Editing Combat

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 39: Line 39:
 
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts.  
 
Ultimately, colonists are beings with [[mood]], [[need]]s, and [[injuries]] to take care of. A tired, hungry colonist will become progressively more upset, while [[pain]] isn't a particularly pleasant experience. [[Mental break]]s are absolutely ''lethal'' in combat, as the pawn will refuse to shoot or follow orders. To prevent this, you should ideally care for colonists ''before'' combat starts.  
  
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -> Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inherently addictive, confers major combat-related boosts.
+
A pleasant base - great dining, recreation, and bedrooms specifically - will keep soldiers' spirits high. Alternatively, you can assign colonists to carry [[drug]]s at all times (Assign tab -> Drug policy). Order colonists to take the drug as combat begins. [[Go-juice]], while inheriently addictive, confers major combat-related boosts.
  
 
===Skills===
 
===Skills===
Line 47: Line 47:
  
 
===Triage===
 
===Triage===
Tending to wounded colonists is important to save them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Prioritize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.
+
Tending to wounded colonists is important to from them from dying. Drafted colonists can immediately tend to others on the field, with or without medicine. Priortize those who are bleeding out the most. While medicine does not staunch the flow of bleeding of a specific wound any faster, it can stop multiple wounds at the same time.
  
 
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.
 
If a colonist starts to sustain too many injuries, you can use your less combat-skilled colonists to take over while they retreat. If need be, have your injured colonist drop their weapon and undraft them, then have your reserves pick up the weapon and fight in their place. If a pawn takes on too much damage, they may become [[downed]] and require rescue.
Line 108: Line 108:
  
 
===Forced miss===
 
===Forced miss===
{{Rewrite|section=1|reason=Added in 2018, verify this still works like this and if so then integrate with existing FMR weapon pages}}
 
 
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with with distance:
 
Many weapons (mostly explosives) have a Forced Miss Radius stat. Forced miss is modified with with distance:
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
Line 122: Line 121:
 
|}
 
|}
  
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.
+
Weapons with this stat will ''always'' land within their forced miss radius, ignoring every factor to accuracy. There is a small chance to use standard accuracy instead, more likely with a small radius.  
  
 
== Melee ==
 
== Melee ==
Line 140: Line 139:
  
 
== Friendly fire ==
 
== Friendly fire ==
{{stub|section=1|reason=this is two of the quoted several subsidiary mechanics, more detail is needed}}
 
 
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:<br>Central pawn will not hit any friendly pawn on or within the gold radius<br>Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]
 
[[File:Friendly Fire Radii.png|thumb|right|Friendly fire safety radii:<br>Central pawn will not hit any friendly pawn on or within the gold radius<br>Any pawn on a sterile tile will not hit any other friendly pawn on a sterile tile.]]
 
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well.  
 
Friendly fire is a mechanic in which ranged attacks that missed their target have chance to hit nearby targets, including allies. As such it is important to be careful when you shoot at enemies while allies are in the way or near them, as they may have a chance of being hit as well.  

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)