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As far as the importance of hearing, it has a significant effect on multiple social stats and animal taming/training. Social impact is a skill all pawns use for normal conversations and determines the power of the opinion modifier for social interactions, with poor hearing the effect of the opinion modifiers applied by that colonist are reduced causing other colonists to like them less. Colonists without hearing also can't get mood bonuses from music, or I think gain recreation from playing instruments. So having poor/no hearing is a bad thing on any colonist. The only thing that doesn't exist is a reason to have above 100% hearing, but bionic ears are still useful to fix the "disfigured" status of a colonist that has lost an ear without the penalties to hearing of the cochlear implant.
I agree in principle - I dislike "empty" base attributes/stats when they should, or could, be logically applied to... stuffs.
That's doubly true for penalties. IOW - Attributes/stats should have "meaning" and their significance should be highlighted when they're lacking.
eg: A character can't tie their shoes without fingers.
But, in Rimworld, we ain't go no shoes...
So, there's some game-mechanic stuffs to consider - How much should those things matter in terms of effecting/affecting gamplay.
I think Hearing is lacking enough, and should be significant enough, to warrant some kind of reactive modifier. IOW - It wouldn't prevent things that aren't directly related, but it may produce something in something that could be related in certain conditions.
Aiming time may be a good choice.
But, I think a defensive penalty might be the better choice. For one, it's not going to be so very visible to the player and prompt a relative number of /rant posts... For another, it doesn't come into play until a bad thing has already happened - Getting shot/shot at. (Shooting at people and stuffs is always a net positive.)
But... I don't think we have any defenses that can be easily penalized. (Melee Dodge, maybe)
There's also no real "reaction time" or some kind of initiative pulse to work with.
In the above train-of-thought approach, you choice of "Aim Time" seems to be a decent compromise.
But... hoo-boy... Imagine the anger of some players as their pawn takes too long to get a bead on the enemy that finally kills them. That "aiming" animation taking a suspiciously long time for reasons unknown to them... the player screaming at their pawn to "shoot," the anxiety build-up, then the discovery that they "choosed porly" in their pawn selection for weapons, and then the rush to scream at you for ever suggesting such a thing on the forums... worth every byte in the patch...
The "REEEEEEEEeeee" sound you hear will be from the Cochlear Implant they decided not to buy from the Trader.
A colonist standing in formation waiting for the enemy would already have their weapon drawn and ready and wouldn't need to wait to hear "foot steps" from 20-30+ meters away around the corner of a wall to get ready. Aiming time is also a mechanic of every single shot they fire, not just the first shot in combat, so even in other cases where you are correct and hearing could help a pawn be more aware of a threat, it wouldn't apply to the aiming time of every shot of that fight. Like the standard weapon with the highest aiming time is the sniper rifle, people sniping with a sniper rifle are generally well out of hearing range of the enemy.
Now if there was an "unholster time" mechanic, where colonists took some amount of time to ready their weapon when drafted or first entering combat, and you wanted to say hearing should affect that, I could agree with that.
If someone is deaf or bad in hearing it makes interacting with them socially much harder and is a big hindrance to social life for most hearing impaired folks.
It does though. Both of those things.