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Messages - Ace_livion

#61
i like that.
#62
Ideas / Re: Suggestions wanted: Animals!
April 28, 2016, 07:27:51 PM
Bee hives: collect for honey that everyone loves but spawns aggressive bees if harmed or collector fails his skill

Steel Beatles. thought insects whit a lot of HP that can be converted to steel like steel slags.

Mega-Rex. giant dinosaur that like to eat and be generally hostile when hungry.

electric slug. likes to eat power lines and explodes like an emp grenade when killed. having unprotected power lines fare away from your base are now a little more risky.

goldfish. can be brought from space traders. got its own fishing bowl... cant move... need to be feed 'n stuff...
#63
Ideas / Re: Add Schools to the game
April 28, 2016, 03:44:22 PM
like to see a way that teaching help remove what caretakers are unable to do.
likely use the Research skill, since its kinda a dump stat after you have researched everything
#64
Ideas / Re: Bountys
April 28, 2016, 10:46:38 AM
Quote from: Aatxe360 on April 28, 2016, 07:38:42 AM
So lose a lot of rep with a faction because they have someone with a bounty in the caravan?  Not much of a pay-off unless you're pretty self-sufficient already and then the bounty is pocket change at that point if it's only silver.  Seems something tacked-on just to make all the factions hate you.

Probably find some way to make the risk-v-reward worth actually thinking about.
well surely there will be caravan guys whit bounty's on them and it might not be worth the pay off to start attacking caravans, rarely is.
the idea was more that you might gain a bounty if you decide to shoot the caravan.
but also a fair chance that some of the raiders happen to already have a bounty on them making them worth more since you can now sell them if you where not planing to recruit your captured pirate faction members.

Quote from: Aatxe360 on April 28, 2016, 07:38:42 AM
What about if one of your colonists is the target of a bounty?  Do you plan to have caravans decide the bounty is worth it and turn on the group when they least expect it?  Does the settlement turn on that one individual and sell them off?  If so, what was the point of having them join?
well its a interesting idea to suddenly have a caravan turn hostile. i like it.
but i was not thinking that colonist just turn on each other to claim a bounty, that sound counter productive.
more in the way that you chose that a colonist happen to have gained a to huge bounty that he might be a risk or out of shear desperation order your colonists to arrest him and the collect his bounty.
so having a colonist whit a bounty are only a risk for the colony for attracting more bounty hunter raids. since you are the one to control whenever or not the colony turn on the person.


Quote from: Aatxe360 on April 28, 2016, 07:38:42 AM
However, arresting/turning in a colonist without a mood penalty is just idiotic.  Turn on one colonist and the paranoia sets in.  Who would be next?
surely this will give a moot penalty, like my friend was arrested + my friend was send to galactic prison or something but will mostly affect colonists that have a close relationship whit the "sold" colonist.
but the none moot penalty was mainly though to affect your captured raiders, clamming a bounty on a raider that attacked you is just not the same as selling a stranger into slavery. and should not grand a global moot penalty
#65
Ideas / Bountys
April 28, 2016, 02:15:44 AM
I like to see a bounty feature in the game, something simple to start whit.

here I'm thinking that colonists can gain bounty by attacking travelers and visitors/traders
and i chance that caretakers simply start whit a bounty.

the bounty then add a feature allowing bounty hunter raids, giving players a harder time surviving if they have a lot of caretakers whit huge bounty on them in the colony.

likewise you can end up capturing raiders and similar whit bounty's on them.
making them worth more/less when selling them.

and the possibility to be able to use the comm controls to
"pay off bounty"  and
Claim bounty of a prisoner/arrested colonist   (selling them without mood penalty)

this can give room for traits like
righteous -does not lose happiness when huge bounty get executed/sold, dislikes when colony releases a person whit a bounty - gain happiness when a bounty is claimed
"criminal obsession" - gains happiness from having a huge bounty.

