Physical Strength & Other Attributes

Started by Nasikabatrachus, October 06, 2014, 07:37:51 PM

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Nasikabatrachus

The more I play RW, the more it seems weird to me that physical strength is non-existent. In the real world, it affects how hard you can punch, how well you can move with a heavy load, what objects you can lift and how quickly, etc.. But the abilities of RW pawns are solely affected by skills; they can walk around all day carrying heavy rifles while moving boulders without any cost or long-term benefit.

In the future, I suggest that RimWorld incorporate strength, as well as other attributes such as endurance, as factors affecting the physical capabilities of pawns, and that the physical requirements of various tasks be taken into account comprehensively.

Personally, I really want to watch a housemate or a politician transform from a soft, coddled creature of civilization into a scraggly, toughened survivor, and this is an important way to be able to illustrate that.

Johnny Masters

Agreed. I always abstracted stats into skills, but since anyone can get to 20 given time (specially skills like building and growing), I understand proper stats as a further way to distinguish your pawns, which is always welcomed.

strength, agility, dexterity/coordination, endurance, health, charisma, intelligence... Or any combination/ nomenclature would be nice.

kapciem

bump for great idea

i suggest stats like:
strength - carry limit, melee dmg
dexterity - ability to dodge melee/ranged, maybe speed bonus
stamina - how often need to sleep to regen
intelligence - fast learn
+cosmetics stats like:
weight, height, species, sexual orientation (lgtb)

Brutetal

While I appreciate the overall idea, don't forget this is a game - fun comes before realism.
Stamina and the like, speaking from my view, won't make it more fun but instead more micro, more tedious - so less fun in the end.
You can't just jump on every detail with this "but in reality it's...!"-attitude, this is one of those areas.

A much more simple solution which regards your idea would be that the body types affect certain skills or bring traits with 'em.
So to say; A hulky man will gets a "strong" trait, he can carry 1.5 times more than a usual pawn. Downside is, his food need will decrease 1.5 times faster so he needs 3 meals a day or even four.
A fat person will be slower in walking speed and get quicker exhausted, but has a higher temperature tolerance and is more resistent to drug abuse.
This way, yea I think it would work. Plus, it doesn't get boring in the sense of just another bar to watch, which stamina would be.

dragonalumni

Just overall no. If you add stats, you need to be able to change stats. 10 years on a Rimworld cutting trees? Max strength I would say. Power armor? better add +STA and +STR on that badboy. In the end you need a new game. I think what Brutetal said, was pure genius and more original but still I think that still isn't suited for RW. My brain already is exploding when trying to roll pawns.

b0rsuk

I had a similar idea a while ago. It's based on meta-skills like hard work / labor, precise work, medium work (growing, cleaning... those that fall under aerobic exercise). The fitness system would work similar to a joy / addiction bar. Colonists performing certain work would get in shape, and stay in shape for a fairly long time.
https://ludeon.com/forums/index.php?topic=20381.msg224617#msg224617

Hard work or labor would be mining, stonecutting, tree cutting, construction, smithing. Manual dexterity would be another meta skill governing tailoring, machining, medicine (operations), crafting weapons.

SpaceDorf

I am conflicted by the Suggestion.
On one hand I like the Idea of having another way to distinguish the pawns from each other that influinces their general abilities.

On the other hand it may be another reason for mn maxing that add even more traits to the useless list. 
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Texaskimo

I don't hate the idea, but maybe it would work better as traits:

Weightlifter - gets bonus carry capacity (helps with caravans) as well as a speed boost when performing hauling activities and higher work speed at things like mining. Maybe balance by having reduced work speed for things like art and tailoring.

Agile (or gymnast or something) - experiences less movement slowdown when moving through obstacles like a forest, stockpile, stone chunks etc.

b0rsuk

I think it would worse if it was reduced to 2 traits. I prefer dynamic fitness / strength system, that very slowly changes like a need bar.

OFWG

Quote from: Texaskimo on March 06, 2017, 01:09:07 PM
maybe it would work better as traits

Agree, new traits to represent this would fit better with the game IMO. It wouldn't have to be only 2 either, I read that as just an example.
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

b0rsuk

If it was traits, it would be impossible to see your politician get buff because he's a hauler and lumberjack, and your farm oaf get fat and languish because he's the only one who can research and recruit people.

Limdood

I dislike the idea.  It doesn't need to be a full on RPG...the skills as they exist could use some tweaking, but skill gain is key....capping skills or artificially bumping a skill's effectiveness up or down based on yet ANOTHER interaction (skills already reference consciousness, manipulation, talking, sight, hearing, global work speed, and more) just adds more and more complexity, and makes it more and more likely that you end up with ridiculous and useless pawns.

SpaceDorf

I would like something more fluid, than ever improving skills and ever crumbling bodies.

It should not be to complicated .. but I would like to see an influence of living in my colony .. other than, being to stupid to find one of fifteen tables for lunch ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker