My (huge) list of additions/rebalances for 1.0

Started by DubskiDude, July 11, 2018, 02:28:16 AM

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DubskiDude

My list has slowly been whittled down from its creation in A17, but there are still a lot of things to talk about. I'll continually add to/remove from this list as time goes on. Feel free to discuss!

And finally, yes, this list is unorganized. Be warned.

- "Sandstorm" event. Applies only to Arid Shrubland/Desert/etc. A weather event similar to a flashstorm, it covers the map in a sandstorm, lowering the sight capability of everything not under a roof. Could also possibly reveal mining nodes or items underneath the sand (aka spawning them on sand tiles).

- Barbed-wire fences. Medium-cost trap that lowers movement speed more than sandbags (minus the projectile protection). May require steel upkeep every few months as the wires rust. Could also be prevented from being built adjacent to walls so that they're less useful for killboxes.

- New raid type: War Beasts. Pirates and Tribals should be able to tame wild animals and use them as cannon fodder. War beasts could include tamed rhinos, elephants, megasloths, bears, cougars, panthers, wargs, wolves, emus, boars, and maybe even thrumbos when raiding. It would make raids more interesting, especially tribal raids.
Thread: https://www.reddit.com/r/RimWorld/comments/6lryfj/what_if_raiding_tribals_used_war_beasts_to_attack/

- New raid type: Bunker Buster. This would involve raiders bringing in a slow-moving tractor-like machine which can do massive "melee" damage to structures, and would primarily be used to break through perimeter walls. Would have high armor and a huge health pool, but would be susceptible to explosives and molotovs. Thread: https://www.reddit.com/r/RimWorld/comments/6v7dzj/yknow_what_rimworld_needs_bunker_busters/

- Trait: Bisexual. This likely has been discussed before, but bisexual pawns don't exist. Gay seems like a rare trait, and the one gay pawn you have will not find a lover unless you somehow find another pawn with Gay and is the same gender. Bisexual can fix this and add more variety.

- Trait: Backpacker. Increases pawn carrying capacity when caravanning, as well as regular Hauling capacity.

- Ending ship sequence, in it's current state, is absolutely not worth the time or the hassle. Thread here: https://ludeon.com/forums/index.php?topic=42507.0

- Animals that hunt your pawns (or colony animals) won't be shot by turrets until your pawn damages them.

- Retool pawns running when on fire. One of my pawns caught fire, jumped out from our column of sandbags and literally ran 24 tiles straight at two Lancers, only to be insta-gibbed by a shot to the head.

- "Thief" event. A pawn enters your colony at night to steal items from your storage. Can slip past turrets and defenses, and must be killed or arrested, else you lose the items.

- "Given Up" doesn't give you enough time to arrest the pawn, especially on larger maps. Pawns just get to leave and you can't do anything about it.

- Pawns having a tantrum shouldn't be able to detonate chemfuel/shells/etc by punching them. Even an enraged person would know not to kick things that could explode and kill them.

- Time between when an Infestation event begins, and when the bugs spawn, is too short. I've NEVER had enough time to get my pawns in position before the bugs attack.

- (BUG) Colonists constantly stopping construction before completion (deep drills, generators, etc.) to do other things like eat.

- Allow pawns with guns to fire at close range. Removing this feature is just silly, since there was already touch accuracy involved with firearms previously. This also makes it almost impossible for non-melee pawns to fight off animals that try to hunt them (manhunter or otherwise).

- Cold snaps/cold weather shouldn't evaporate the harvestable resources on plants. The plants should die, i.e. the plant would permanently stop growing and it's graphic would change, but the vegetables that have already grown shouldn't just instantly turn to dust because there's a nip in the air.

- Replacing barrels on turrets should cost less. 200 steel for a new sniper turret barrel every 40 shots seems rather steep.

- Melee Scythers sharp armor is too high and needs nerfing. Thread: https://ludeon.com/forums/index.php?topic=42339.0

- Trait: Outdoorsman. Less mood debuff from being rained on + less movement penalty through swamps/rivers/snow/etc.

- (BUG) Colonists don't rest when they have a life-threatening condition if there are no medical beds (but have regular beds)

- Poison ships should create a green fog (or just take the snow effect and make it green) so the player can see how far the gas has gone.

