Requested Feature : Combat Targeting

The place to request or suggest new ideas and features.
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Darkenneko
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Thu Dec 29, 2011 10:23 am

I've been enjoying my play through with Kenshi a lot.
I Find more and more things to do every time I play, and the amount of potential is amazing!

One Suggestion, I don't know if in the making or even though of is targeting of body parts.
With the including of soon to be ranged weapons I believe there should be two features added.

A. Holding right click on an opponent brings up "Attack All, Attack Target, and Attack Target [Specific]" With the last option it would open a small panel of a stick figure or even the model whatever just to represent a body, and you would pick a body part to focus on, the balance for this is that you are less likely to hit any other body part, and the difficulty of hitting the target body part is also harder, but vital strikes could be the key to any battle.

B. I'm loving the feeling of individualism through every one of my squad members, but something I believe they could benefit from is selective individuality. Say I have a Cannibal Squad Member that loves beating his big stick against peoples legs, with that I wouldn't need to order him to attack a specific part he would already have his preferred target.

This brings individuality to personnel and adds a bit of complexion to the already brilliant combat system.

Thanks for reading through my Requested Feature, I hope to see more development of Kenshi soon!

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txfirefighter
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Thu Dec 29, 2011 2:07 pm

im not a coder, so i have no idea if this would be tough to implement or not, but what if its just options for attacking like:

attack normal (what we have now)
kill (goes for vital body parts (chest and head)
wound (arms and legs) so you can capture them later in development

and the more you choose each one it raises a different skill such as kill makes you more ruthless and fearful to enemies while wound makes you more merciful or based on whatever you decide to do (capture or possibly heal them to invite them to your squad.)

something like that...
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toxiciron
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Thu Dec 29, 2011 7:40 pm

txfirefighter wrote:and the more you choose each one it raises a different skill such as kill makes you more ruthless and fearful to enemies while wound makes you more merciful or based on whatever you decide to do (capture or possibly heal them to invite them to your squad.)
Now that right there sounds awesome. Capture a bandit alive, then help him heal and show him mercy, and he'll look up on it and join for a cause. Or just make it seem like he won the jackpot, and you would normally kill everyone else. Or, you could capture people and sell them as slaves! Or, you could capture him, then torture him for a super long time, then release him so that news of your evilness spreads far and wide! :twisted:
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txfirefighter
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Thu Dec 29, 2011 7:46 pm

who said trading had to be goods only? :lol:

eventually there will be mining.. capture a couple of slaves and put them to work. keep a few elites there to guard them and there is your mining colony. 8-)
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wolfwood296
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Thu Dec 29, 2011 10:16 pm

txfirefighter wrote:who said trading had to be goods only? :lol:

eventually there will be mining.. capture a couple of slaves and put them to work. keep a few elites there to guard them and there is your mining colony. 8-)
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Barooney
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Fri Dec 30, 2011 1:27 am

txfirefighter wrote:im not a coder, so i have no idea if this would be tough to implement or not, but what if its just options for attacking like:

attack normal (what we have now)
kill (goes for vital body parts (chest and head)
wound (arms and legs) so you can capture them later in development

and the more you choose each one it raises a different skill such as kill makes you more ruthless and fearful to enemies while wound makes you more merciful or based on whatever you decide to do (capture or possibly heal them to invite them to your squad.)

something like that...
I love the whole "Be good and good spreads about ye" but what bothers me is that suppose I'm near Brink and slaughter 9 bandits while keeping 1 alive.

He is bound, gagged and hidden in a camel skin sack to keep him from being seen and prevent his dehydration.

My squad goes as far as the sea and makes that seafaring town a temporary hideout.
  • 1. No one of that group survived except the bandit being carried/dragged across the desert.

    2.1 The people of this town don't know the bandit and anyone that spotted my squad and parted way or ran off instead of getting killed sees some bulging sack of items not a spared slave or bandit

    2.2 Suppose I murdered every one that crossed my path even the Peaceful monks of Peacetopia, who knows? Is my sword unique and leaves a mark or can the citizens speak with the sands and the vultures?

    3. How will word spread about my good deed? I can keep the bandit gagged or torture him enough for Stockholm Syndrome to go away and Extreme fear sets in making sure he doesn't talk.

