Tone Down or remove Friendly Fire

Started by vagineer1, August 16, 2014, 11:56:52 AM

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vagineer1

More than once I found that my guys are being shot and killed by some of my other men due to them being in the way. It usually happens when hunting with 4 or 5 guys. What I suggest is toning down (Or removing all together) the damage done by your own colonists.
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Somz

Nope! Nopenopenopenopenopenopenooooooope!
Friendly fire's real and fun, makes it more challenging AND(!!!) it also applies to the enemy. A few of my colonists are damaged from time to time, some nearly died, but compared to my minimal "losses", the enemies have lost hundreds... It's needed!  ;)
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vagineer1

Quote from: Somz on August 16, 2014, 12:11:17 PM
Nope! Nopenopenopenopenopenopenooooooope!
Friendly fire's real and fun, makes it more challenging AND(!!!) it also applies to the enemy. A few of my colonists are damaged from time to time, some nearly died, but compared to my minimal "losses", the enemies have lost hundreds... It's needed!  ;)

I don't see how it is "Fun"

When you are hunting with a large party and they all hit eachother because they don't know how to aim properly it is not fun.
You see this tank?

This tank is the epitome of "I'm going to destroy you"


This tank can make Chuck norris cry.

All hail the Takemikazuchi.

Bog

I disagree with removing friendly fire, because I like what it brings to combat, but I agree that the hunting AI needs to be updated so that they don't fire if there's an ally (from your colony or visiting people) in between you and the target.
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vagineer1

Quote from: Bog on August 16, 2014, 01:17:34 PM
I disagree with removing friendly fire, because I like what it brings to combat, but I agree that the hunting AI needs to be updated so that they don't fire if there's an ally (from your colony or visiting people) in between you and the target.

To be honest hunting is the real Friendly Fire issue I am having. In combat I have not noticed FF between my guys at all.
You see this tank?

This tank is the epitome of "I'm going to destroy you"


This tank can make Chuck norris cry.

All hail the Takemikazuchi.

Rahjital

Fixing the hunting issue by removing friendly fire is like preventing air disaster by banning commercial airliners. Yes, hunters would no longer kill their teammates, but an essential mechanic in combat would be gone. Using it to your advantage makes beating much larger raids possible with fewer casualties, which is especially important in the new version.

Alpha 6 made the hunting issue a lot worse, so I agree something should be done quickly. Hunters took just a few hitpoints from the passing pawns in A5, but now they can instakill them just because they didn't want to wait with shooting that one megascarab.

Somz

Quote from: vagineer1 on August 16, 2014, 12:43:49 PM
Quote from: Somz on August 16, 2014, 12:11:17 PM
Nope! Nopenopenopenopenopenopenooooooope!
Friendly fire's real and fun, makes it more challenging AND(!!!) it also applies to the enemy. A few of my colonists are damaged from time to time, some nearly died, but compared to my minimal "losses", the enemies have lost hundreds... It's needed!  ;)

I don't see how it is "Fun"

When you are hunting with a large party and they all hit eachother because they don't know how to aim properly it is not fun.

You don't see how is it fun? Read my comment again then, I explained...  :P
To beer or not to beer.
That is a laughable question.

Somz

Quote from: Rahjital on August 16, 2014, 03:35:13 PM
Fixing the hunting issue by removing friendly fire is like preventing air disaster by banning commercial airliners. Yes, hunters would no longer kill their teammates, but an essential mechanic in combat would be gone. Using it to your advantage makes beating much larger raids possible with fewer casualties, which is especially important in the new version.

Alpha 6 made the hunting issue a lot worse, so I agree something should be done quickly. Hunters took just a few hitpoints from the passing pawns in A5, but now they can instakill them just because they didn't want to wait with shooting that one megascarab.

Because colonists don't pay attention. There are hunting accidents IRL as well, people shooting at each other because this and that.
If you (/we/whatever, I'll stick with *you* because why not) select a megascarab or a muffalo right where your other pawns are moving around, you ought to damage (kill) them, you're asking for it. Sure, hunting could have a more...refined way of doing its job, OR you could just, you know, select targets to hunt somewhere that isn't the middle of your base?  ::)
It pretty much worked out for me so far, not once did my hunter with a minigun hit anything except for its prey.  ;)
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HatesYourFace

I typically only assign one or two people at a time to hunting for this very reason, I also tend to give them Lee Enfields or M-24's so that they aren't spraying and praying all over the place. If I actually need a lot of meat, (Like a whole herd of Muffalo for example.) I just Draft everyone and treat it like a search and destroy mission.

