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Messages - Negocromn

#106
General Discussion / Re: Melee soldier?
April 13, 2016, 11:41:11 AM
Quote from: Boston on April 13, 2016, 09:04:06 AM
Quote from: Negocromn on April 12, 2016, 11:42:37 PM
Quote from: Boston on April 12, 2016, 06:45:01 PM
AS in real life, melee combat sucks compared to ranged combat. Humanity stopped using spears and started using bows (and other ranged weapons) for a reason (many, actually).

What would be nice is if your colonists weren't completely helpless when equipped with a ranged weapon. Either they could carry a small backup melee weapon, like a knife or a shiv, or could enact certain combat maneuvers when armed with a firearm (buttstrokes, bayonet stabs, etc)

Back in Alpha 12, I  used a mod that added backpacks to the game. My main combat/hunting pawn was equipped with a rifle, a handgun and a knife, just so they weren't screwed over in combat.

As with many other aspects of combat in Rimworld, most of the problems will be ironed out with the eventual updating of Combat Realism.

If they give pawns more than one weapon slot then they might as well delete the brawler trait, shields, and so on. Getting hit by fists is already a big problem for brawlers as it is.

Good, it is a stupid trait anyways

the trait is stupid indeed

melee characters are cool tho
#107
Ideas / Re: Mend Clothing
April 13, 2016, 12:51:39 AM
there's a mod that does that already, but it is completely unbalanced, by your third or fourth raid you will have pretty much infinite silver playing with the mending mod on
#108
General Discussion / Re: Melee soldier?
April 12, 2016, 11:42:37 PM
Quote from: Boston on April 12, 2016, 06:45:01 PM
AS in real life, melee combat sucks compared to ranged combat. Humanity stopped using spears and started using bows (and other ranged weapons) for a reason (many, actually).

What would be nice is if your colonists weren't completely helpless when equipped with a ranged weapon. Either they could carry a small backup melee weapon, like a knife or a shiv, or could enact certain combat maneuvers when armed with a firearm (buttstrokes, bayonet stabs, etc)

Back in Alpha 12, I  used a mod that added backpacks to the game. My main combat/hunting pawn was equipped with a rifle, a handgun and a knife, just so they weren't screwed over in combat.

As with many other aspects of combat in Rimworld, most of the problems will be ironed out with the eventual updating of Combat Realism.

If they give pawns more than one weapon slot then they might as well delete the brawler trait, shields, and so on. Getting hit by fists is already a big problem for brawlers as it is.
#109
General Discussion / Re: Colony Challenges
April 12, 2016, 11:36:07 PM
dunno how it is now, but in the first alphas raiders would just not do anything if you had nothing built

#110
General Discussion / Re: Optimal Corpse-Eating
April 12, 2016, 08:32:04 AM
curious

not that it matters in my current colony as the bodies are just a supplement in my pigs diet, but still
#111
+1 for mood debuffs and low skill with no interest or passion
#112
Yeah thanks man, I was about to ruin the forums trying to find people interested in an idea of mine on a very niche topic.
#113
Nothing special, an earlier save of my current colony, when it was still a cozy mountain home, just after a raid.

I give Ludeon permission to use my colony commercially.



https://www.dropbox.com/s/03ijlnmg80bv30p/Crashtown%20%28Permadeath%29.rws?dl=0

#114
Quote from: Limdood on April 11, 2016, 06:39:28 PM
you already made this topic and it died out.

The developers either saw or have access to it, and the community has already commented to its fullest extent.

I made the original topic without any actual suggestion, just a one liner with the general idea to discuss the subject, and the topic was discussed. Then some days later I updated the OP of that thread with the suggestion I reposted now, but no one responded; I thought it was pretty confusing and decided to start fresh to see if anyone is interested in my idea, that simple.

And my vision must be failing me or something, because I don't see your moderator tag, who are you to say what people can post or not? How has the community commented on it to its full extent if no one commented on my actual suggestion?
And btw, what community? there are probably hundreds of returning/new forum users since my original thread because alpha 13 was released in the meantime.
#115
My idea here is to introduce a new mechanism that is as reasonable and as conservative as possible, to help combat the issue of frantic trading of shots in melee, making high skilled close combatants more durable, capable and cheaper overall and also more distinguishable from their low skill counterparts. The Melee skill itself would greatly increase in value with this change.

