Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - TrashMan

#121
Also, as I said - shields. Physical shields. That would go a long way to help in melee. Chance to block depending on melee skill, that takes HP from shield. So you have to repair it occasionally.

Of course, two-handed weapons would need a buff - something like a first strike ability or ability to hit from 1 tile distance, chance to break trough block, etc..

#122
That would make it too OP.
You could send one melee master and he could tie up 20 enemies by himself. Dodge chance should be affected by number of enemies attacking.
#123
How to make melee combat more attractive? How to balance combat better? Well, first we have to look at what makes melee combat undesirable:

1. Melee is risky. Closing distance is risky, fighting is risky due to injuries.
- proper shields and shield belts will make closing distance safer

- proper armor (add damage negation treshold to armor - any damage below X is negated) would make closing distances safer, and melee weapons more viable (as they do more damage than most ranged weapons). No more pistols killing a guy in power armor.

- increased HP of body parts and organs would make ALL combat better. Having a pistol shoot off an arm or a squirrel bite off a nose is just insane. Reduced chance of your colonist loosing limbs is melee makes melee more viable.

2. Guns are too easy to get and maintain.
- ammo. The need to conserve and produce ammo gives a cost to weapons. There should be a simple way to repair guns (a bit of steel and 1-2 components to repair a gun) to compensate.
#124
Ideas / Re: Harvest bionic part from dead bodys.
July 22, 2017, 10:03:04 AM
There's a way to fix that:

1) extracting an organ/limb requires a specialized freezer container - you need one for every limb/organ
2) extracting has to be done quickly, waiting too long makes an organ unusable. You won't have time to extract parts from several bodies - heck, you should barely have time to extract from one. I'm talking about 1-2 hours time limit.
3) reduce prices of limbs
#125
Ideas / Re: Your Cheapest Ideas
July 21, 2017, 04:37:07 AM
A suggestion to increase performance and make modding easier:
- Right now, armor works by having a folder of images for each body type. That grossly inefficient if you have an armor that has only 1 or 2 appearances, as the game loads the same resources 4 times. It would be better if you simply define a folder per body type as a path, thus you can simply point to the same folder 4 times.
#126
Ideas / Re: Milk, Milk everywhere (and camp fires?)
July 12, 2017, 08:24:59 AM
Quote from: ladyevidence on July 02, 2017, 12:41:05 PM
Hi! I love RimWorld I've put a couple hundred hours into the game, and I hope to put much more into it! Here are a couple of suggestions that I have found frustrating:

Milk! When you are raising animals, when you sheer or milk, the handlers always just leave the items. I will often find hundreds scattered across the map, and the only way anyone really ever picks them up are manually, when any normal farmer would take in milk after milking an animal. They will always haul steel first (which doesn't deteriorate), but it's animal products are at the bottom of the priority list, and never get done. Can the coding be changed to match hunting, how they take the corpse away right after? Thanks!

Also, I love getting attacked by manhunter packs when in a caravan (yay! Free food!), but in order to deal with them, you need to build a full butcher station and stove. In the end, there is almost never enough time. Humans have always cooked on-the-go, so this doesn't make much sense. Maybe something can be worked out, IE: at a camp fire?

Thanks!!

PS: Yes, I have proper stockpile zones for these items, and they are set to critical priority.

See, I avoid that problem by playing with the monstergirls mod.
When my colonists milk a cowgirl, she hauls the milk herself. Or the catgirl does.

Honestly, it's so useful having them randomly haul and clean stuff
#127
Quote from: DubskiDude on July 06, 2017, 10:16:07 PM
Rebalance sandbags to be either cheaper to make or more effective at cover than walls. It doesn't make sense when sandbags cost 5-6 metal per placement and give 65% cover, when wood walls give 75% and can be made out of wood. Plus, it doesn't make sense that SANDbags are made out of metal.

You mean sandbags should be build out of sand and some leather/cloth? :o
YOU MADMAN!
#128
General Discussion / hard to sell - trader problem
July 12, 2017, 08:04:21 AM
Why is it so hard to sell some stuff?

I have so much stuff that I can never sell, because traders that can buy it are very rare.
#129
General Discussion / Re: Melee Weapons
July 12, 2017, 08:00:40 AM
Quote from: Bozobub on July 11, 2017, 08:40:50 PM
That's a silly thing to say.  If I brain you with any given blunt object, really the only things that matter are its mass and how fast/hard it was swung.  ALL of the materials used are going to be harder than your head and will do similar damage.

