I this a good way to train combat and first aid skills?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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GassyTaco
Posts: 13
Joined: Tue Dec 18, 2012 10:23 am

Tue Apr 07, 2015 9:58 pm

I am kinda new to the game and i love it, i love the mechanics of it and i notice that NPCs dont die after you beat them.

So i notice something to, you can pick their body up, you can carry them around and you can even first aid them.

So before i get any fancy ideas i want to know if its worth to do this.

I don't remember why i was carrying a bandit in the desert that was KO, when i tried to put him down, he just disappear, i guess the sand ate it, but he was no long KO.

When i started training on the dummy, i started thinking how useful it would be to have a live dummy to train on, so i want to ask the next question.

If i first aid a bandit, will i gain Field Medic skill?
If i use a very rusty and useless sword to fight an unarmed and crippled bandit, will i still gain combat skill even if he cant fight back but i manage to take him down by a lot of strikes since my sword sucks?

The point is i have a shack in the middle of the nowhere with my companion, i want to first aid 2 wounded bandits, then throw them in cages while they regain consciousness, after that i go and free them and then fight them with the most useless sword i found until they go down and repeat the first aid.

Will i be able to gain skills doing this?

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Hatsune_Neko
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Tue Apr 07, 2015 10:22 pm

NPC's can die but you have to do enough damage and usually in criticae areas, head, chest, stomach.

When your new, your skills in combat are abysmal so your ability to cut properly with your weapon is limited leading to you mostly beating them over the head with the flat edge or side of the sword.

Carrying a bandit is a normal tactic we use for extra weight for strength training.
As for when you put them down and they disappear. this is associated with a known bug we call the Catapult bug. ( which has since been fixed in the experimental testers branch )
If you want to keep them around you have to put them into a bed.

And yes, healing a bandit does several things.
Traines your medic skill.
slightly improves your relations with the Bandits Faction. ( also under development and getting back into good graces with enemies is nearly impossible at this time )

Also keeping them in cages for fighting later on is also a known and well used tactic.

one i used for turret training.

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Aereto
Posts: 108
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Fri May 29, 2015 11:22 pm

I'll place my experiences and observations into this one. While both stable and experimental versions have long since branched from each other, my adopted strategic planning should work at some way. This helps raise both combat and field medic skills.

In regards to training combat, I have two variations depending if I am playing on a solo person or squad team basis. When it comes to being solo, fighting any foe from the start is both gutsy and foolish, with certain exceptions depending on the start choice. Nonetheless, it could result in little o no chance of recovering soon enough to heal before the KO or bloodloss coma point hits while alone in the field. On experimental on this point, max blood stat increases with strength. While training dummies help increase attack skill to at least land a hit, it is a time-consuming process that may be better used in construction or research.

Solo method will likely result in having so much attack skill, but have very little defense skill, but can increase strength, dexterity, and weapon skills of your tastes (mine is katana/heavy weapons). This method requires having tech high enough to craft weapons and armor, while being able to find weapons to best fit a training scenario. A hungry bandit is like a blank-slate dummy, unless a more formidable foe is wanted to coax out more attack skill gains in shorter time. A totally rusted junk quality and the weakest weapon of its category can be the most suitable one, as the priority is becoming proficient with the weapon and gaining strength or dexterity, not mauling the one person who nearly took a unit down; unless you want both, then I'm not swaying you not to. A bed in the building and a door that can be closed and locked are recommended, as to avoid losing the dummy and any armor made specifically for surviving the hits long enough to gain stats. As version changes and differences go, the behaviors in engaging hostiles and pathing can be a major factor in what would be a fool-proof plan. Take note that continuous use would result having a dummy with exceptional defense and toughness, so giving it a weapon can be a risk without someone backing. If dummy's down, don't forget to use first aid, which helps increase field medic skill, especially when it was made beforehand. This can be a long process, but the results put built training dummies to shame. Turret skill training is also good, though planning is required.

Team method is all the above plus being able to use the dummy for defense training for a certain point, as others can help take it down when training session's over, be it a turret firing squad (turret skill 50+ recommended to avoid friendly fire) or sword-wielding experts. However, the process is more time consuming, multiplied by how many members assigned to be on the same level. Extra problems include containment, where an armed dummy would reach a point where the skills gained is enough to defeat melee guards, bust down gates, and cause a very serious containment breach that a town or base can be wrecked from the inside.
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Abek
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Joined: Sun Mar 22, 2015 10:12 am

Thu Jun 04, 2015 9:53 pm

By far the best way to train your field medic skills is to craft first aid kits at a medical supply crafting station. It used to be an excellent way to make cash, but the sell price has been reduced.

Albibak
Posts: 14
Joined: Tue Jun 02, 2015 3:09 pm

Fri Jun 12, 2015 4:56 pm

Hello,

What Abek wrote with a slight variation...if you only want to level the skill, don't craft anything you don't need or want !
As long as the bench has at least a bit of each ressource (and power), people assigned to work it will level up.
If you do craft stuff, you will end up with lot's of downtimes (fetching ressources, clearing products from the output queue) and micromanagement (pathfinding problems, inventory management).

This trick works for leveling science, weaponsmithing, armorsmithing and first aid.
It also means you can train people without having to build and manage the whole production chain (just buy the ressources from a shop)... It also means importing without techs is just pure masochism.

Cheers

Albibak

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