Separate Sharp And Piercing

Started by hector212121, April 08, 2015, 11:07:03 AM

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hector212121

Basically, there should be a difference between a spear, a knife, a sword and a gun.

All of them are equally bad against Centipedes and Tortoises. I think the resistances should be separate. After all, there's a huge difference between a slash and a stab.

DNK

Quote from: hector212121 on April 08, 2015, 11:07:03 AM
Basically, there should be a difference between a spear, a knife, a sword and a gun.

there's a huge difference between a slash and a stab.
Sort of. Sort of not. The question is whether there's enough of a difference for it to be worthwhile and not overly complicating.

The way I see it is that a knife wound is just the lowest energy/surface type of piercing wounds ("sharp"), and any armor that would work against a bullet would also work against a knife. The same can't be said for bullets and blunt weapons, fire damage, or whatever else. What is a bullet but a really fast, really small knife?

Darth Fool

Knives and bullets are actually very different.  Real world "bullet proof" vests will not necessarily stop a knife (even a knife used as a piercing weapon, not a slashing).  And something that will stop a knife may not stop a bullet.

That said, there is always a fine line in game design on how many different damage types to have. 

Saularian

"Armoring" in real life works a bit different. A "bullet proof" vest is not really what it says, as certain bullets will still punch through it with ease (most things larger than 9mm or specialised "sharp" munitions) as they are not designed to stop something sharp, but to stop something that's going really fast, absorbing/mitigating the kinetic energy. A vest usually consists of different layers, usually kevlar for the purpose of absorbing the enregy and ceramic plates for the purpose of actually stopping the bullet. A vest like this will not stop a knife from going through it, as it was not made for that purpose.  Most anti-stab vests are made of a fabric lined with sturdy metal wiring which would prevent a sharp object from going through, but will never stop a bullet on it's own.

And combining these two types into one is allready done. It's called EOD equipment.

hector212121

Also, Piercing weapons(spears/bullets) would have a higher chance to damage internal organs, while Sharps would inflict more bleeding, and of course Blunt weapons shatter bones.

Johnny Masters

Agreed on a new damage/armor category. I'd rather see [slash] rather than [sharp]. 

Funnily enough the game has a [cut] damage type, but it works and is absorbed as piercing.  http://rimworldwiki.com/wiki/Damage_Types

Kegereneku

The game 'Mount of Blade' (a medieval game) classify it's attack into blunt & cut for each of the attack-movements possible with weapon.

It might fit Rimworld. What I'm more concerned with is animal making much more damage than their size should allow.
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BetaSpectre

Shouldn't vest armor simply convert piercing damage into blunt damage?
With a more even distribution that prevents organ damage, but the blunt trauma should still be deadly.
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hector212121

Not until subdual damage is added.

Speaking of which. Subdual damage:Basically, can't damage any vital parts past 1. Damage slowly recovers, except in Sensitive areas. Higher accuracy=less sensitive area hits.

For instance, a Taser, Stungun, or beanbag rounds for shotguns.