RimWorld

RimWorld

Vanilla Combat Reloaded
Donk  [developer] 9 Sep, 2022 @ 10:46am
Future suggestions?
I want to know what about combat people want me to revisit or change. Do note that any suggestion here may or may not be used for a future update.
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Showing 1-14 of 14 comments
Deep♂Dark 30 Nov, 2022 @ 4:48am 
body part aiming system maybe ?
Donk  [developer] 1 Dec, 2022 @ 12:59pm 
Originally posted by Deep♂Dark:
body part aiming system maybe ?
next update will include a feature where you can aim and weight shots for a specific height and angle shots to hit one side or the other. almost ready for testing. not exactly targeting a specific part, but it should give you some significant control on where your shots land.
porubaems 21 Apr, 2023 @ 5:43pm 
Possibly, some kind of a suppression mechanic: for the pawns to duck(become smaller target), loose manipulation and movement speed. And a possibility to overcome it with traits, mood, drugs, etc
porubaems 21 Apr, 2023 @ 5:46pm 
Really loved the feature of a good shooter overcoming evasion in this mod
kanboru 10 May, 2023 @ 12:53pm 
Make melee parrying take into account bodysize difference? So animals are scarier
fck it we ball 26 Dec, 2023 @ 9:57am 
Can you bring a tech level related feature like Yayo's? Because the armor pen of most tribal weapons and more advanced weapons are very similar. For example, the heavy club's armor pen in vanilla expanded is 62%, more than most medieval, industrial, and even archotech weapons. Another example, the recurve bow's armor pen is 42%, while the assault rifle's armor pen is only 33%. It doesn't feel right.
Donk  [developer] 26 Dec, 2023 @ 3:31pm 
I do not intend to add a tech level dependent feature as that was one of the main things that I disliked with yayo's system. It felt too artificial of a discerning factor
fck it we ball 27 Dec, 2023 @ 7:45am 
Maybe instead of the system being completely dependent on tech level, optional features such as +20% armor and +10% armor pen bonus per tech level can be added. This kind of simple arrangement can solve the 42% ap bow and 33% ap assault rifle problem.
nalsuR 20 Feb, 2024 @ 12:46pm 
There's a mod Condition Matters . Can similar system, where condition affects weapon, armor and accuracy stats be introduced to VCR
Halcyon 22 Apr, 2024 @ 12:23pm 
Probably going to be a nightmare to implement in a way that doesnt mess with other mods, but a way to increase the fire rate of weapons as well as the amount of projectiles fired, especially for weapons like the assault rifle, LMG, and minigun. The charge rifle is somewhat okay firing three shots at a time, but it could probably benefit from this optional change
loklan 5 May, 2024 @ 7:16am 
I would love to see something that took the new 1.5 crawling feature as a basis for a prone system, a gizmo that lets pawns lie down making them slower but stealthier and harder to hit. Maybe with some sort of suppression system, if a pawn is armed with a ranged weapon and they take fire, have a chance they are forced prone. I think it could really spice up firefights, the crawling would look cool, I still use Yayos Suppression with VCR but having the choice would be more tactical.
Love your work, thanks for this great mod!
Donk  [developer] 5 May, 2024 @ 8:34am 
I do need to look into how vanilla does it, but in 1.4, they did implement things where a pawn laying down was less likely to hit by about 90% unless the enemy was within 5 tiles, then the chance to hit is increased tremendously. I do need to see if the 1.5 crawling feature implemented this
Kerimt the fraud 31 May, 2024 @ 6:01pm 
bullet speed multiplier plz
rebelops 18 Sep, 2024 @ 6:18pm 
I'm in the middle of a comprehensive rebalancing of melee weapons across the ages. One of the goals is to showcase as much variety as possible without ever resorting to cookie-cutter stats.

The biggest problem that I'm running into is that no RimWorld combat system is capable of simulating reach: as far as the game is concerned, a dory is the same weapon as a sarissa, despite the latter conquering the world. Yes, you can fake it by adding a verb to a melee weapon with Vanilla Expanded Framework's MVCF, but it's still using Shooting skill and doesn't interact with VCF's excellent parrying system.

Reach should not only allow polearms to attack across multiple tiles in melee, but it should determine who strikes first in a bout between, for example, two swords of unequal length that otherwise have the same reach rounded off to the nearest tile. Ideally, this first strike factor should be a composite with Melee skill, so that it's not simply a matter of having the longest weapon, but also how well the pawn can use it.

An adult human male has an arm reach of perhaps 0.7 m with a fist and his stance could account for an additional 0.3 m; if 1 tile = 1 meter, an unarmed reach of 1 – possibly set on the race and modified by body size – is anatomically sound. However, RW's melee combat operates with an inherent reach of √2 to be able to hit all adjacent tiles. It's probably best to preserve this mechanic, as rounding off the diagonal corners for light weapons wouldn't make for particularly interesting gameplay. So, any reach total under √2 would see no change from vanilla.

Handled weapons with discrete blade lengths would be the easiest reach values to determine. If reach needs to be greater or equal to tile distance to attack, then the vast majority of swords would not behave any differently than they currently do, which is sensible. That remains true until the advent of the medieval longsword (the base game “longsword” actually representing an arming sword) with a blade potential of 1.1 m. Combined with a racial reach of 1, that would be enough to attack 2 tiles directly to the front, back, or sides of the pawn. The final progression of the sword lineage, the zweihänder, would only pick up the 2 tiles adjacent to each of the previous at the maximum blade length of 1.8 m.

The reach on polearms would require a bit more subjective touch, since the shaft can't be gripped at the extreme end, especially with one hand. It could make sense to take half of the racial reach or to subtract the arm reach, I'd have to run some numbers. Center of gravity may play a part. My point here is that there's probably no good way to generate item reach values on the fly and VCF probably doesn't want to get into the business of patching every melee weapon in the game. My thought would be to patch vanilla, but expose a custom stat to mod authors that they can set on their own, similar to AM_GrappleRadius from Melee Animations or MuzzleFlash.MuzzleFlashProps. Without it, weapons revert to vanilla behavior.

Certain weapons ought also to have a min reach where they can't strike something that gets too close, but that's likely an option toggle for players running Simple Sidearms or Pocket Sand, since that's exactly how it would've worked in real life. I have more thoughts along these lines, like allowing poles to brace in one direction and applying a speed × body size damage modifier surprise attack to anything that gets within reach, but that's probably enough writing for now. If I can help in any way, let me know – VCR is criminally underrated and I see no reason to reinvent the wheel here.
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