1/19/2024 0 Comments Rimworld medicine deterioration![]() ![]() ![]() For every level lost he gets 50% learning bonus. By this a skill can decay over time, but the master can get back on top faster, as he shall remember being greadĮxample: Doctor 17 dropped to 14. The max level of a skill should always be remembered.įor every level lost to decay they shall get a x% gain bonus per level lost. Still there should be ways to deal with these things to make extrem levels less a pain in the asteroid to achieve. I truely know the feeling when I am watching my mastercrafter dropping back to skill 17 after I forgot about him, because I had all my clothing/weapon demands done.Īnyway, as mentioned above, decay is wished and wanted, and I think even if you are pissed about it, there is no reason to remove it. Same so for masterwork/legendary stuff.Īs being said like that, skil decay start at lvl 10 does probably exactly fit this solution as it ensures every pawn a skill level 10, but anything beyond that has to be seen as a bonus.įor skill decay in common: it's annoying. I don't know when, but Sir Tynan himself once said, he never wants everyone to reach skill 20 as this should be a rare special thing. This is of course off camera since watching sweaty muscular men training martial arts only gets a certain kind of viewers.Ībout skills in common there is a big point being forgotten. They are training to keep their skills in trim and to improve themselves so when the next episode comes, they can handle the baddies. In old tv series there is usually one or two battler types, i assume they aren't just sitting on their ass or cooking, only cooking. While the rest of the rag tag gang will of course help in a bind. Which would make the medieval thing that a bunch of people work, while a few are selected as man at arms, who are kept in tip top condition to be able to fight off dangers to the society. Nope, the thing is, when they are training, they aren't doing anything else, which means they still eat their share and aren't constructing or farming etc. "Isn't that unfair though? Now all my guys can be epic at melee?" Sure, training dummies are practical, now you can train melee all day long. I think it should be more balanced about the colony. But the high skill levels are nearly unobtainable for some skills.Īt the moment for example melee is basically forever stuck at what you start with. It's not really unbalanced, your good cook will still be good, same with the grower and medic. But having it remove your progress to the next level is a working alternative if skill decay is to be in the game as is. Apart from 20 to 19, since maintaining such a fantastical level should be hard so fair enough.īut one does not simply forget skills at the rate suggested by the game. I'd even go so far to suggest that skill decay can never lower a full skill level. ![]() Growing is the one that shines the most for me when i realise i can finally plant that healroot (xeregium, it should be in the description). At least for some, my builder usually end up a construction god whether i want to or not. Raising pawn skills is an important part of the game and the biggest sense of progress for me. That won't happen so i suggest lowering it. Why even have high melee skill levels? It's not like one can reach them or maintain them in game. Sure, this is only on very high levels but come on? So if i even bother with raising my melee scores (which i don't, it's a waste of effort) it all settles back to BEFORE where i started within a day or two. Since there are no training dummies or fighting training actions you can perform, and i don't remember if you can set someone to shoot at a wall anymore to gain skill.Įven so there's even the horseshoes for shooting, NOTHING for melee. This together with no useful way of raising these skills without resorting to silly shenanigans (at least for melee, downing animals and cycling between healing them and beating them up IIRC is the best melee training) But for the moment shooting and even more importantly melee have hard times being kept fresh. I think it removes from my hard work to raise my colonists skills and makes some skills barely worth investing in.īut Tynan added it because he wanted it SOOOO.Įven if i want it to be non existent, it's in for a reason. I am gonna be frank (hi Frank!) i really don't like the skill decay. ![]()
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