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Messages - Pulaskimask

#16
Ideas / Re: Your Cheapest Ideas
June 09, 2014, 05:34:31 PM
I think the rain, just like the music, should not speed up when playing at higher speeds. Currently at higher speeds the rain goes so fast that you can't even see it. Playing at fast speeds shouldn't feel like fast-forwarding a movie.
#17
General Discussion / Re: Vegetarians
June 09, 2014, 05:28:56 PM
Quote from: Amaror on June 09, 2014, 02:49:36 PM
No they don't. Don't talk about something that you have no clue about, it makes you look stupid.
Vegans might need Protein and B12 supplements. Vegetarians don't need supplements at all. Nobody needs iron supplements. There's plenty of iron in vegetables.

I will first contest your statement that nobody needs iron supplements and then move on to my ideas about a vegan diet in Rimworld. Firstly, iron supplements are one of the few supplements that are actually very useful and even necessary in a lot of cases. Patients with large amounts of blood loss from traumatic injuries often need iron supplements. Pregnant women are universally recommended to take iron supplements due to their much, much higher iron requirements that most do not meet without supplementation. And vegan women who become anemic often require iron supplementation to overcome their anemia in a timely fashion and get their iron stores restored to normal levels.

That said I have thought before about a vegan diet in Rimworld and believe that unless significant changes where made to the food and technology available it simply wouldn't be realistic to have a vegan diet under such circumstances.

1. Iron: in the US the population on average gets half of its iron from grain products because those are usually fortified with iron. There's no iron fortification in Rimworld, so half their iron is already gone.

Due to the non-heme iron found in plant foods being absorbed less easily the recommended amount of iron for vegans is 1.8 times higher than non-vegans. Women between the ages of 19-50 are recommended to take 18 mg of iron, a lot more than males of the same age who only have to take 8mg. 1.8 x 18 = 32.4mg of iron for vegan women. Without meat or fortified grain they would need to get their iron from spinach, soybeans, lentils or from some sort of niche food source. Even then a cup of raw spinach has .81mg of iron, meaning a vegan woman selectively getting iron from spinach would need to eat 40 cups of raw spinach a day.

2. Protein, this would require a combination of grains and legumes to added to the game so complete protein could be gotten without meat.

3. Vitamin B16 comes mostly from fortified foods or you can just eat nutritional yeast which happens to go good with siracha on popcorn.

I thought a while back that veganism is too niche to make the changes needed to make it realistic on Rimworld where the diversity of foodstuffs is much lesser than that found in modern, developed nations. That is unless you lampshaded it by just claiming that somehow the nutrient paste contains all your nutritional needs.


As for your original idea of fine meals only requiring vegetables, it is a subjective matter, but objectively speaking many people do not subjectively think vegetable-only meals are fine. The reason that a fine meal requires meat and vegetables is primarily a gameplay mechanic to force the player to hunt and farm if they want to eat better meals, but realistically most people want meat in their meals, although colonists could be given individual tastes. Similarly, as others have pointed out you could also complain about vegetables being required for a fine meal when many would consider a well-made steak by itself to be fine.
#18
Ideas / Re: Trading system-quantity selection
June 08, 2014, 08:07:26 PM
You're not stating the obvious, and I haven't seen this suggested. However, I do believe many, many people dislike the imprecise slider mechanic and would prefer if they could just type in a number. Also, I believe it may be the case that the current trade system is only a stopgap measure for the alpha version of the game and will be entirely scrapped and reworked later in the game's development. I like this suggestion but I'm not sure how trade is going to be developed and if this suggestion will remain relevant in later releases.
#19
Ideas / Re: Story of game or a better way of trades
June 08, 2014, 08:01:53 PM
Huh, I just posted this exact idea in another thread before reading this :P

I like your idea about a sort of Giligan's Island ending where your colonists gain the ability to go back home, but you can decide to stay in Rimworld and keep working on their base. FYI for those who never saw the ending of Giligan's Island, they escape the island but decide they don't like it back in the real world and move back to the island and open a resort there. In this sense the game could have a definite ending while still retaining an infinite playmode afterwards for players interested.
#20
I think Tynan is already considering a way to "beat" the game by building a ship to get off Rimworld and return to your home planet. Perhaps this could be done Pikmin style with your ship parts being randomly dispersed throughout the map and off the map in other colonies. In order to rebuild your ship you would need to collect the pieces you find on the ground, repair the damaged parts, and trade or visit and raid other colonies to get the other pieces.
#21
Ideas / Re: 20+ hours in, first ideas
June 08, 2014, 01:07:22 AM
QuoteWith only 3 colonists (some of whom might not even be willing to fight), it is possible to get 2-4 attackers and just lose.