- Add "Medical Tab" by Fluffy to the main release. The tab works flawlessly, and is a huge help.

- Buff to address "joy deprived" when raiding an enemy base. Raids are more important than playing horseshoes. Also applies to mining with the long-range mineral detector.

- Randomly generated camps, structures, or abandoned caches that are discovered (rarely) while caravaning. Could contain valuable items, an injured recruitable pawn, or enemies. Something to make caravanning more exciting and random.

- Ability to at least partially gauge a refugee colonist's usefulness before accepting them (and triggering the raid). I've accepted a colonist only to find that they're useless (or even a destriment to the colony, i.e. Pyromaniac), and the resulting raid then proceeds to smash us.

- Randomized and/or better rewards from fallen ships. Currently they're only a chore and aren't very rewarding. Steel, components, and one advanced component aren't much of a reward, especially concerning how much trouble fighting mechanoids outside your base can be.

- Rework or remove "ate without table". Firstly, too many NPCs just forget there's a table(s) available to them, and also, why would someone IRL be sad they ate without one? Doesn't make much sense.

- Social fights (especially with colonists that aren't armed) shouldn't result in destroyed limbs. Broken (and fixable) fingers maybe, but not digits being torn off. Doesn't seem very reasonable to me.

- Add a structure to allow for an open animal pasture that prevents large animals from crossing (but not pawns), like a country-style barbed wire fence.

- (BUG) Colonists shouldn't have the option to use a neurotrainer if the associated skill is disabled for them.

- "Favored weapon" traits instead of Brawler trait. Thread about that here: https://www.reddit.com/r/RimWorld/comments/6rn850/new_favored_weapon_traits_replacing_brawler_trait/

- Friendly fire should be retooled. Ridiculous amounts of friendly fire incidents occur even when they reasonably wouldn't. Thread discussion:
https://www.reddit.com/r/RimWorld/comments/6jj80r/lets_be_real_about_about_friendly_fire_for_a/
And here is an example of how poorly friendly fire works:
https://www.reddit.com/r/RimWorld/comments/6y1y1y/yet_another_reason_why_friendly_fire_has_to_go/

- Add market value filter for smithing, destroying, etc. For example, I could set weapons to be smelted, but only if they are lower than a price that I set in the menu. This way I could destroy cheap objects and save space in the immediate.

- Option to spay/neuter animals. Constantly having to micro their newborns that only eat your food is a drag if you don't want them.

- More miscellaneous items like telescopes and glow pods. Doesn't have to be anything beyond aesthetic - just rare-ish stuff to collect for your settlement. EDIT: New items like orbital bombardments alleviate this, though having more wouldn't hurt.

- "Doctor needed" event. Thread explaining it can be found here: https://www.reddit.com/r/RimWorld/comments/6lgqb5/doctor_needed_event_allies_with_ailments_come_to/. Seems to be very well received!

- Animals put into a frenzy due to the "revenge" event should lose their "manhunter" status after downing/killing the pawn that triggered the event. Doesn't make sense that they attack the hunter and then decide to bumrush the colony without any sense of self-preservation.

- Hunter pawns that are incapable of hauling will haul the animal they hunted, but not when you tell them to do it manually.

- Craftables to solve currently unsolvable medical wounds: torn off noses, broken ribs, fractured pelvis/radius/etc. Splints could help a few of these.

- Allow pawns with higher social to attempt to snap people out of mental breaks. May risk Berserking the pawn, but is better than having someone arrest them to "snap them out of it".

- (BUG) Allow pawns to release a prisoner if the prisoner is sleeping (if they're sleeping, you have to undesignate their bed as a prisoner bed in order to wake them up, and then be allowed to release them).

- Add more implants to enhance a pawn, but have drawbacks such as disabling skills like Social. Could even give mood debuffs to other colonists if its done too much ("are they even human anymore?")

- Add painkillers that can be crafted at a drug lab, to help with pain (there is currently no option to deal with pain other than a painstopper).

