RimWorld

RimWorld

Supreme Melee
ChJees  [developer] 22 Aug, 2019 @ 9:17am
Make the mod bigger?
Bigger as in adding a whole new system and abilities for high end melee characters.
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Showing 1-15 of 20 comments
5katz 22 Aug, 2019 @ 9:27am 
not bigger as in more features for high end chars, but a low chance also allowing weak melee fighters to parry lvl10 and up, like a 5-10% chance to parry since its not *that* hard to deflect a blow, especially if the enemy fighter sucks at using melee
ChJees  [developer] 22 Aug, 2019 @ 9:29am 
So lightening on the requirements a bit for melee parries and add more "passive" abilities?
5katz 22 Aug, 2019 @ 9:31am 
yea, that would be cool so it isnt as limited to bionic pawns as it is right now :)
Ruby 22 Aug, 2019 @ 11:01am 
well I think adding abilities and new system would be amazing and interesting !
Arald 22 Aug, 2019 @ 11:51am 
you could give trait related to melee with name "supreme melee" or health status/inspiration what would boost power of melee too
Yoonic 24 Aug, 2019 @ 1:45pm 
My 2 cents of idea - Pretty much a watered down version of Rimworld of Magic:

Make a stamina bar and a new melee skill tab (Like the Rimworld of Magic) for fighters who has reached 15 in melee. Let them choose one of the 3 paths that each include (1) active skill(s) and some passive abilities:

- Strength:
+ Passive ability: Damage increase - Increase damage deals for 5/10/15% each time they
upgrade this ability.
+ Active ability: Heavy hit - Toggle-able - every normal attack is converted into heavy hits, that
increase the damage to 25% the normal damage but consume stamina each hit.

- Agility:
+ Passive ability: Dodge increase - Increase the dodge percentage for 5/10/15%, this percentage
can go beyond the dodging limit.
+ Active ability: Light feet - Toggle-able - increase the movement speed to 100% more than
normal, but consume stamina overtime.

- Perception:
+ Passive ability: Parry increase - Increase the parrying percentage for 5/10/15%
+ Active ability: Ironwall - Toggle-able - decrease the damage taken by 20%, consume stamina overtime.

Not quite original but this is how I would want a mod that add some kind of progression to pawns without making them overly powerful like Vampire, or Rim Magic.
ChJees  [developer] 24 Aug, 2019 @ 2:56pm 
Paths sounds like a nice way to go. Make it incredibly simplified and automated if possible.

E.g the Agility Active Ability triggers on enemy kill and gives them a brief burst of speed so they can get to their next target.
Yoonic 24 Aug, 2019 @ 10:19pm 
Yes, that sounds great, and eliminate the need for the stamina bar, if active skills are triggered on kills.

And how about the passive skill scale with the number of kills and knockdowns? Would make it a neat progression system.
Ruby 25 Aug, 2019 @ 2:45am 
Yea sound of abilities to scale sounds amazing Getting a kill would Make the ablity a little stronger or for example it would be made it level and it would increase level progress (could be set in option how much kills u need to get for a level up) and it would also activate the ability and for example at lvl 20 u could choose an advancement (for example instead of just getting a burst of speed u will also do more dmg with the next attack or have a higher chance to hit the next hit by some amount of % u would always choose the next advancement between 2 and on lvl 50 there would be something stronger and on lvl 100 u would master it and could choose another ability

Edit: I just realised it could be done with like the frame work of rimworld of magic U could add it to every stamina or even mage based character so instead of just leveling mana , mana regen etc u would have 3 new options that would be 0/100 - Strength 0/100- Agility 0/100 Perception not so original but still shouldnt be that hard and would be amazing and maybe even to unlock the advancement of the skill u need to also be the required level + find a book that would teach it to you
Last edited by Ruby; 25 Aug, 2019 @ 2:48am
Yoonic 25 Aug, 2019 @ 6:49am 
Here they are I suppose, some quick changes to the paths system I posted, to make it more simplified and automated. All passive are now scale with the total number of kills and knockdowns, and the actives proc on kill/knockdown in combat:

- Strength:
+ Passive ability: Impact Expertise - Increase damage deals for 5/10/15% each time the
kill/knock count reached 50/100/150.
+ Active ability: Fatal Storm - every normal attack got 25% increased damage for 10 seconds
after a kill/knock.