Alright, for this, we are not considering atribute or brawler bonuses, we are going to assume the hit chance derived from melee skill is the only variable and that the numbers given are completely accurate. We are also going to assume the method used itself is possible.

When a pawn attempts to melee attack another pawn that is not using a ranged weapon, it suffers a penalty on its hit chance per the following formula:
FHC = BHC - EMS²/1000
FHC ≥ 33%

FHC = Final Hit Chance
BHC = Base Hit Chance
EMS = Enemy Melee Skill


Which means pawns with 0 skill, pawns that are using ranged weapons, animals and so on will be hit with no penalties same as before. Also, the penalty is very very low in low levels and only starts to be actually powerful in the last top levels that are very hard to reach and maintain in unmodded RW.
Chances to hit of attacker of skill 0, 1, 5, 10, 15 and 20 using this system:
    0       1       2       3       4       5       6       7       8       9      10   
0   33%     33%     33%     33%     33%     33%     33%     33%     33%     33%    33%   
1   72%     71,9%   71,6%   71,1%   70,4%   69,5%   68,4%   67,1%   65,6%   63,9%  62%
5   82%     81,9%   81,6%   81,1%   80,4%   79,5%   78,4%   77,1%   75,6%   73,9%  72%
10  88%     87,9%   87,6%   87,1%   86,4%   85,5%   84,4%   83,1%   81,6%   79,9%  78%
15  93%     92,9%   92,6%   92,1%   91,4%   90,5%   89,4%   88,1%   86,6%   84,9%  83%
20  97%     96,9%   96,6%   96,1%   95,4%   94,5%   93,4%   92,1%   90,6%   88,9%  87%

    11      12      13      14      15      16      17      18      19      20
0   33%     33%     33%     33%     33%     33%     33%     33%     33%     33%
1   59,9%   57,6%   55,1%   52,4%   49,5%   46,4%   43,1%   39,6%   35,9%   33%
5   69,9%   67,6%   65,1%   62,4%   59,5%   56,4%   53,1%   49,6%   45,9%   42%
10  75,9%   73,6%   71,1%   68,4%   65,5%   62,4%   59,1%   55,6%   51,9%   48%
15  80,9%   78,6%   76,1%   73,4%   70,5%   67,4%   64,1%   60,6%   56,9%   53%
20  84,9%   82,6%   80,1%   77,4%   74,5%   71,4%   68,1%   64,6%   60,9%   57%
#116
Same here, but the one thing that did it for me was the longer day, it feels so much better to play now, it's hard to describe but it feels just right.
#117
General Discussion / Re: what's wrong with hauling?
April 11, 2016, 04:57:46 PM
not trying to play captain hindsight buuut next time try to have nothing or almost nothing to haul when it's harvest time

short term solution would be to "clear all" the active stockpiles that are delaying your harvest haul until the harvest is hauled, it's a pain tho because you'll have to remember the exact settings etc when you want to activate them again
#118
Quote from: Sorenzo on April 11, 2016, 04:44:50 PM
Go out and ambush them. They kinda don't seem to understand how to deal with that.

I expect that's a bug, though, although so are a few other solutions...

Second option, much more lore-appropriate, is to pick up a bunch of clubs and wait for the sappers to enter your domain - usually they don't carry melee weapons.

I was about to say that, just rushing them seems to work the best because mostly they seem to not respond very well to it, some will stop and fight you while others keep on going. I think this depends heavily on the map layout tho.

#119
probably, each alpha the colonists get more and more dysfunctional
#120
Quote from: pktongrimworld on April 10, 2016, 08:12:36 PM
is a bit over the top.

I mean, you ARE living in caves and just survived the ship crash and all...

not like you just walked out of a beauty parlor.

not really when you consider the rest of the game mechanics, I mean, half of your survivors won't do some very basic survival like hauling, planting some potatoes or defending themselves