- Nerf Muscle Parasites by removing or reworking specifically the tiredness debuff, which throws the pawn entirely out of whack and forces you to do quick but annoying microing of their schedule. Entire thread on it here: https://www.reddit.com/r/RimWorld/comments/6ksiov/muscle_parasites_needs_to_be_nerfed_and_heres_why/

- Buff penoxcycline or switch up its effect. One Penox per colonist per five days, and you don't even know if using it even blocked a disease? It doesn't seem worth the trouble of making unless you're in the jungle.

- Add a late-game multivitamin to automatically boost NPC immunity by 5-10%, or further increase immunity% gain. Would be much more useful than penox.

- Swap the "master" column and the animal follow options column in the Animals tab. Currently, the animal follow options are right next to animal training (making it seem like they're a part of animal training), and that makes it confusing. Having them to the right of the "masters" column would be less confusing. Just a minor aesthetic change for newer players.

- Outdoor temperature should rise/fall with the weather, i.e. temperature drops slightly during rain or fog, depending on the biome and time of day.

- Add a "study" option for pawns, or a study bench, which would keep them stationary, sacrificing work they could be doing for accelerated EXP gain in a skill of the player's choice. This would, for example, help train a pawn who is terrible at shooting, but you don't want to risk them getting mauled by wild animals or shot up by raiders.

- Different stages of Torso Frailty/Hearing Loss/etc. Seems silly that, for example, someone's Moving and Manipulation permanently drops by 30% in one step. It should be more like artery blockages, where it develops in stages.

- Disable "Fire!" alerts when its raining. They're a pointless nuisance, since the fire will go out anyway due to the rain.

- Make "Overhead Mountain" removable. By far my biggest gripe with Rimworld. If you can mine out the entire base of a "mountain", then its not a mountain. Plus "Overhead Mountain" forever means that hives can spawn there, regardless of whether or not your base is inside or near a mountain. In mountainous maps where there is more mountain than actual land, you have very few options when choosing a location for your base. Digging out a base is just too risky and unreliable, and that should not be the case. There are other ways to bring challenge to mountain bases rather than saying "lol insects spawn there now".

- Add a "short range mineral detector" that can show whether or not mountains or large hills on the map have ore inside them. Like a ground-penetrating scanner, but for minables above ground or inside mountains.

- Tamed animals shouldn't get food poisoning. Doesn't make sense how a boar can eat a ripped up animal carcass lying on the ground out in the woods and not get food poisoning, but when its cleaned and chopped up and in a fridge, they can get food poisoning.

- Other faction types besides tribal, outlander, and pirate. Tribals have low tech but high numbers. Outlanders/pirates have medium tech and medium numbers. Why not have an NPC faction (besides Mechanoids) that have low numbers but higher tech? Android/cyborgs or interstellar private military corporations come to mind.

- (BUG) Colonists won't stay in their hospital bed, even when prioritized and with Patient and Bedrest set to 1. I've seen one get out of bed to change clothes and then not return to bed, even when they have a severe illness. Pawns should also never get out of a hospital bed if prioritized to stay there and are wounded/sick.

- No instant death when a colonist's liver is destroyed/removed. A person can survive about a year without their liver in real life, so instant death due to liver removal doesn't make much sense.

- Fire extinguisher item. Would be a better alternative to Fire Poppers, and would allow a pawn to do more than just kick the flames.

- Work stations should list what skill they require at a glance, for convenience. Machining tables and component assembly benches should say "smithing" on their tab or menu, drug labs should say "crafting", etc.

- Ability to set a "firefighting" zone. There are some areas that I don't want to designate as a Home zone (colonists would waste time cleaning it), but I WOULD want them to fight a fire there, if there was one.

- "Replace with" command. Say I want to replace my walls for my fridge. Currently it wastes time having a pawn walk to it, deconstruct the wall, and then me having to micromanage them to pick up resources, then walk back to build a new wall; all while my food is rotting. Having a "replace with" command would tell them to grab the necessary items, go to the thing being replaced, deconstruct it, then proceed to build the structure that is replacing it.

- Pawn schedules in the Restrict tab should not take precedent during a dangerous event or if the pawn has grievous wounds. I've seen my own pawn, who had his arm freshly shot off, doing Joy activities instead of going to a hospital bed to get treated, even with Patient and Bedrest set to 1.

