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Species Throw Mechanics


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Idea that just popped in my head.

Bascially, makes throwing more interesting based on species.

All species should be able to throw things in at least a two-three tile radius without issue though, so stuff like chemistry and cargo stuff will be largely unaffected

Human

Throw range : Unchanged

(Same amount of tiles. Modifiers only change MAXIMUM distance things can be thrown.)

Throw damage : Unchanged

(Damage dealt by objects thrown.)

Tajara

Despite having the proper musculature to support throwing, Tajara lack the hominid evolutionary refinement that allows them to fully utilize it.

Throw range : Unchanged

Throw damage : 0.8x modifier

Unathi

Missing the key skeletal scaffolding in the wrist for finer motor control, Unathi make up for lack of dexterity with brute strength.

Throw range : 0.8x modifier

Throw damage : 1.2x modifier

Skrell

Physical tasks like these are vestigial and untrained, but that's nothing a little psionic focus can't fix.

Throw range : 0.8x modifier

Throw damage : 0.8x modifier

Bonus : Can use psionic powers to boost.

Vaurca

- Workers

Any offensive ability has been bred out for co-operation and dilligence.

Throw range : Unchanged

Throw damage : 0.2x modifier

- Warriors

Rigid claws and arm segments are no replacements for hands and wrists, but genetic engineering can squeeze haemolyph from an exoskeleton.

Throw range : 0.8x modifier

Throw damage : 0.8x modifier

Modifiers : Lower chance to get disarmed.

- Bulwarks

If driving into a brick wall on the highway was dangerous, a brick wall with legs throwing an equally large brick wall at you would probably be dangerous-er.

Throw range : 0.4x modifier 

Throw damage : 2.0x modifier

Dionae

Unaccustomed to gravity, their throwing prowess is severly hampered in such enviroments.

Throw range : 0.4x modifier

(Unchanged in Zero-G)

Throw damage : 0.8x modifier

(1.2x modifier in Zero-G)

IPCs

Despite all of the advancements in robotics and technology, unless tailor made to do so, throwing still remains a mechanically and computationally intensive task.

Throw range : Unchanged

Throw damage : Unchanged

Modifiers : Throw damage is relative to cell charge.

Throw range has a "processing" delay starting after the halfway mark and takes three seconds at maximum range.

Edited by wowzewow
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I think if you had something like this, the different vaurca types would need different throw things. Bulwarks and Ta are always 10ft+ tall, so I imagine, in reality, they would be able to throw pretty freaking hard. Workers, not so much. Warriors would have probably have been designed to throw things (grenades come to mind.)

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16 minutes ago, Melariara said:

I think if you had something like this, the different vaurca types would need different throw things. Bulwarks and Ta are always 10ft+ tall, so I imagine, in reality, they would be able to throw pretty freaking hard. Workers, not so much. Warriors would have probably have been designed to throw things (grenades come to mind.)

Thanks, I put that in.

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I'd rather not further nerf the species I maintain. These guys share a natural environment with space carp, sharks, and eels. This just cuts out options for a playable species that already has few, especially if you're mining.

Edited by Boggle08
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The idea realistically makes sense and is logical (from a lore perspective). However, I believe that these changes would modify gameplay and combat too much. If somebody's punched by a Bulwark or whatever, they can always roleplay as being utterly wrecked instead of the mechanics being modified to force it

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On 16/08/2023 at 17:53, WhatsUpBrotendo said:

Skrell don't canonically have telekinesis.

I will fix that.

8 hours ago, Boggle08 said:

I'd rather not further nerf the species I maintain. These guys share a natural environment with space carp, sharks, and eels. This just cuts out options for a playable species that already has few, especially if you're mining.

Well, I never really thought of throwing as a genuine frequent use damage mechanic outside of grenades. Usually mining uses KAs for combat. However I will buff them.

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13 hours ago, wowzewow said:

Usually mining uses KAs for combat. However I will buff them.

Eh, it's really something I've only noticed by playing them in the role. If you're bringing just the default mining kit, you're prone to getting rushed down by some of the more dangerous exoplanet spawns, and unable to walk out of the blast radius of your own KA. Lorewise we can say they can build up tension in their arm by forming it into an atlatl-like structure. Throw distance doesn't have to be exceptional, since ideally, they'd be throwing shit around in zero-G, where it don't matter.

Edited by Boggle08
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On 18/08/2023 at 21:23, Boggle08 said:

Eh, it's really something I've only noticed by playing them in the role. If you're bringing just the default mining kit, you're prone to getting rushed down by some of the more dangerous exoplanet spawns, and unable to walk out of the blast radius of your own KA. Lorewise we can say they can build up tension in their arm by forming it into an atlatl-like structure. Throw distance doesn't have to be exceptional, since ideally, they'd be throwing shit around in zero-G, where it don't matter.

Interesting. I'll account for that

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I think the idea that throw range and throw damage are different "modifiers" might be flawed.

The distance something can be thrown at depends on the starting velocity of the object and the angle it is thrown at (as well as the starting height).
The "damage" the same object does depends on the velocity of it, when it hits the target.

Is there something I haven't considered?

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Can this community please stop making suggestions to nerf Diona, they're already fucking painful to play, please do not make it worse.

Diona, can't run, have no extra damage to their strikes despite being fucking MASSIVE most of the time, they need to be in brightly lit area's or they die, slow as shit, and now you want to remove one of the only major ways a Diona can defend themselves from a moving attacker at range. NO, absolutely not, I give this a -1 to the suggestion, and also not all Diona are born/grown in zero gravity, many live on planets their entire life so the reasoning behind lowering the throwing range wouldn't universally apply.

Before you say it, yes I know Diona are tanky, yes I know they can heal from everything. All that does is just make you die slower, and if you have no way to defend yourself from said attacker, all it does is prolong your death. Literally Diona are less "tanks" and more like the sunfish, big, slow, and easy to kill if you simply keep them at range, or you know, casually walk away from them if the fighting goes poorly. Or you know, trap them in a room with no light.

image.png

Edited by Star Dust
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