RimWorld

RimWorld

More Utility Packs
Flankmaster  [developer] 10 Jan, 2021 @ 12:54pm
Balance
Last updated: 20210502

Feel free to leave comments on the balance of the utility packs below. I'm interested in hearing if the packs themselves are appropriately strong AND if they are appropriately strong compared to the other packs so players have to really consider which one they want to equip.

Here's a rundown of the specific effects for each apparel item:

Robotic Rig: Aim Time -0.15; Sight +0.1; and Manipulation +0.15.

Trauma Kit: Incoming Damage Offset -0.15%; Pain Shock Threshold +0.15; Medical Tend Quality +0.2; and Rest Fall Factor Offset -0.15 (keeps awake longer).

Survivalist Pack: Foraged Nutrition Offset +0.5; Mental Break Threshold -0.05; Carrying Capacity +15 (unfortunately this does not actually allow you to carry more in a caravan); and Hunger Rate Multiplier Offset -0.25 (food lasts longer once consumed).

Command Tower: Shooting Accuracy +3 (equivalent to 3 levels in shooting); Trade Price Improvement +0.15; Social Impact +0.15; Mood Buff to wearer +3; and Psychic-Harmonizer-like bonus to allies has a range of 10 with a base effect of 5 (it should not scale with psychic sensitivity).

Mechanoid Combat Gear: 150 HP shield usable by ranged fighters (slow recharge rate); Aim Time -0.1; Pain Shock Threshold +0.1; and Move Speed +0.2. Costs 4 mechanoid components, among other resources.

Rescue Frame: MeleeHitChance -30.0 (roughly 5% chance to hit anything if carrying a weapon); Medical Tend/Operation Speed +200%; Medical Tend/Surgery Success Chance +0.2; Insulation against heat 300; Insulation against cold 150; Toxic Sensitivity offset -95%; and the strength of the shield is 400 points.

Vanometric Grav-Pack: Incoming Damage Offset -0.15; Move Speed +5.0; MeleeHitChance +500% (equivalent to around 5 levels); MeleeDodgeChance +500% (this value is curved so it never really goes beyond 40% dodge chance); MeleeDPS +5 (increases melee damage per hit); and the pack has 10 charges at a cost of 2 uranium per charge, the range of the pack is 36.
Last edited by Flankmaster; 2 May, 2021 @ 5:25pm
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Showing 1-11 of 11 comments
I really like this idea of having more specialized pawns for different situations.

Could you please include a listing of exactly how much you increase each stat?
In other words, are we talking +10 or +10%?

The amount of increase can seem underpowered to people who play with lots of glittertech mods or feel overpowered to people who play with mostly industrial tech mods.

Lastly, do you include an Options menu to allow us to tweak those values based on our particular playstyle?

Thanks!
Mezz 11 Jan, 2021 @ 6:19am 
Ever since jump packs became a thing, I always wanted a Archotech version of it and you made it! Thank you!

Another item idea I've always had, the ability for a pawn to teleport around instead of walking around. I'm assuming this is impossible due to how the game functions but just a thought.

Example would be,

instead of fast movement speed, the pawn would be "skipping" around the map.

For you consideration :)
Flankmaster  [developer] 11 Jan, 2021 @ 10:11am 
Originally posted by Bubbeenator:
I really like this idea of having more specialized pawns for different situations.

Could you please include a listing of exactly how much you increase each stat?
In other words, are we talking +10 or +10%?

The amount of increase can seem underpowered to people who play with lots of glittertech mods or feel overpowered to people who play with mostly industrial tech mods.

Lastly, do you include an Options menu to allow us to tweak those values based on our particular playstyle?

Thanks!

Thanks for the feedback. Going to post a short rundown of the specific effects in a second.

The options menu is something that is unfortunately beyond my abilities at the moment. Maybe one day!
Flankmaster  [developer] 11 Jan, 2021 @ 10:12am 
Originally posted by Mezz:
Ever since jump packs became a thing, I always wanted a Archotech version of it and you made it! Thank you!

Another item idea I've always had, the ability for a pawn to teleport around instead of walking around. I'm assuming this is impossible due to how the game functions but just a thought.

Example would be,

instead of fast movement speed, the pawn would be "skipping" around the map.

For you consideration :)

If I figure out a way for apparel to grant you a psycast, it might be possible? No promises though.
Mezz 11 Jan, 2021 @ 12:41pm 
Thank you for your quick reply. I wish you the best!
Viper 18 Jan, 2021 @ 7:36pm 
I feel like the trauma kit should have something more to help the wearer sustain injury rather than boosting the wearer's tend capability. That doesn't seem to fit the "role" of the pack quite right, although I guess you could consider it an offset to the self-tend penalty, but it would also help the tending of others, which makes it overlap with the "role" of the rescue frame.

I dunno, I don't have an idea for a solution. Still gonna use this mod for sure but something about the tend boost on the trauma kit doesn't seem right.
Flankmaster  [developer] 19 Jan, 2021 @ 10:21am 
Originally posted by Viper:
I feel like the trauma kit should have something more to help the wearer sustain injury rather than boosting the wearer's tend capability. That doesn't seem to fit the "role" of the pack quite right, although I guess you could consider it an offset to the self-tend penalty, but it would also help the tending of others, which makes it overlap with the "role" of the rescue frame.

I dunno, I don't have an idea for a solution. Still gonna use this mod for sure but something about the tend boost on the trauma kit doesn't seem right.

I see what you mean. That was my thinking in having the Trauma Kit reduce incoming damage and increasing pain shock threshold--which I thought was a good abstraction for the pack keeping you alive longer in a fight.
esev 20 Jan, 2021 @ 5:31pm 
having used the vanometric grav pack. Its durability is super weak. If my pawn gets hit alot it will break in a single fight. However, it might be because of CE.
Flankmaster  [developer] 21 Jan, 2021 @ 7:46am 
Originally posted by RSev:
having used the vanometric grav pack. Its durability is super weak. If my pawn gets hit alot it will break in a single fight. However, it might be because of CE.

That's good advice, I'll see about upping it next time I update.
123nick 1 Apr, 2022 @ 10:33am 
i think a lot of the prices for the kits are cheaper then what they give. something like +20% trade price buff on the command tower is SUPER good if you can stack it with other trade price buffs, nad its only 5 components one u get fabrication. I think some of them could be split into their own researches before crafting, and some of the recipes could have their component costs replaced with advanced components, or if VFE-mech is installed, mechanoid components.
Flankmaster  [developer] 26 Jun, 2022 @ 11:59am 
Originally posted by nick567:
i think a lot of the prices for the kits are cheaper then what they give. something like +20% trade price buff on the command tower is SUPER good if you can stack it with other trade price buffs, nad its only 5 components one u get fabrication. I think some of them could be split into their own researches before crafting, and some of the recipes could have their component costs replaced with advanced components, or if VFE-mech is installed, mechanoid components.

You're probably right. I think I'll have to revisit the strength/cost of the packs at some point.
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