- Doctors should never prioritize anything over doctoring when their priority is set to 1. I've seen my doctors eat, sleep, do joy activities, etc. when there is a patient bleeding on the operating table. Also, tending to all patients first should take priority over feeding a patient. They should also wake up if a hurt pawn enters a hospital bed and treat them. This would cut out a lot of uneccessary micromanaging.

- Arresting someone (say, for starting fires or binging) removes the pawn from their previous bed's ownership. This results in their significant other getting a mood debuff because they're not sleeping with them anymore, and you'll have to constantly check the Needs tab and micromanage the pawn back to the correct bed after they're freed.

- Don't force the player out of a raided map with a time limit once the fighting is done. The player should be able to decide when and where to leave, especially if his colonists are wounded.

- Categorize wounds/dismemberments by the limb they're attached to, and not sort by the type of dismemberment. Its slightly confusing to see "left finger, right finger, left femur, right shoulder". A menu with a body silhouette showing what limbs are missing would also be helpful.

- Bigger, more intricate NPC/enemy colonies and camps. As they are now, they seem tiny and disappointing.

- Faction "capitals". Each faction should have a larger, better defended location to serve as their capital, with better trade options and better fortifications. Destroying it could affect morale for every other settlement, and in a few days time, another capital on the world map could be designated for that faction.

- Make an NPC less likely to start a social fight after they're arrested for it, or add a small buff to other colonists when an arrest is made for a fight (to encourage enforcing the law in your settlement).

- Add more traps besides deadfall and IED. The variety of traps currently in Rimworld seems really underwhelming. Some ideas are pitfall traps and moats (adding a speed penalty similar to sandbags), bear traps, or swinging log traps.

- Combine "colored lights" with "microelectronics". Colored lights is only aesthetic and doesn't seem important enough to be its own research item.

- More combat-based challenges in Rimworld. This could be a variety of things, like answering calls for help from friendly factions (i.e. helping break a siege on their camp, attacking a huge mechanoid/bug hive that has spawned on the world map, etc.). Besides animals, mechanoids, and raids, combat events in Rimworld aren't utilized as much as they could be.

- Underground maps. Rimworld is based solely on a flat map currently. Why not add a smaller, more condensed underground map where more treasures can be found? They could even be populated by bug hives, ancient rusted mechanoids, or troglodyte mutants. Caves spawning in mountains doesn't really accomplish this.

- Reduce the time it takes for moisture pumps to increase their radius. They currently run at the speed of smell (1 year to fully convert). Bridges make it slightly less of a problem, but 1 year still seems too long.

- Add an option to allow pawns to turn stone ground into farmable earth. I'm constantly being forced to work around stone ground when planting, and this would fix that entirely. You could also allow fertile ground to be dug up and moved, to be placed over other spots on the ground.

- Allow pawns to haul more than one drug item to the crematorium. I noticed they only grab one at a time, and it wastes time.

- Add a "Victory!" mood buff when the colonists fend off a raid/siege, or destroy a raider outpost. Colonists should feel good about winning and/or defending their home.

- Add an "edit caravan inventory" to allow the player to correct any mistakes in caravan preparation. I've found numerous times that I had forgot something when packing up for a caravan, and I can't fix it without disbanding the entire caravan and starting over. EDIT: This may have been fixed but I haven't tested it yet. Let me know!

- Setting IEDs next to a crashed ship part should not alert the mechanoids within. How is it that colonists can literally rub their faces on the ship and not cause a mechanoid attack, but the second they build something next to it, all hell breaks loose? IEDs are meant for strategic placement. It effectively makes IEDs vs crashed ships useless, since you can't place them adjacently to said ship to go off when the mechanoids come out. You can also have a pawn haul explosive shells around the ship to be set off with an explosive, and the mechanoids don't care prior to the resulting explosions.

- Increase the detection radius for fire poppers to go off. It seems very wasteful to have to build so many fire poppers to defend a wall or building from potential fire. It should have a 1x1 or 2x2 detection radius, instead of triggering only when fire touches the popper itself. I've never used fire poppers because of this.

