needs more incentives for being stocked up and used.

Things I would like to see in the game are for example painkillers as a non-addictive drug solution for chronic pains. And in regards to the more advanced operations I suggested I personally would like to see bonegrafting; this procedure would demand time for the bones to regenerate, and maybe even demand a bit of plasteel for scaffolding. Bonegrafting also require maintenance operations to adjust the scaffolding as the bone grows. Glitterworld medicine should be required for spine and pelvis regeneration as those would be the most complex, yet also the ones having the most to gain from it. Other bonegrafting procedures could also gain a regenerative speed bonus from using the glitterworld medicine.
Title: Re: It's simply not fun to have perma-damaged pawns.
Post by: tyriaelsoban on May 10, 2017, 01:11:34 PM
Some of this i agree with, permanent damage to certain body parts is a real letdown, like shattered bones in the leg/arm.
Correct me if im wrong, but havnt we been bracing shattered/compromised bones with steel plates for about 100 years now and its not like we have the technology to travel to distant planets right now, is it?
Some things should be off limits, like brain ... we still dont do alot of tinkering with that in current day medicine, replacing a spinal column is probably a no no too, but its not like we dont do stuff to try and fix damaged discs - im not saying we should be able to fix up a bad back/frail combo good as new, or magically replace a broken spine ... but its mighty weird that these characters have traveled the stars and somehow forgotten how to brace broken bones, or make metal disc replacements ... but they can graft a bionic eye/implant items to the brain.