#66
Ideas / Re: accidents
April 28, 2016, 01:56:40 AM
Quote from: este788 on April 27, 2016, 09:47:02 PM
even if you never touched a gun before , how the fuck do you shoot yourself XD
true that part is unnecessary since the whole "animal revenge" kinda offend makes the hunter wounded anyway :)
#67
Ideas / Re: Procedurally Generated Firearms!
April 27, 2016, 04:27:41 PM
Quote from: thestalkinghead on April 27, 2016, 03:46:20 PM
i think variation in stats of guns would be a nice thing to have, it doesn't have to be as crazy as borderlands, but a slight % variation in damage, aim speed, and accuracy etc. would be a good addition.

and it would be plausible in the non factory perfect world of rimworld, eg. off center sights, sticking mechanisms, or just personalised improvements to a guns feel/weight etc.

i believe we kinda already have a slight variation in weapons, since guns are made as poor, norm, good...
are we no on the road to make a "good" poor quality gun and a "slightly better" normal quality knife?

i think its kinda more productive make a craft roll on a fitting workbench to take 2 similar guns and sacrifice 1 in hope your guy succeed in upgrading the quality of the best one.
in other words end up use'ing 6 snipers of varying degree, in order to gain 1 Legendary sniper
and at this stage it might just be easier to make "unique" weapons be solely legendary weapons
this was we can have a roaster of legendary weapons whit unique abillityes and style, even lore.
#68
Ideas / Re: Your Cheapest Ideas
April 26, 2016, 10:38:04 PM
being able to type the number you wish to sell/buy from merchants.
if its a feature i just have not found it yet but i need it. to want to buy 600 steel out of 700 is a pain....
#69
Ideas / Re: Slower Start
April 23, 2016, 09:29:52 PM
Quote from: Mr.Cross on April 23, 2016, 04:30:45 PM
It'd be more of a world option than storyteller, as the story teller only has to do with incidents.

true, true. but the more options to customize your story and environment the better :)

Quote from: cultist on April 23, 2016, 08:03:22 AM
Oh god this again.

You're not actually mining steel ore. Steel ore does not exist. You're "mining" old abandoned structures and machines, scavenging basically.

I like the lore :) its great i buy it. but i think there are more focus here on the feeling of early game survival agents the odds then the lore behind the materials.
i believe whats kinda desired is a option to get a longer low tech start, instead of being able to mine the parts to put up some turrets and power first thing after crash.
we all have a different taste in what we like and a mode where the aumond of components found are half, and traders/raiders rarely have hige tech weapons sound like a cool option
it also make people whit melee skills more desirable, since i often feel like brawler is kinda like a negative traid and i just want to give my people charge blasters, since the raiders drop a bunch of them after each raid.

i believe a lot of people like the feeling that they unlocked a new stage of the game. gong from primitive, to setting up your first auto turrets, managing power, making space traders appear, and finally unlocking spaceships.
but there relay are no early game atm. its kinda more like a race to put up at good defense and mining the components / steel you need to make your base work.
#70
Ideas / Re: Your Cheapest Ideas
April 23, 2016, 08:13:06 PM
Turrets attack predators that are trying to eat your pets...

and let your predators animals only target boom rats in case of no smaller critter / food on map.
since all my baby animals die burning after trying to eat a boomrat...

#71
a lot of attack animals are really deadly... i noticed that there is kinda a stun mechanic in the game, where people whit range weapons get skewed... i even managed to get a cheap kill on the macanoids from the crash, they simply cand handle being outnumbered in melee :)

my only real problem about predator animals are there cups kinda tend to try and eat Boomrats...
#72
Stories / the Hero/villan named "Shitty shitbag".
April 23, 2016, 01:06:11 PM
so i had this colonist named Vincent 'Tyspine' Strife...
or as i called her (yes its a woman) Shitty shitbag.... everyday i will tell my people to do stuff... all but Shitty shitbag...
shitty shitbag had her limits.... from the start she was 54 years old... and incapable of
-intellectual
-dumb labor
-skilled labor
-violent
-caring
-social
-crafting

to add it up she also happened to be "beautiful" while missing her
-left eye
-right arm
-and left ear
-and have a nice torso stab scare...
a real beauty she is.....