    4. The world is colored many shades of gray not a white and black labeling my act as good, when you take into account all of the above and the computer citizens(Or all-knowing-A.I syndrome is stopped) have no clue about the bandit, will my standing in the world still change?

PS: I can expect a reply or answer in the form of: "It's just a game" or "You're no fun" but that is what I hate about strategy games and city or world builders, the computer you're playing against knows so much that it doesn't make sense to keep playing against the worst cheater in the world(And some degree of realism is needed to make games fair).

(And if the standing or reputation only changed when that bandit was let go unharmed or healed and he repented[Would you believe a dirty smelly bandit that Sword for Hire the magnificent is not a head chopper if last night that same bandit was stealing from your house?] that would be awesome)
Chris_The_Great wrote:I'm totally adding giant cauldrons now

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Do a bad deed, none will forget ye.

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Blxz
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Fri Dec 30, 2011 3:03 am

I am with barooney, this game doesn't need false ideas of good and evil. Local reputations with local factions/towns is fine. Even if your reputation with a faction is set town by town and spreads slowly to other towns of that faction. The all knowing AI is a pain. And forced morals are bad.
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toxiciron
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Fri Dec 30, 2011 4:43 am

Blxz wrote:And forced morals are bad.
Couldn't help but laugh at the irony of this statement...
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Blxz
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Fri Dec 30, 2011 8:33 am

toxiciron wrote:
Blxz wrote:And forced morals are bad.
Couldn't help but laugh at the irony of this statement...
Yes, I saw it when I was writing it, but too hungover to think of a better way to say it. Glad someone can appreciate it. :D
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Quaesitor
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Fri Dec 30, 2011 1:27 pm

I agree with the false-moral of Fable not even touching this game.
It has never been well-done and may never because the real world doesn't work like that.

What could be made is a simple notoriety system.

About the limb targetting, I also believe it should not be added because in the combat confusion, you only try to win, only a very, very skilled swordman fighting against a rookie could target body parts.

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txfirefighter
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Fri Dec 30, 2011 3:23 pm

[quote="Barooney']I can expect a reply or answer in the form of: "It's just a game" or "You're no fun" [/quote]


how about 'ok youre right."
i can see where it would be trouble implementing this in the "realisticness" of the game.

how would notoriety work? you do somthing for this faction you get credit. but doing it against another faction wold give you bad cred?
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Quaesitor
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Sat Dec 31, 2011 2:56 am

By notoriety, I meant something simple like people knows your caracters or not and fear them or not.

Something different from faction relationships.

I think it'd be great that entering a town, the people in it would know who are your caracters or totally ignore them depending on the notoriety of these caracters.

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Barooney
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Sun Jan 01, 2012 5:22 am

Quaesitor wrote:About the limb targetting, I also believe it should not be added because in the combat confusion, you only try to win, only a very, very skilled swordman fighting against a rookie could target body parts.
I love this idea.

You'd send your top guy, the second hand man who was saved from death by that piece of bread you wanted to eat in a bar and wash down with a cold, sweet Crazy Habib Discount Beer(Now with 2 more X's!) [Expect me to mention him a lot more around the forums]but instead he got to eat that bread and like some plotline milked dry except in the Indian Bodyguard movie, he vowed to defend you bla bla bla...

Back on track, the elite goes after some criminal's kid or a mayor not to keen on letting you run a protection racket's son(A mouthful?).

After the kid is running through the desert/lush terrain he realizes that it is death at the hands of some man or starved wolves or dehydration and hunger in these spacious lands.

Your guy sneaks up on him/grabs his hand(Insert preferred body part here) and slices it clean off.
If the target(Kid in my example with kid meaning a 32 year old brat if the situation needs it) was trained in combat and tried to disarm your guy or resorted to a swordfight...

The order you gave the guy was clear: Chop off body part X or don't come back.
That makes him dodge and tire out the target while pretending to be intent on killing said target(Or he'd just attack that body part because he's more experienced and try to avoid more harm to himself and the target) until the decisive moment.