- You should be able to prioritize an NPC to sleep. Too many times I've seen an NPC exhausted, but still continue to work, even if they don't have an action prioritized for them. Currently there is no way to tell an NPC to go to bed and fix this.

DubskiDude

#1
- NPCs should not drop the item they're hauling when re-prioritized to a different action. For example, a doctor holding medicine will drop their medicine when prioritized to a different patient, or a pawn hauling wood will drop the wood when prioritized to pick up more wood. Pawns should also factor in the item they're holding when performing an action instead of dropping it, or ignoring the fact that they have the resource right in their hands.

- Nemesis system. This would involve enemy NPCs (or animals) escaping from a fight and retreating off the map, only to have them return a few months later with a "nemesis" buff, which could add damage/armor/etc, and offer better equipment or rewards for killing or capturing them. Killing or capturing them could also net a mood buff.

- Nerf or remove prisoner execution mood debuff, or extend the time it takes for "guilty" to wear off. If they tried to attack the base, they should be able to be executed with little to no remorse, especially in a harsh environment like Rimworld. If the player can't recruit them or keep them around, they shouldn't get a debuff for executing them. The only other alternative would be to simply not capture downed enemies and let them die out in the field, which seems more cruel than executing them.

- Show NPC skill efficiency percentages next to "overview" stats. NPC efficiency should be there at a glance instead of having to hover over their stats every time. For example, instead of Manipulation just saying "poor", it should say 45% right next to "poor". This would make managing and prioritizing NPCs easier.

- Show skill efficiency with "overview" stats calculated in. Currently I've had to judge an NPCs skill in cooking/crafting/etc by their respective skill level, but their stats like sight, smell, hearing, manipulation, etc. are all factored in to their success rate of that skill. The game doesn't show this on the character page. Currently you can only guesstimate or have to tab out to the wiki to figure it out.

- Fix pod launching. NPCs are massively inefficient at loading pods, because some will load their pod, and then themselves, and just sit there when other pods need help being loaded. NPCs should help each other load all the pods in the launch group and then load themselves in last. This would make it much more efficient, and eliminate the problem of pod loading taking exponentially longer to finish up (the same can be said for forming caravans as well). EDIT: This may have been fixed - let me know if it has.

- NPCs should not shoot "Berserk" NPCs. 9 times out of 10 you want to beat them over the head and send them to the hospital, not riddle them full of bullets, which have a higher chance of permanent damage or death.

- A simple "Hope" mood buff to all NPCs when a rocket piece is built, to add some narritive-like context to building the rocket. Can apply to only one piece built or multiple pieces built.

- Trees, mountains, and foliage should gather snow after it snows. A snowy field with perfectly green trees looks odd.

- Colonists assigned to hauling should haul items on the way back home, when either returning for food, rest, or any other reason. Will take some refining but it would significantly help efficiency for players who play on large maps.

- Animals should stay put when being handled, either by training or taming. Same for prisoner colonists. Animals or prisoners walking around aimlessly while they are being handled wastes time.

- Players should be able to adjust the work categories under the work tab and create their own priority list. For example, hauling is a much more important task than art, so hauling should appear before art on pawn priorities.

Greep

#2
Personal Thoughts:

-(NO)Infestation warning is just to get vulnerable colonists out of the way imo, working as intended.
-(NO)Close range pawns: no.  Or melee is dead(er).
-(NO)Cold snap plants: sounds annoying to implement for little gain
-(YES) turret maintenance:  I convinced tynan to make it lower on lower difficulties.  after further testing, miniturrets are really nefficient.  Cannons should stay with the same maintenance, though. 200 is a lot, but they rock hard.
-(NO) As the reddit page showed, scythers have like a million creative ways to kill them as they are fragile.
-(YES) Poison ship fog-  Actually I think a max range listed on the ship is sufficient.  I have no idea if it even has it still and this would be nice to know.
-(NO)  Prisoner guilt.  Guilty lasts 24 hours bro ::)  Kinda harsh to treat their wounds, give them a drink, then hang them
-(YES) Pod launching.  Probably already on the todo list I'm guessing.
-(NO) NPCs killing berserk/prison break.  This is a lot harder to do then it sounds when you think about it.  Should NPCs hold back on a dude that could kill them? If I were just hanging out in someone's town and someone started shooting me, I ain't holding back.  It sucks, but all mood breaks have serious potential consequences and this is actually one of the rarer edge cases.
-(NO) priorities:  I think everyone just switches to manual after a while anyways, since it takes like 15 seconds per pawn.
-(YES)  Victory on winning major threat.  Kinda dumb that someone would go berserk AFTER you win lol.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

DubskiDude

Quote from: Greep on July 11, 2018, 02:52:25 AM
Infestation warning is just to get vulnerable colonists out of the way imo, working as intended.

