RimWorld

RimWorld

Actual Devil's Bargain
17 Comments
Секатор  [author] Aug 21 @ 1:14am 
@turtleshroom

No, i said no such things. I said, that if you want to harness the full potential of luciferium, you need to either find a way to lower the pain, or to make a use of it – be it psycasting or trying to calm down the pawn when it goes on a murder spree. Standalone, luciferium is still more than viable, because, as i said, by lowering the incoming damage, it's functionally makes pawn take less pain from the same damage sources, which helps it to survive just as long as a regular pawn (-20% of 140 is 28. 140-28 is 12%. In the end pawn gets downed only 12% faster than a regular). And even when it gets downed, this pawn will have much less injuries and heal much faster. Your only real foe is mutated mechanites, diseases and food poisoning. You can beat last two by taking measures, first one... Well, it happens very rarely.
TurtleShroom Aug 20 @ 1:17pm 
The single problem is the pain increase, which causes Luciferium addicted Pawns to be glass cannons. That is not befitting the Faustian Bargain it offers and makes it functionally useless for a fighter.

Everything else you added ranged from acceptable to genius. For example, I love the emotional instability and increased hunger. However, forcing players to rely on other elements, without choice, is not balance. What if you don't want to add bionics? What if you don't use Ghouls or you suck at Psycasts? As you wrote it, Luciferium is useless on its own , in combat which is both unbalanced and disappointing.
Секатор  [author] Aug 20 @ 11:18am 
@TurtleShroom

Alright, lets start all over. What was the problem? You don't see viability in my interpretation of luciferium. I see. Other people see. What could be done? Go copy my mod and change it for your liking, i'm allowing you.
TurtleShroom Aug 20 @ 9:01am 
@Cekatop

I've never used Psycasts effectively and I don't understand having Ghouls around. As a general rule, I don't usually weigh combat balance in pertinence to other combat mechanisms, but rather, balance it on its own. At least, that's what I do in my Mods. I try to balance each item I add independently, to give them benefits and drawbacks.

Also, having Bionic Legs and what-not, where Pawns fight to the death, is itself a plus, not a minus. "Rimworld" has a problem where, if a Pawn reaches a certain number of damage points, he automatically dies, no matter how juiced up or "upgraded" he is. Tht is a fault in Ludeon's design, so I play with a Mod that removes that cap. Thus, in my play throughs, for a Pawn to die, you actually have to destroy his vital organs, sever his head, and so on.
Секатор  [author] Aug 20 @ 4:56am 
Alright guys, a take on cooldown factors was actually quite interesting. I've made some minor changes, you can check them in update logs.
Секатор  [author] Aug 20 @ 4:19am 
@76561198121163137 Nah thanks to you lad
Lord of the Hold Aug 20 @ 1:32am 
Interesting take on Luci. I'll give it a shot. Thanks!
Секатор  [author] Aug 19 @ 11:19pm 
@turtleshroom Have you guys ever played the game? Isn't it obvious to you that luciferium needs to be paired with combat drugs, genes, implants, ghouls, and even psycasting, cuz pain increases neural heat recovery rate? Having 25% damage decrease literally means your pawn receives pain 25% slower than others, meaning it's only the +5% to the pain that's left (25% of 140% total pain sensitivity is 35). But having more pain actually help you negate effects of psychic bonding or bionic legs, which makes your pawn always fight to death, especially bad when it's in berserk state or murderous rage. If you just thought about it, you would understand that those drawbacks are nothing.

Also, if you're asking about logic, luciferium overdrives the whole nervous system so that's the reason behind pain sensitivity.
TurtleShroom Aug 19 @ 8:00pm 
@Prophet

Who are you?
Prophet Aug 19 @ 2:55pm 
hate it when i gotta agree with TurtleShroom
TurtleShroom Aug 19 @ 2:10pm 
That's a based take on Combat Expanded, but I agree with Busterzlista. Making them drop the moment they get any real pain is a stupid penalty that stops one of the most important benefits of Luciferium. It's basically the Wimp Trait but with regenerative healing, and that's gay.

What I suggest instead is that you focus on other detriments. Increased hunger and emotional instability are great additions for draw backs. Pain sensitivity without also changing the Pain Threshold mean they will drop rapidly, making them worthless fighters.
TurtleShroom Aug 19 @ 2:07pm 
Why would Luciferium INCREASE pain sensitivity? All that does is make Luciferium addicted Pawns drop faster, defeating the combat purposes.
- BusterZlista - Aug 19 @ 2:00pm 
GET RID OF THe STAT BOOSTS TO HEALTH RELATeD THINGS AND TURN IT INTO A MELEE COOLDOWN AND ATTACK COOLDOWN BUFF, LESS TO THINK ABOUT WHEN I HAVe OT KILL SO MANY IN A KILLBOX
- BusterZlista - Aug 19 @ 1:59pm 
im also investigating a man who works at a company named J & N, im looking through the pages of business registers on a german site, ive spent 4 hours scrolling through it, i havent found anything that could be around his area

provided he didnt give me any irl pictures iwth landmarks or recognizable features, its been difficult to pinpoint where he is without any real evidences!
- BusterZlista - Aug 19 @ 1:57pm 
NO, THIS NEEDs TO BE 92% DAMAGE REDUCTION WITH 20 PAIN REDUCTION FOR IT TO BE GOOD AND BEAUTIFUL, CE PATCH IS A MUST OR ELSE YOU WILL BE JUDGED BY THE SATANS ON HOW YOUVE LIVED YOUR LIFE

YOU WILL SUFFER IN THE NEXT LIFE, AS YOUR SINS COME TO HAUNT YOU
Секатор  [author] Aug 19 @ 1:30pm 
@busterzlista Please baby don't cry when people make something balanced &
ambivalent and not an abysmal OP oneshot CE compatible dogshit🙏
- BusterZlista - Aug 19 @ 12:32pm 
wow 25% damage reduction and 40% extra pain, how useful