Words have meaning. Clubs are rough wooden weapon, a bit wider at the top.

Maces are properly crafted, made from steel or iron. They have a thin metal shaft and a bit striking "ball" - maximum impact for less weight.
A steel club would be waaaay inefficient because of weight distribution and balance. Throwing too much material for no gain.
#130
General Discussion / Re: Addressing Melee
July 12, 2017, 07:55:00 AM
Quote from: sadpickle on July 11, 2017, 06:19:20 PM
*SNIP*

And yet there is a mod that adds ammo and the game is BETTER For it. Of course, it requires re-balancing.
Melee used for hunting. More use of bows and cheap weapons. Change in weapon balance (specifically the minigun, which should absolutely MURDER anything, at the expense of huge ammo consumption)
#131
Quote from: Penguinmanereikel on July 11, 2017, 03:14:50 PM
Quote from: Toast on July 11, 2017, 02:40:42 PM
How are you seeing a 12-year-old kid in the game in the first place? The game doesn't generate pawns below age 14. Are you using mods?
And why is there a 12-year old in a raid?

Yeah, Children and Pregnancy.
The downside of that mod is that it doesn't have sanity checks for raid generation..you end up having 6-year olds attacking your base.
#132
General Discussion / Re: Addressing Melee
July 11, 2017, 07:51:20 AM
Quote from: erdrik on June 30, 2017, 05:40:56 PM
I thought the "all standing on one tile" thing was already addressed?
Near as I can tell they only do it while moving long distances now...

Things I would like to see in/for melee:

    1.

    • Pawns standing behind a target have a greatly reduced chance of getting hit by ranged attacks that miss the target:
      E = Enemy
      T = Enemy Target
      S = Colonist Shooter
      (E-T--------S) = E is covered by T and so will benefit from reduced chance to get hit by missed shots from S
      (T-E--------S) = E is not covered by T and so will have the normal chance to get hit by missed shots from S

      Why do I want this? Because then you can position your brawlers behind incoming enemies and they will be relatively safe from friendly fire. It even comes with a counter balance in that it also protects the back lines of the enemy raiders from your ranged fire(which should make sneaking behind the enemy with brawlers more useful).
    2.

    • Armor should have a Minimum Damage Threshold. Any damage dealt that does not exceed the armor's Minimum Damage Threshold is 100% negated and does not harm the wearer(but still damages the armor).
    3.

    • EDIT: Nvm. It seems this one was already fixed in A17.
      Damage that armor takes should be reduced by what the resulting damage dealt to the pawn would be. Currently shoddy armor with lower reduction values last longer than legendary armor because armor just takes what it isn't dealt to the pawn. 10 damage at 10% reduction means shoddy armor only takes 1 damage, but a Legendary armor that reduces at 100% takes 10 damage and degrades faster.
      It is:
      10 incoming damage -> Reduced by 40% = 6 damage to the pawn and 4 damage the armor
      10 incoming damage -> Reduced by 90% = 1 damage to the pawn and 9 damage the armor
      It should be:
      10 incoming damage -> Reduced by 40% = 6 damage to the pawn and 6 damage the armor
      10 incoming damage -> Reduced by 90% = 1 damage to the pawn and 1 damage the armor
    4.
    • Multi Targeting. Brawlers in melee are currently too focused on one target when they are surrounded. They should focus their attention on the most immediate threat(Enemies who's attack swing is not currently on cooldown), and should get a dodge bonus against which ever enemy they are currently focused on.

THIS MAN IS WISE.
LISTEN TO HIM.
#133
Quote from: Nainara on July 04, 2017, 06:05:23 PM
I like to put the "permanently downed" colonists into an ancient cryptosleep casket until it's time to launch the ship. But that's just me.

I like to put mine in a casket with arms and legs. And guns.

EVEN IN DEATH HE CAN STILL SERVE!

#134
Ideas / Re: A18
July 11, 2017, 07:17:00 AM
Quote from: Nainara on June 04, 2017, 01:01:55 PM
  • A different approach to risk management could be a "deterrence factor" based on the aggregate firepower of the caravan relative to the value of the cargo.

But how would raider know the value of the cargo?
#135
Ideas / Re: A18
July 11, 2017, 07:00:52 AM
Better handling of stockpiles. Like preffering to maximize a stack.

When I see 5 stacks of 2-3 components, instead of one neat big stack, it triggers my autism.