It wouldn't matter, because if only a few (or none) of the armed colonists manage to get there in time, then the bugs could still run down said vulnerable pawns. Plus there's a high likelihood that the bugs spawn within a close-quarters environment (inside the base), either from the omnipresent Overhead Mountain threat (I think only two open OM tiles are required to spawn bugs), or from deep drilling. And in close quarters, bugs rule.

Quote-(NO)Close range pawns: no.  Or melee is dead(er).

Melee is just a patchwork system in general, imo. There's a huge problem with friendly fire, and also getting shot by the enemy while you close the distance. I never use melee pawns because it's just too risky.

Quote-(NO)Cold snap plants: sounds annoying to implement for little gain

Not when you're, say, playing in a boreal forest map where the growing season seems relatively short. Cold snaps are a thing, too. Entire fields of vegetables disappear when the cold snap hits and your pawn wants to do something else other than save the plants you've meticulously grown.

Quote-(YES) turret maintenance:  I convinced tynan to make it lower on lower difficulties.  after further testing, miniturrets are really nefficient.  Cannons should stay with the same maintenance, though.

I saw that sniper turrets went from 600 steel to 550, iirc. But there's still a huge problem with steel in 1.0, and I've read numerous accounts where people simply don't have enough steel to meet the demand. My last two games hit that roadblock, and one of them is in a mountainous area. Turret upkeep just adds that much more to the issue.

Quote-(NO) As the reddit page showed, scythers have like a million creative ways to kill them as they are fragile.

Not in my experience - they absolutely decimate in early/mid-game. Their sharp armor is 72% - almost as much as a centipede's. But Tynan did nerf the speed and also retooled threat levels for early/mid, so we'll need further testing. Finally the vast majority of solutions there were bogus. EMP mortars are extremely inaccurate. EMP grenades are only accurate once the Scyther is stationary and slicing up your colonist, otherwise they just walk over them on their way to you. Traps are iffy because they can just walk around them. Killboxes are almost cheating in my opinion, since all they do is exploit the pathing AI. And as previously stated, I don't use melee pawns because they're too risky.

Quote-(YES) Poison ship fog-  Actually I think a max range listed on the ship is sufficient.  I have no idea if it even has it still and this would be nice to know.

Some sort of graphic on the screen would give the player the information at a glance, which is why "green snow" should be a thing.

Quote-(NO)  Prisoner guilt.  Guilty lasts 24 hours bro ::)  Kinda harsh to treat their wounds, give them a drink, then hang them

24 hours could be plenty of time for a captured enemy to die and give your colony a mood debuff. It just doesn't make sense to me that executing a prisoner makes your pawns sad, but they don't bat an eye if the enemy bleeds out on the ground where you downed them.

Quote-(NO) NPCs killing berserk/prison break.  This is a lot harder to do then it sounds when you think about it.  Should NPCs hold back on a dude that could kill them? If I were just hanging out in someone's town and someone started shooting me, I ain't holding back.  It sucks, but all mood breaks have serious potential consequences and this is actually one of the rarer edge cases.

