Perception, Mass combat, Survival

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Malum Tenebris
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Fri Apr 07, 2017 4:28 am

Are the above stats going to be stripped from the game? or are they being worked on?

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Hatsune_Neko
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Fri Apr 07, 2017 11:27 pm

any stats that are greyed out in game will eventually be added.
if its not there, then no it won't be in the final version. maybe after the game is finished.
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Malum Tenebris
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Sat Apr 08, 2017 2:25 am

Awesome! Thank you.

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philthymcnasty
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Mon Apr 17, 2017 12:03 am

So what do they do?

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Hatsune_Neko
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Mon Apr 17, 2017 12:40 am

don't know
no details have been released yet.
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christian2142
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Fri Jun 30, 2017 9:17 pm

Though speculation is dangerous, I have the following theories about the stats mentioned:

Perception: turrets/ranged weapon proficiency.

Mass Combat: initiative in a fight (how often one attacks compared to others?).

Survival: either how resistant you are to environmental stresses or how quickly you bleed. Perhaps even how slowly your hunger goes down.

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Mattk50
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Wed Aug 30, 2017 12:04 pm

Perception makes sense as a counterpoint to stealth. A high perception character should be much harder to stealth by or steal from.

christian2142
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Thu Aug 31, 2017 1:23 am

Pretty sure perception is actually an adjustable stat for races in the current state of Kenshi, even though the feature is projected as being implemented...

It is implied to be, as Matt said, in some way tied to stealth. If ranged weapons are ever added (aside from turrets), it might furthermore apply to proficiency in those... but that's purely speculative.

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Shidan
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Thu Aug 31, 2017 2:28 am

No it's not currently adjustable, that's the vision range multiplier. Which governs how far a race can see.

But I agree, it will probably be the counter stat to stealth. Possibly related to ranged weapons too, like Strength and Dexterity are to melee weapons. (i.e. Crossbow skill for reload speed and accuracy, Perception for damage. Or something like that.)

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Captain Deathbeard
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Tue Sep 19, 2017 11:38 am

Perception will be the governing stat for ranged combat, when it's eventually added.

Survival I'm thinking of ditching because there's no real meaningful place for me to implement it.

Mass combat I'm still unsure where and how exactly to implement it, but hope to add it in eventually.

christian2142
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Tue Sep 19, 2017 2:15 pm

Captain Deathbeard wrote:
Tue Sep 19, 2017 11:38 am
Perception will be the governing stat for ranged combat, when it's eventually added.

Survival I'm thinking of ditching because there's no real meaningful place for me to implement it.

Mass combat I'm still unsure where and how exactly to implement it, but hope to add it in eventually.
I know this belongs in the suggestions sub-forum, but I always imagined mass combat as something that would determine initiative in a fight. Those with more mass combat would fight more often/first, making fights faster depending on either parties experience (and not just combat slots), or at least giving more experienced characters a few more hits off (rather than your attack dictating it). Modifiers that affect how quickly you gain experience could be how outnumbered you are (so that solo characters are still able to perform well in terms of initiative by levelling up fast from fighting outnumbered), or by how lightweight you are when fighting (increased agility means you can better adapt to a fight where you're outnumbered). Just a thought since I'd like to see mass combat implemented. :)

Hivers could get an inherent racial bonus to mass combat, since they rely on swarm tactics. This would also help alleviate the uselessness or Hivers compared to other races, due to their fragility and armour limitations (which are comparable to a skeleton despite having, in the case of drones and princes, less than half the amount of HP).

ishar
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Tue Sep 19, 2017 7:12 pm

Captain Deathbeard wrote:
Tue Sep 19, 2017 11:38 am
Survival I'm thinking of ditching because there's no real meaningful place for me to implement it.
Random thoughts, but the word survival for me brings to mind things like foraging/tracking; e.g. living off the land type stuff. While a really abstract implementation might be reducing hunger rate; more detailed implementations suggest themselves...

Foraging for wild edibles could be interesting. Something like a few wild edible plants (or ingredients) depending on biome. A simple implementation could just be an animation followed by (maybe) spawning some items into your inventory; a more complicated one would see random plants that are harvest-able spawn.

Tracking would be trickier, but the ability to find the nearest "nest" would be occasionally handy. Seems like when I want to just get somewhere I'm constantly tripping over things to fight (depending on settings/biome) but when I really want to find something that drops meat I can't find anything.

Not sure if either of those rises to the level of meaningful, but would have some potential for interesting interaction with the hunger system.

Emby
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Sun Oct 08, 2017 5:23 pm

Once ranged weapons are implemented, hunting could become a viable career path, since both food and leather come from animals. Survival could determine the amount of usable skin and meat you can get from an animal. It can also work as an assassination skill for animals, as your goal is to take one down as quickly and quietly as possible so it (and it's buddies) doesn't chase you down and maul you to death. You can also implement a chance to "find" wild vegetables and fruits as a way to ward off starvation.

Remairem
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Tue Oct 17, 2017 6:24 pm

Regarding Mass Combat, I like the idea of this stat only increasing for characters in the leadership position within any squad. The higher the stat perhaps more formations open up or slight bonuses to attack or defense. Formation wise I have found splitting my squad up and flanking when combating larger swarms help jam them up as well as get more of my squad members into combat faster. I like the idea of being able to stop enemies from getting to weaker characters or livestock.

QuorumOf4
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Wed Oct 18, 2017 7:53 pm

Captain Deathbeard wrote:
Tue Sep 19, 2017 11:38 am
Mass combat I'm still unsure where and how exactly to implement it, but hope to add it in eventually.
I always assumed Mass Combat would be related to the number of attackers you could effectively deal with at one time. Low Mass Combat thereby making it easy to get surrounded and overwhelmed, where a high mass combat could limit the number of potential attackers and increase the chances of blocking against multiple opponents. The quick and dirty implementation could alter the number of "Attack Slots" a character has in the game. The higher the mass combat stat, the lower number of attack slots opponents can occupy. (or go the other way, characters need a higher mass combat stat to be able to surround a character).

Remairem
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Thu Oct 19, 2017 2:45 pm

QuorumOf4 wrote:
Wed Oct 18, 2017 7:53 pm
Captain Deathbeard wrote:
Tue Sep 19, 2017 11:38 am
Mass combat I'm still unsure where and how exactly to implement it, but hope to add it in eventually.
I always assumed Mass Combat would be related to the number of attackers you could effectively deal with at one time.
I could get behind this interpretation as well.

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