I wonder if this is just a bug with this release. I normally only receive a single attacker armed with a pistol or a caveman armed with stones at the start.

QuotePlus Geo plants need a roof

They actually do not require a roof.

QuoteSolution:  Need some weapons that favor incapacitation, but suck for overall damage done.

Just about everyone agrees with you there. A variety of methods to accomplish this have been suggested such as unique weapons such as tranquilizers as well as different mechanics such as shooting to hurt instead of shooting to kill.

QuoteSolution:  Add a delay, or otherwise set it so that when a tree says it is harvestable, you have a reasonable amount of time to chop it down.

I must be behind on my updates as I haven't noticed this either, but I definitely agree that trees shouldn't be dieing after they become harvestable. If anything they should become better.
#22
Ideas / Re: Flanking bonuses
June 07, 2014, 04:42:54 PM
I agree with the comment that there is already sort of a flanking bonus from people who don't have cover on both sides, and think the blow to morale could be a good idea if it isn't too difficult to program. Additionally elevation could be added to the terrain, with walking uphill slower and walking downhill faster and an elevation bonus could be added to attacks(basically Age of Empires). One of the problems with elevation though it difficulty in animating things, and the fact that it wouldn't be like a different natural hazard that always slows you down, speed would be influenced by direction which could be a pain to add.
#23
Ideas / Anti-stockpiling suggestions
June 07, 2014, 04:38:41 PM
Right now it is really easy to stockpile energy, food, etc. This is not good as it makes it too easy to turtle. I have thought up some ideas to make it harder:

1. Batteries lose their charge over time. In real life batteries lose their charge, why not in Rimworld? This would make it so that you couldn't just have rows and rows of batteries unconnected to the powergrid waiting for emergency, you would have to recharge them every once in awhile. This wouldn't remove the strategy of having back-up batteries, just make it less effective/easy. Additionally battery leakage could be made a thing, and different types of batteries could always be introduced with varying properties such as how much stored energy they lose, their chances of leaking, their internal resistance controlling potential power output, etc.

2. Preserving food. Berries can be made into jam. Meat can be smoked. Potatoes? I have no idea how to preserve potatoes without a freezer. Preserved food would provide less happiness/nourishment to colonists than fresh food. It would also require time to preserve the food. This way you don't have vast reserves of food piling up that never goes bad.

3. Weapons jamming. This isn't really related but I just thought of it. A weapon can randomly become jammed and needs cleaning to use. When a weapon becomes jammed it turns into a "jammed weapon" and your character automatically unequips it and in order to re-equip it must first be cleaned to turn it back into a "weapon". This could promote having more weapons lying around in case of a fight and you want to just grab another weapon as opposed to taking the time to clean your current weapon. Could also be used to help balance certain weapons where changing other weapon parameters wouldn't make sense.
#24
Ideas / Re: Making sieges interesting
June 07, 2014, 04:21:51 PM
QuoteFor instance, in a plugged up mountain colony, the enemy has no paths to any colonists and there are no metal roofs over any colonists, so it makes sense that no artillery would be useful.

Artillery could cause cave-ins in such a scenario?

QuoteHistorically, even a trebuchet could hit a castle twice an hour, a rate which in RW seems like it would grind a player to dust in no time.