ohh and not to forget.... slothful....

so a year passed and Shitty shitbag.. used her time eating the little food the other colonists had wile walking around being idle... but she had 2 other things she was able to do.... art and animal handling.... and she was really bad at art...

so i said sure go ahead... play whit some animals... what the worst that can happen ? she gets eaten?
and then i forgot all about Shitty shitbag...
only from time to time i drag my mouse all over the map at tell her to go handle those animals.
and train the ones she had tamed (did not even look at what she had handled... since the where all bonded to Shitty shitbag anyway)

but then one faithful that the raiders came... ( a lot of them )
all the colonists and turrets fought bravely but shitty shitbag.... she was incapable of violent...
so i asked her to stay in the corner and look shameful....

the battle was hard and as time passed, and the turrets and colonists went down 1 by 1....
until all that was left was shitty shitbag...

and i was wondering... if this was it... i clicked on shitty shitbag.. thinking... atleast i get to see the pile of shit get beaten up...
but wait? what is this? a "release animals" button (was still new) well its over might as well click on it...

and then hell when out...  raiders whit clubs and spears slowly approaching Shitty shitbags room. but out of nowhere 20 fucking turtles trained to murder surrounded the poor raiders....

and shitty shitbag standing whit her personal shield, incapable of violent... just staring at the raiders being torn apart 1 little snap at a time...
it was at that moment i knew... that for each day i called her shitty shitbag.. for each time i complained about how useless she was... she has silently been sitting and training turtles to carry out her master plan....
it was at that point where the other colonists laid bleeding at ground, the raiders eaten by turtles...i knew... she had out played me...  she had her revenge..
#73
Ideas / Re: Slower Start
April 23, 2016, 02:59:31 AM
i think it sounds great, but perhaps more like another storyteller option where there are no/little components/plate-steel on the map and your typical Factions/events are nomads and low-teck pirates.
a starting tools options like "no weapons" start. combined whit a primitive weapon workshop to craft longbow/mace/sword since there will be more focus on the early stages whit out guns
#74
Ideas / Re: Your Cheapest Ideas
April 23, 2016, 02:00:43 AM
got another idea.

use comm consoles to "sell back" prisoners.
unlike when you just sell them of like slaves there wont be a penalty in mood.
but there might be a penalty on how much the faction like you after that.

different prices depending on prisoner faction status.
Mercenary (wont buy)
archer/worrier (cheap)
grenade/other tittle (medium)
Boss (huge)



Standoff event
two hostile factions start fighting at your area.
i already had it happen one time when i saved a refugee and got a normal raid at the same time.
gotta love random.
it can also be something like a rare double raid. so ether its a blessing where they fight each other leaving lots of loot. or your in for a rough time
#75
Ideas / Re: Your Cheapest Ideas
April 22, 2016, 11:45:17 PM
Bionic Jaw.
since people constantly get their jaw shot off.
the bionic jaw is a fascinating combination of glitter-world technology allowing a hige-teck communication system to work together whit an array of sharp food processioning blades.
fixes speech/improving
and fixes eating/improving

"Force Open" feature on electric doors.
it be nice to be able to force open electric doors.
no more waiting for raiders to knock them down.  let them in! we are ready.
(a little more reliable then the current "stay open" feature)

prosthetic animal leg
food? steel? nope new legs for Vlad.
sometimes we get fare to attached....

visitor spot.
kinda like the Marriage spot and the party spot.
a spot visitors gather at.  since the "home" area sometimes get a little bit confusing...
"Honny? your mother is here... no she does not want to see our new Uranium table... shes staying over at that turret spot we used ages ago.."