Berserk NPCs don't shoot their guns when they berserk. They attack with any melee weapon they have on hand, iirc, which could be a problem if it's a plasteel longsword they're holding. But I don't use melee pawns, so it isn't a problem for me, personally. Despite that, I'd still recommend berserking pawns ONLY attack with fists/bites, no matter what weapon they have on hand, and the colony pawns should only auto-attack them with fists in kind. Too many times I've had to savescum because a berserking pawn got their head blown off. The risk is unnecessarily steep. Pawns die in enough ways as it is.

zizard

Quote from: DubskiDude on July 11, 2018, 03:23:34 AM
Not in my experience - they absolutely decimate in early/mid-game. Their sharp armor is 72% - almost as much as a centipede's. But Tynan did nerf the speed and also retooled threat levels for early/mid, so we'll need further testing. Finally the vast majority of solutions there were bogus. EMP mortars are extremely inaccurate. EMP grenades are only accurate once the Scyther is stationary and slicing up your colonist, otherwise they just walk over them on their way to you. Traps are iffy because they can just walk around them. Killboxes are almost cheating in my opinion, since all they do is exploit the pathing AI. And as previously stated, I don't use melee pawns because they're too risky.

1.0 is designed to make people use killboxes, why fight it?

Greep

I like how half of people are saying killboxes are dead, and the other half are saying they're forced into it for 1.0.   Sounds like the rebalancing worked eh?
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

Oblitus

Quote from: Greep on July 11, 2018, 04:01:49 AM
I like how half of people are saying killboxes are dead, and the other half are saying they're forced into it for 1.0.   Sounds like the rebalancing worked eh?
You really need them, but you can't really make them. If this is what you call "worked," then yes.

DubskiDude

Quote from: zizard on July 11, 2018, 03:40:42 AM
1.0 is designed to make people use killboxes, why fight it?

Because Tynan can fix it. He's a smart dev. It'll just take some elbow grease.

Razzoriel

As far as I've gathered, ranged weapons now have less melee damage than fists. How would change it to have fists being less lethal and having ranged weapons have a little more DPS than fists?

DubskiDude

Quote from: Razzoriel on July 11, 2018, 01:52:35 PM
As far as I've gathered, ranged weapons now have less melee damage than fists. How would change it to have fists being less lethal and having ranged weapons have a little more DPS than fists?

You'd think hitting someone with the stock of a gun would hurt more than regular fists...

Snafu_RW

Just to add my 2d: mechanoids during solar flares

Mechs by definition use power, right? So they should be disabled or at least severely crippled during solar flares, just like our pawns' stuff is. If you want to make this more balanced, disable /every/ power-using item during a flare: charge rifles, power armour, bionics,  maybe even EMP weps..

Thoughts?
Dom 8-)

Tynan

Quote from: DubskiDude on July 11, 2018, 10:01:50 PM
Quote from: Razzoriel on July 11, 2018, 01:52:35 PM
As far as I've gathered, ranged weapons now have less melee damage than fists. How would change it to have fists being less lethal and having ranged weapons have a little more DPS than fists?

You'd think hitting someone with the stock of a gun would hurt more than regular fists...

It does, 9 vs 8.2
Tynan Sylvester - @TynanSylvester - Tynan's Blog

DubskiDude

#12
Quote from: Tynan on July 12, 2018, 08:20:52 AM
It does, 9 vs 8.2

Ah, right on.

Adding a few things to the list, one a suggestion and the other two are gameplay concerns:

- "Thief" event. A pawn enters your colony at night to steal items from your storage. Can slip past turrets and defenses, and must be killed or arrested, else you lose the items.

- "Given Up" doesn't give you enough time to arrest the pawn, especially on larger maps. Pawns just get to leave and you can't do anything about it.

- Pawns having a tantrum shouldn't be able to detonate chemfuel/shells/etc by punching them. Even an enraged person would know not to kick things that could explode and kill them.

DubskiDude

Had a really stupid death occur, so I'm adding a point about pawns catching fire. An Inferno Cannon caught one of my pawns on fire, and they moronically ran an entire 24 tiles straight at two Lancers before having their head blown off (I think they were running toward a swamp to douse themselves?). Overall it seems like fire has a Final Destination "will" to it, and forces pawns to do stupid stuff just for the sake of them being killed or downed in a stupid way. I think if someone is on fire they'd at least remember to not run straight at an enemy in an open field.

giltirn

As someone who recently sliced his hand open - requiring 8 stitches to sew up - by putting his hand through the glass pane of a malfunctioning scanner in anger,  I wouldn't necessarily put it past a pawn seeing red and giving a good kick to some wayward object that in hindsight (of those who survived) turns out to be explosive.