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Messages - Livingston I Presume

#31
Ideas / Re: Heist / Robbery
March 06, 2016, 07:22:49 PM
Good point, for this to work they'd have to have some sort of special mechanic that makes the event very unique.  Maybe they drop into where your silver and gold is kept or something?
#32
Ideas / Re: Research tech tree
March 06, 2016, 03:04:22 PM
Wow awesome, I love how Rimworld is still in Alpha and it has come so far, and looks like it still has a way to go, looking forward to it!
#33
Ideas / Re: Very cheap and easy to do suggestion
March 06, 2016, 03:03:10 PM
It is, but I feel most ideas in there are buried under a pile of not very cheap ideas
#34
Ideas / Re: Better Sieges.
March 05, 2016, 04:49:22 PM
 The suggestion is neither helpful, nor is it entirely possible, eg " This would require some smarter AI ".  Add small mechanics not rewrite entire events and scripting, go read how the Rimworld AI works first, small improvements are often the most useful and the hardest to make, because they're the hardest to see and identify.  Anyone who has played Rimworld and had a siege knows they're not perfect and need work
#35
Ideas / Research tech tree
March 05, 2016, 04:14:42 PM
I will try and keep this brief

However I have noticed that the research tree is actually quite short and renders the research skill useless after a year or two of game time.  The way I believe to fix this is to take the "Future Technologies" research idea from the Civilization game, and apply it to Rimworld.  For those not familiar with this idea I will explain.  In Civ series once you finish researching everything in the game and complete the Tech Tree, you can repeatedly research something called "future technologies" which just simply adds little bonuses to your Nations's happiness, resource output ect ect.  However everytime you research it, it requires more points to research, ensuring you can't really milk it to easily. 

How this relates to Rimworld is that when you finish the research tree there could be a series of techs similar to the Pneumatic Picks research.  These techs could be researched an infinte number of times, each requiring more research points.  What they improve and how much by I think would be up to people like Tynan.  But the idea is that it would provide use for researchers once everything was done, and make long term colonies more powerful and fun.  Just and idea, sorry I rambled a bit
#36
Ideas / Very cheap and easy to do suggestion
March 05, 2016, 02:40:10 AM
Having your colonist's current outfit name displayed on their info panel, the one that appears when you select a pawn 

This would be cool for 3 reasons..

Firstly I believe this is cheap (please correct me if I'm wrong)

Secondly it just helps people know what that person is wearing without having to go to outfits screen, just makes it more user friendly. 

And Finally it'd be great for people who do a bit of roleplay with their colony.  For example if one of my outfits was called Governor and I had it assigned to someone,  the title Governor is then displayed on that person's info panel, which is cool because if I wanted him to be recognized as that, but didn't want his name to be Governor I can.  It also adds another function to the Outfits feature by giving people roles as well as clothes.  I think it would just help to the overall immersion of the game, but only if people wanted it to, which is what Rimworld is about in many respects, choice.
#37
Ideas / Re: Lore
March 03, 2016, 08:57:58 PM
Quote from: Vagabond on February 29, 2016, 02:23:10 PM
So. . .

The lore. We have a primer. In essence it has three main points:

1)There is no fast way around space - it's takes forever
2)There are no sapient alien species
3)Humanity has spread but there is no rhyme or reason to this, no structure, so each settled planet rolls a D20 to see if it regresses or advances in technology.

Now, I've been designing game systems and worlds since I was little, having two D&D nerds for parents. I know this differs from video game design, but I think it shares enough parallels to validate the point I'm going to try and make.

Setting must come before mechanics. Without a fleshed out setting that works, your mechanics are going to be convoluted and ill suited to your world. If you use stock D&D magic, but your magic users draw the power from living things in lore, then that magic system isn't going to make sense.

If you say there is no FTL/Warp/Hyperspace then every ship that launches out of your solar system is basically a one way trip. You don't know what their destination is going to be like when they get there, or even if they survived that trip.

If you say there are no sapient species, then that kinda flies in the face of secular wisdom that states that is highly improbable given how many planets can support life as we know it. That isn't counting for the possibility of sapient life that isn't how we know it.

If you say that humans regress more than they progress once they leave their space travel capable society, then you run into a whole slew of other issues when you don't account for technologies present and the viability of life at all levels of human technology. It is further complicated when you have a bunch of people of all different technology levels sharing a ship and then a planet. How would that work? How did they end up on the same ship and planet without the lesser technologically advanced being slaves? I find it difficult to imagine some glitterworld dudes stopping off at some planet full of primitives and convincing them to hop aboard. Then we have the elephant in the room: Language. If people have changed so much on all these planets, how can we logically assume they all speak the same language still? Even people who left a glitterworld 1000 years ago and retained their technology level, they would probably have seen their language change enough to make communication a pain in the butt.

Then we have this amazing amount of space traffic. . . Populations that are nigh infinite that care nothing for their losses. Humans living on planets so close to the sun that their spacecraft would melt in orbit. Zero personal hygiene, no need to bathe, and apparently get enough water to survive by eating potatoes which are incredibly starchy...

We got folks going one place, but just happen to flyby a life sustaining planet when their ship messes up and they end up on the planet. Then they want to leave. They want to build a space ship. They build a spaceship with a couple of cavemen, some medieval dudes, some dudes who were trying to kill you and take all you own a couple days ago, and a transgender jeweler.

Maybe I'm alone in these inconsistencies irking me - could very well be because of my passion for world building. Just figured this would be a much more reasonable request than some of my other more difficult to implement suggestions.

Nonsensical nit picking rant. 
#38
Ideas / Re: The Colonist Inventory
February 10, 2016, 09:13:49 PM
Yeah Exactly  Veneke, it's a very simple thing to do I would think, but would impact the game a lot.  It's small things like this that Rimworld still needs work on
#39
General Discussion / Re: Island Colones
February 04, 2016, 12:53:26 AM
You could use Dev mode to build actual water around the colony, so it appear on map, would just take an age
#40
General Discussion / Re: Prison break sound amazing
January 30, 2016, 05:34:22 AM
That's what boomalopes are for but yeah, I like that.  I just wish the different factions changed allegiance with each other every now and then, to enforce the idea that there is stuff going on all over the rimworld
#41
General Discussion / Re: Your pirate faction name
January 30, 2016, 05:32:49 AM
Tunnel Snakes?
#42
General Discussion / Prison break sound amazing
January 30, 2016, 05:27:53 AM
The title says it all, prison breaks are going to be amazing, looking forward to playing around with that
#43
Ideas / The Colonist Inventory
January 26, 2016, 11:34:52 PM
Various pawns for various reasons over the game seem to carry items in their "Inventory".  Your colonists do it when training animals, and other pawns carry meals and silver, quite a neat little thing to actually be able to carry something without it being equipped or hauled. 

My Suggestion is that the player can command colonists to add certain items into their inventory for future use, obviously limits would apply otherwise colonists would turn into walking storage zones.  However one use I can already see for this is field medics.  Give a guy a personal shield, and some medicine is his inventory, and he could go into a firefight and fix some boys up on the field.  This is just an example, but I imagine their are lots of good reasons, both for RP and gameplay.
#44
General Discussion / Re: Your pirate faction name
January 26, 2016, 12:45:06 AM
I honestly we don't know.  All we know is the won't stop attacking until we're all dead...
#45
General Discussion / Your pirate faction name
January 25, 2016, 04:04:25 PM
Pirate factions  have the silliest names from my experience (this is a good thing though).  Just curious what weird names for pirate factions have popped up on other people's worlds? 

So far my most notable have been the "Anti Love Turtles" and the "Terrifying Army".