[Mod Request] Repair doors while drafted

Started by Krzarb, March 24, 2017, 10:02:17 PM

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Krzarb

I would personally find a mod very useful where a pawn can either automatically repair adjacent walls and doors while drafted, or be given a command to. One of the most frustrating aspects of fighting from doorways and then ducking behind them for cover is having to undraft a pawn to make any repairs. If you're not careful or get distracted, the undrafted pawn will (after they've finished repairing the door) wander away to perform other tasks rather than sticking around to engage in further combat, which is ideally what you'd want. Cheers :)

Granitecosmos

Quote from: Krzarb on March 24, 2017, 10:02:17 PM
One of the most frustrating aspects of fighting from doorways and then ducking behind them for cover is having to undraft a pawn to make any repairs.

That's the price you pay for cheesing combat. I see nothing wrong with it.

Krzarb

#2
It's not necessarily cheesy to fight from a doorway. They provide good cover and an area to retreat too if you are charged at. At least it's no more cheesy than trying to funnel every type of raid into a killbox, which is quite a popular strategy. Doorway fighting can also be especially useful for taking pot shots at manhunter attacks. After which you are going to need to repair the door once the animal has headbutted it a few times. All I'm doing is making a suggestion for a way to reduce micromanagement in such situations and seeing if anyone wants to pick the idea up. 

Granitecosmos

Quote from: Krzarb on March 25, 2017, 07:16:05 AM
It's not necessarily cheesy to fight from a doorway. They provide good cover and an area to retreat too if you are charged at. At least it's no more cheesy than trying to funnel every type of raid into a killbox, which is quite a popular strategy. Doorway fighting can also be especially useful for taking pot shots at manhunter attacks. After which you are going to need to repair the door once the animal has headbutted it a few times. All I'm doing is making a suggestion for a way to reduce micromanagement in such situations and seeing if anyone wants to pick the idea up.

Every and all kind of interaction with enemies that doesn't allow them to interact with you in any meaningful way is considered cheesing combat by me. Manhunters vs. doors is one of them. Either put up with the added micromanagement or face them properly. Cheesing doesn't mean exploit, like killboxes. It's simply unfair combat.

Sniping raider sieges or centipedes while they can do nothing about it is also cheesing combat. EMP mortar is basically throwing a dice, waiting for the "instawin" lucky shot. EMP grenades have risk/reward, those are fine.

To stay on-topic:
Let's say someone makes this mod. So now you can repair while drafted. Question: will they repair without the need to command them to do so?

If yes:

  • Colonist is drafted, spots a raider.
  • Colonist kills raider.
  • Said raider damaged the wall colonist used for cover. Colonist starts repairing since there's no hostile in view.
  • Second raider appears. Colonist is repairing wall. As seen with every task colonists do, colonist will keep reapiring wall until it is repaired.
  • Raider will have free shots on colonist without retaliation depending on the damage the wall received.
  • Raider keeps hitting the wall too, resulting in locking the colonist in repair mode until the player intervenes.
Solution: check for targets periodically in line of fire but also constantly interrupt any repair tasks the colonist is performing when the check is done. This results in less efficient repair speed.

If not:

  • Colonist is drafted, spots a raider.
  • Colonist kills raider.
  • Said raider damaged the wall colonist used for cover. Colonist won't do anything about it until the player manually issues the repair order.
  • Player issues repair order.
  • Second raider appears. Colonist is repairing wall. As seen with every task colonists do, colonist will keep reapiring wall until it is repaired.
  • Raider will have free shots on colonist without retaliation depending on the damage the wall received.
  • Raider keeps hitting the wall too, resulting in locking the colonist in repair mode until the player intervenes the second time.
Solution: same as above.

So you'll ultimately have to choose between micromanagement or less efficiency.  Possible to mod? Definitely. Worth all that work? For some, yes. Easy to mod for beginners? Hell no.