Combat is somewhat fun, but it lacks nuance. I think the complexity and fun of combat could be greatly expanded if variables like pawn speed and accuracy could be affected by active player decisions. To accomplish this, I suggest three combat stances to be choosable by the player, sort of like how colonist reactions to threats when not drafted can be chosen by the player.
Stance 1: Normal
The current default stance for everybody. Pawns walk at their normal speed, shoot with their normal accuracy, melee with normal strength, and take cover normally.
Stance 2: Prone
Pawns lie down on the ground to take careful aim. Aiming time is 1.5x longer and about 50% more accurate. Pawns are harder to hit when in the open, and are much better at using cover, but move very slowly and take time to transition into and out of the prone stance. A prone pawn is not in a good position to engage in melee combat.
Stance 3: Running
Pawns move faster to take advantage of mobility. Pawns move twice as fast as normal, but are less accurate and get tired much faster while they move (four times faster seems reasonable to me). Running pawns can shoot while they move, but are much less accurate than normal/shooting while standing still. Pawns who are moving while in the running stance have a melee bonus against pawns who are standing still.
I suggest that pawns start off in the normal stance whenever they are drafted, with three buttons for each stance option.
These stances can interact with existing pawn traits. A pawn with the jogger trait, for instance, might not move twice as fast as normal when in the running stance, but doesn't get tired as quickly as pawns who don't have the jogger trait. A Careful Shooter might not have an increase in aiming time while in the prone stance, but does get an accuracy bonus.
Stance 1: Normal
The current default stance for everybody. Pawns walk at their normal speed, shoot with their normal accuracy, melee with normal strength, and take cover normally.
Stance 2: Prone
Pawns lie down on the ground to take careful aim. Aiming time is 1.5x longer and about 50% more accurate. Pawns are harder to hit when in the open, and are much better at using cover, but move very slowly and take time to transition into and out of the prone stance. A prone pawn is not in a good position to engage in melee combat.
Stance 3: Running
Pawns move faster to take advantage of mobility. Pawns move twice as fast as normal, but are less accurate and get tired much faster while they move (four times faster seems reasonable to me). Running pawns can shoot while they move, but are much less accurate than normal/shooting while standing still. Pawns who are moving while in the running stance have a melee bonus against pawns who are standing still.
I suggest that pawns start off in the normal stance whenever they are drafted, with three buttons for each stance option.
These stances can interact with existing pawn traits. A pawn with the jogger trait, for instance, might not move twice as fast as normal when in the running stance, but doesn't get tired as quickly as pawns who don't have the jogger trait. A Careful Shooter might not have an increase in aiming time while in the prone stance, but does get an accuracy bonus.