After sealing off the ruptured blood vessels(Or leaving the bleeding target to die), in due time the target's acquaintance would be receiving something exotic as a warning.


txfirefighter wrote:
Barooney wrote:I can expect a reply or answer in the form of: "It's just a game" or "You're no fun"

how about 'ok youre right."
"Ok, you're right" makes me feel wonderful :mrgreen: My internet-rep is increased by 1 (+1! w00t!)

With the awful self-directed jokes aside, you'll learn to accept my annoying(Unique) persona in time.
Chris_The_Great wrote:I'm totally adding giant cauldrons now

Baron Karl Friedrich Hieronymus Freiherr von Münchhausen wrote:Do a good deed, none shall remember ye.
Do a bad deed, none will forget ye.

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Mattk50
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Sun Jan 01, 2012 3:53 pm

If you target a specific point it will defenetly make it easier for the opponent to block you. This should be a tradeoff of targeting.

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txfirefighter
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Mon Jan 02, 2012 6:35 pm

Barooney wrote: "Ok, you're right" makes me feel wonderful :mrgreen: My internet-rep is increased by 1 (+1! w00t!)

With the awful self-directed jokes aside, you'll learn to accept my annoying(Unique) persona in time.

i work in a fire station. so its all good.
Valar Morghulis "All men must die."

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Potocobe
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Wed Jan 04, 2012 5:09 pm

Don't know if anyone remembers the game evil islands but in that game you used the number pad keys along with a click to target limbs. It worked great and I've often wondered why no one else has used it. Just a FYI

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Blxz
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Thu Jan 05, 2012 4:43 am

Never heard of evil islands but doing that for every character in battle sounds like micro-managing hell. Can't we just have a game where we DON'T have to tell our guys every step of the way what to do? I have been longing for that for so long. The more streamlined this game is the better. Why get bogged down with useless stuff like having to click and order limbs to attack.

When chris said in another thread that you will be able to design a class of guy/soldier when you have yourself a town and then they will go off and get the equipment themselves or place an order with the blacksmith BY THEMSELVES I nearly wet myself (figuratively speaking) with joy. Being able to streamline hassle is good.
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Barooney
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Thu Jan 05, 2012 5:15 am

Blxz wrote:When chris said in another thread that you will be able to design a class of guy/soldier when you have yourself a town and then they will go off and get the equipment themselves or place an order with the blacksmith BY THEMSELVES I nearly wet myself (figuratively speaking) with joy. Being able to streamline hassle is good.
I don't have to plan for world domination anymore :shock:

Hopefully if you let the game run long enough they won't get too smart and powerful for your own good.

(That's right faction leaders, be afraid... be very afraid of that intelligent recruit, either deal with him for being too smart for his own good or suffer and risk death at his hands)
Chris_The_Great wrote:I'm totally adding giant cauldrons now

Baron Karl Friedrich Hieronymus Freiherr von Münchhausen wrote:Do a good deed, none shall remember ye.
Do a bad deed, none will forget ye.

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Blxz
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Thu Jan 05, 2012 6:32 am

Barooney wrote:
Blxz wrote:When chris said in another thread that you will be able to design a class of guy/soldier when you have yourself a town and then they will go off and get the equipment themselves or place an order with the blacksmith BY THEMSELVES I nearly wet myself (figuratively speaking) with joy. Being able to streamline hassle is good.
I don't have to plan for world domination anymore :shock:

Hopefully if you let the game run long enough they won't get too smart and powerful for your own good.

(That's right faction leaders, be afraid... be very afraid of that intelligent recruit, either deal with him for being too smart for his own good or suffer and risk death at his hands)

Drinking too much coffee today Barooney?
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txfirefighter
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Thu Jan 05, 2012 4:45 pm

Blxz wrote:When chris said in another thread that you will be able to design a class of guy/soldier when you have yourself a town and then they will go off and get the equipment themselves or place an order with the blacksmith BY THEMSELVES I nearly wet myself (figuratively speaking) with joy. Being able to streamline hassle is good.

this sounds amazing.

the player can do so much more with mundane tasks streamlined. one feature with Torchlight that i loved was the pet going to town to sell stuff for you. made loot finding and trolling through the dungeon much more enjoyable.
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