Perception, Mass combat, Survival
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Malum Tenebris
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Are the above stats going to be stripped from the game? or are they being worked on?
- Hatsune_Neko
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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.
if its not there, then no it won't be in the final version. maybe after the game is finished.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
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Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD
- Hatsune_Neko
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don't know
no details have been released yet.
no details have been released yet.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD
Oh heavens no.
Then Men would become unmanageable
Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
24GB Corsair Vengeance DDR3 1600 MHz Ram
WD 1tb HD, 870 EVO 1TB SSD
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christian2142
- Posts: 24
- Joined: Sat Apr 02, 2016 5:13 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.
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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christian2142
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- Joined: Sat Apr 02, 2016 5:13 pm
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.
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.
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.)
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.)
- Captain Deathbeard
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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.
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.
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christian2142
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- Joined: Sat Apr 02, 2016 5:13 pm
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.Captain Deathbeard wrote: ↑Tue Sep 19, 2017 11:38 amPerception 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.
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).
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...Captain Deathbeard wrote: ↑Tue Sep 19, 2017 11:38 amSurvival I'm thinking of ditching because there's no real meaningful place for me to implement it.
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.
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.
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.
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).Captain Deathbeard wrote: ↑Tue Sep 19, 2017 11:38 amMass combat I'm still unsure where and how exactly to implement it, but hope to add it in eventually.
I could get behind this interpretation as well.QuorumOf4 wrote: ↑Wed Oct 18, 2017 7:53 pmI always assumed Mass Combat would be related to the number of attackers you could effectively deal with at one time.Captain Deathbeard wrote: ↑Tue Sep 19, 2017 11:38 amMass combat I'm still unsure where and how exactly to implement it, but hope to add it in eventually.
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