But yeah, I'm for keeping FF, it adds a lot of depth/realism to the combat and forces you to be more careful/conservative with your gunfire.
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Rahjital

Quote from: Somz on August 16, 2014, 03:53:38 PM
Because colonists don't pay attention. There are hunting accidents IRL as well, people shooting at each other because this and that.
If you (/we/whatever, I'll stick with *you* because why not) select a megascarab or a muffalo right where your other pawns are moving around, you ought to damage (kill) them, you're asking for it. Sure, hunting could have a more...refined way of doing its job, OR you could just, you know, select targets to hunt somewhere that isn't the middle of your base?  ::)
It pretty much worked out for me so far, not once did my hunter with a minigun hit anything except for its prey.  ;)

I'm not that bloody stupid, you know :P I learned to draft colonists when hunting animals too close to the base. Unfortunately, animals like to wander, especially on deserts where there's little to eat, so they can wander towards something in the desert you want hauled away, and then you get the message that one of your colonists was shot to death. It doesn't help that the colonists go as far away from the animal as possible and try to shoot it even when it's lying on the ground incapacitated. I never have more than one person hunting, by the way, and they always have pistols so that they train their skills quickly and the distance in which a colonist can walk into the middle of the shot isn't so great.

Kirid

Removing or lowering damage of friendly fire isn't realistic, a bullet is a bullet.
Colonists should avoid walking in front of other colonists who are shooting. If someone was shooting a gun in real life, you probably wouldn't walk in front of them.
Quote from: Bog on August 16, 2014, 01:17:34 PM
I agree that the hunting AI needs to be updated so that they don't fire if there's an ally (from your colony or visiting people) in between you and the target.
This could be somewhat imperfect. If we assume the person shooting is focused on the target, they could have a narrow cone and stop shooting if a colonists walks in it. Accidents could still happen, they might fire just before someone enters the cone, coupled with bad accuracy. Or perhaps if they are tired or hungry they are more reckless and ignore the cone.
Quote from: Somz on August 16, 2014, 12:11:17 PM
Friendly fire's real and fun, makes it more challenging
I don't think running a colony of stooges is fun, there are plenty of other things that make this game challenging. Sure friendly fire is real, but those are accidents, not because people don't possess the logic not to shoot at each other.

We shouldn't have to draft and micromanage so our colonists won't shoot each other. That was the whole point of adding an automatic hunting system.
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Somz

Quote from: Rahjital on August 16, 2014, 05:04:36 PM
Quote from: Somz on August 16, 2014, 03:53:38 PM
Because colonists don't pay attention. There are hunting accidents IRL as well, people shooting at each other because this and that.
If you (/we/whatever, I'll stick with *you* because why not) select a megascarab or a muffalo right where your other pawns are moving around, you ought to damage (kill) them, you're asking for it. Sure, hunting could have a more...refined way of doing its job, OR you could just, you know, select targets to hunt somewhere that isn't the middle of your base?  ::)
It pretty much worked out for me so far, not once did my hunter with a minigun hit anything except for its prey.  ;)

I'm not that bloody stupid, you know :P I learned to draft colonists when hunting animals too close to the base. Unfortunately, animals like to wander, especially on deserts where there's little to eat, so they can wander towards something in the desert you want hauled away, and then you get the message that one of your colonists was shot to death. It doesn't help that the colonists go as far away from the animal as possible and try to shoot it even when it's lying on the ground incapacitated. I never have more than one person hunting, by the way, and they always have pistols so that they train their skills quickly and the distance in which a colonist can walk into the middle of the shot isn't so great.

I did not mean you, personally, but folks complaining about it in general.  ;)
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James009

It doesn't need removal but it does need to be toned down... at least until colonists are smart enough not to open fire when another colonist is moving near or in front of them. This is best displayed when you select a large area for "hunting" and your people run out there like Wild Bill shooting up everything hitting farmers, haulers, and constructors... especially given how dangerous injuries are now.
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vagineer1

Quote from: James009 on August 17, 2014, 07:12:25 AM
It doesn't need removal but it does need to be toned down... at least until colonists are smart enough not to open fire when another colonist is moving near or in front of them. This is best displayed when you select a large area for "hunting" and your people run out there like Wild Bill shooting up everything hitting farmers, haulers, and constructors... especially given how dangerous injuries are now.

That is really what I meant. Adjust the hunting AI so colonists don't kill eachother whilst hunting. I've never noticed friendly fire in real combat.
You see this tank?

This tank is the epitome of "I'm going to destroy you"


This tank can make Chuck norris cry.

All hail the Takemikazuchi.

joeloverbeck

Friendly fire should stay, just improve AI so that they learn not to shoot when allies run into the line of fire, or prevent allies from running into the line of fire in the first place. It could be linked to shooting ability, so poor shooters might not realize they are going to get shot or that they might shoot a friend accidentally. Last night a couple of my hunters got permanent injuries for this reason. My second best got her left hand shot off and another one his ear.