- Agility:
+ Passive ability: Deftness - Increase the dodge percentage for 5/10/15% (this percentage
can go beyond the dodging limit) each time the kill/knock count reached 50/100/150.
+ Active ability: Adrenaline Rush - Increase the movement speed to 200% after a kill/knock for
10 seconds.

- Perception:
+ Passive ability: Situational Awareness - Increase the parrying percentage for 5/10/15% each
time the kill/knock count reached 50/100/150.
+ Active ability: Sustained Defense - decrease the damage taken by 30%, but slow the
movement speed by 20% for 10 second after a kill/knock.


Some thought about this system:

- Passive scaling with kill/knock means only your colonist would benefit from them, but since it's
pretty minimal, it would not impact the balance of the game that much (as active ability would
trigger on both friends and foes anyways).

- Just my thought as a no-modding experience user, but the game tracking these active abilities
might make it laggy if both you and the raiders have many pawns that have 15 or more in
melee. But since that would be a pretty rare case, I suppose the 15 level requirement is fine.

- Philip's idea looks nice, but I'm all for a simpler system, as you can already found complicated
ones with RimMagic and Vampire mod, so I kinda don't make much change to the system I
suggested.
Last edited by Yoonic; 25 Aug, 2019 @ 6:52am
MeatBeatMarv 26 Aug, 2019 @ 8:53pm 
if you want to keep it a "passive" sense, and a little variety, strength passive could proc whenever your pawn deals more than x amount of damage with one swing. Perception passive could give damage reduction on next damage source after a successful parry.
James009 1 Sep, 2019 @ 1:18pm 
This is all fantastic.

Expand this to apply to lower skilled characters at various levels.

Honestly, I'd love to see a whole RimWorld skill overhaul mod with more of a RPG style strength, speed, endurance system implemented to give characters more variety and such; might be outside of the scope of this mod but could be something to work towards.
Ontheheavens 3 Sep, 2019 @ 10:17pm 
Originally posted by ChJees:
Paths sounds like a nice way to go. Make it incredibly simplified and automated if possible.

E.g the Agility Active Ability triggers on enemy kill and gives them a brief burst of speed so they can get to their next target.

For the love of God please NO. All the suggested ♥♥♥♥♥♥♥♥ and clutter absolutely breaks the vanilla feeling.

I think the best way to handle more ''features'' is to make two mods: one simple vanilla-friendly mod with just melee and ranged parry, and the other mod with all the unneccesary gimmicks that people for some reason want.
Arald 4 Sep, 2019 @ 6:23am 
Originally posted by Ontheheavens:
Originally posted by ChJees:
Paths sounds like a nice way to go. Make it incredibly simplified and automated if possible.

E.g the Agility Active Ability triggers on enemy kill and gives them a brief burst of speed so they can get to their next target.

For the love of God please NO. All the suggested ♥♥♥♥♥♥♥♥ and clutter absolutely breaks the vanilla feeling.

I think the best way to handle more ''features'' is to make two mods: one simple vanilla-friendly mod with just melee and ranged parry, and the other mod with all the unneccesary gimmicks that people for some reason want.

well it not so bad idea i mean not all people want to have super powers and all in game so there could be 'supreme melee vanila ver' and 'supreme melee' which would have super powers or skils
Madman666 5 Nov, 2019 @ 5:57pm 
Imo active abilities kinda too much. All those manas, staminas... just yuck. Its not an rpg. I am all for some more passives and having their effects encountered more often both on enemies and your own guys.
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