Killshots and their effects

Started by LouisTBR, May 20, 2016, 01:12:43 PM

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LouisTBR

So, when an animal/person is incapacitated and writhing on the ground, the colonist goes up and starts firing off their weapon from about 1 square away. Many of these miss before the target actually dies, and it seems stupid to waste time. Wouldn't it be better if the colonists went on the same square as the target and shot them from point-blanc range. This would mean literally having the barrel to their head.

To add more depth, a mood debuff of around -5 (for humans)would be served to the attacker. Also, for killing animals, animal lovers will get a -5 debuff, regardless of whether they did it or another colonist did. The same principle applies to bonded animals/masters, but the master gets a -10 debuff if another kills the animal and a -15 debuff if they do the deed.
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

crazyarms

+1

A downed anything shouldn't really be that hard to hit from point blank range.

Songleaves

Perhaps something like an "execute" command could be selectable whereby a ranged weapon used walks up point blank and fires a shot through the brain, and a melee user, depending on their weapon, either slits throat/crushes skull/pierces heart, etc.

SuperCaffeineDude

For me this is another reason it'd be great to have a dodge mechanic, where based on a pawn's skill there's a chance to have a bullet pass-through their tile/selves, the projectile firing-cone/hit-radius could be tightened to be less haphazard then, and incapacitated pawns could have their dodge skill temporarily nulled, making them easier targets.

And yeah, -killed an incapacitated human- would make a lot of sense.

deathstar

Agreed. If a raider or an animal is incapacitated AND you're within one or two squares, a shot should automatically hit at the very least, or go straight to the brain/heart or whatever would kill.

LouisTBR

Yeah, the dodge mechanic seems interesting. I'm not so sure how you could dodge a bullet, but dodging in melee combat seems like a good addition.
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

milon

It does seem like a good addition, but you shouldn't be able to dodge anything while incapacitated. Because incapacitated.

LouisTBR

I agree, but it would be possible to a certain extent for melee weapons. Maybe 20% effectiveness when attacked with a melee weapon while incapacitated, but 0% for guns.
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

blub01

Quote from: Louisthebadassrimworlder on May 21, 2016, 04:38:23 AM
Yeah, the dodge mechanic seems interesting. I'm not so sure how you could dodge a bullet, but dodging in melee combat seems like a good addition.

well, you see somebody shoot at you and just kind of drop or jump out of the way or something and hope the guy fired without correcting for your new position.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

LouisTBR

Yes, but the dodge mechanic would then have to accommodate for movement speed based on current injury, plus shooting skill for correction quality. You would then need to turn these into proportionate amounts and factor in environment, obstacles and weapon choice. I think diving from a knife seems easier, personally.
Only in RimWorld is the phrase "31 Heavily-Armed Siegers are currently bombing your base" preferable to "50 manhunting squirrels are attacking your colony"

Justas love

If you have played with combat realism then you would know that supressed colonists are a pain in the ass (supressed - basicaly dodging,  moving, laying on the floor)

Zombra

It's very stupid when I'm "hunting" a downed animal and I walk up and have to shoot 50 rounds to finish it off.

SuperCaffeineDude

Yeah no dodge whilst incapacitated, I'm suggesting accuracy can be buffed to hit a tile far more reliably with Dodge acting as a balancing factor so that combat can retain its slower pace.

So talking out my butt their could be say...

Global Accuracy +25%
Incapacitated: -25% Dodge
Stationary: 5% Dodge
Moving: 25% Dodge
Cover: 50% Dodge
Then...
Dodge Chance = (-Opponent Shooter/Melee Skill) |or| (+(My Shooter/Melee Skill - Opponent Shooter/Melee Skill))

It'd simulate; Ducking, Minimizing Exposure/Profile, and in melee Parrying. In essence simulating the better survivability of veterans over newbs, I don't think that needs to be in a "suppressed mode", just a passive buff to help survive tighter firing groups.

And it could also simulate Negative/Positive Dodge Dispositions, larger/smaller creatures are more/less likely to be hit, and clumsy/unlucky/lucky/careful pawns are more/less likely to be hit.

cultist

Quote from: Zombra on May 21, 2016, 05:49:54 PM
It's very stupid when I'm "hunting" a downed animal and I walk up and have to shoot 50 rounds to finish it off.

As a stopgap, try hunting with the shotgun. It has a tendency to blow off limbs (less meat/leather) but it's quite quick at finishing off animals because it performs best at point blank range. Sniper rifle is dodgy for hunting because of the wind-up time and the lowered accuracy point blank.

Wex

Maybe an option in the operation tab, named "mercy kill" would be appropriate.
Like the deactivation of mechanoids.
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    Harlan Ellison