I would like it if the trebuchets needed to be loaded up with a pile of rock debris before they could be fired. It would help remove the oddity of infinite ammo and tie into the later artillery which will require missiles. Also this way the rate of fire would be limited by the time it takes to find and haul rock debris to the trebuchets.
#25
Ideas / Re: New Use for Corpses
June 07, 2014, 04:17:44 PM
Why not let your own colonists be able to be modified into cyborgs? Heck you could make an extensive damage system with the colonists where they could lose a leg and earlier on you just give them a wooden peg leg but towards the end you can make robotic legs. Then the cybermen could be added as a faction and they could try and turn your own colonists into cybermen :P
#26
The robots are revolting! They won't attack their own kind.
#27
General Discussion / Re: Merging logs and planks
June 07, 2014, 01:04:40 AM
I think the main problem is that Rimworld lacks a real early game that makes use of logs, and just skips straight to make planks. Rimworld just doesn't feel very "survivally" at the start, and instead the beginning just feels like a tedious base-building exercise that you have to go through before you can start the "real" game. If you had a fog of war mechanic then players couldn't just pause the game at the very start and look for the ideal place for their base and start planning out their final bases before the colonists even land. I would like to see an early base begun at the start and then a latter base produced after you are more established and have explored the map more fully.

I would like stonecutting not having to be researched, electricity and metal put off, and the start basically requiring stone and wood, and there being usage/differentiation between stones, logs, planks, and stone tiles. You could spend them on things like:

1. Firepit: requires rocks to produce. Works like a cooking stove but less efficient, colonists bring logs and the food they want to cook to the fire pit, a cooking animation then plays where the logs are burned and the food is cooked. Since it is harder to cook on an open fire and you are more prone to burning food the fire would require more food to produce a meal from.

2. Stone oven: Requires stone tiles to build, uses less logs/food for cooking.

3. Wood walls: just get rid of them in favor of log walls. Keep wood more of a craft that is needed for hardwood floors, beds, tables, and other furniture.

4. Stone walls: stay the same, but without needing to research stonecutting these become a viable option in the early game and can be seen as an improvement to the wood walls but harder to build.

5. Stone floor: I envision this as being the default flooring material until all the furniture has been produced and players want to go with the nicer more aesthetic wood floors.

By using logs for firewood and walls I hope it can be seen as more of a distinctive resource which is used for crude/unrefined things, like cooking and construction, whereas the planks would be more important for furniture making. Having crafting be an important skill is nice. Perhaps metal could be replaced with ore and a stone furnace would have to be made to refine the ore into metal before you could switch to a metal/electricity economy. Whatever you do Rimwold's still in Alpha and now is certainly the time to be liberal with experimentation. :)
#28
Well in alpha 3 the amount of units sent to attack you was determined by your military strength, so not having any turrets but having very well armed colonists was sort of an exploit where you appeared weaker than you were so the game sent smaller raids against you. Now the game attacks you based off the wealth of your colony, so you do need both turrets and colonists to adequately defend. I do agree that the game is too turret focused, and there has been discussion about how to make it less turret focused(adding seige, smarter AI behavior, etc). I'd love to hear any ideas that people have for expanding the combat roles of the colonists and making them more useful and interesting in a fight.
#29
Ideas / Re: Making sieges interesting
June 05, 2014, 10:40:57 PM
More seige ideas are always nice. Maybe you could have a spy who looks like a visitor from a friendly group enter your base, but they are actually a pirate and they are sabotaging your defenses. You can also equip enemies with explosives for breaching through defenses. This can range from placing some C4 against a wall, and having it blow up and destroy/damage everything in its vicinity, to a more sophisticated technology like the one the military uses which looks like your placing an actual door onto a wall but it fires a shape-charged explosive straight forward and allows people to essentially make a door into the sides of buildings.

Quote from: Jones-250 on June 05, 2014, 06:24:42 PM
I really do not support the concept of digging, as it might ruin the terrain in the long run.

You could make digging just be like the opposite of the pirates dropping in from orbit. Have the raiders randomly pop out of the ground but have nothing special actually happen to the ground. This would help attack those bases that are carved into caves and have only one entrance which leads to a killbox.
#30
Quote
Actually no it would not settle out into layers for the exact same reason we do not have gas 'layers' in our atmosphere: Wind turbulence and thermal updrafts.

Woah there, we certainly do have gas layers in our atmosphere. All the heavier gasses like argon exist in the trophosphere, whereas lighter gasses, helium and hydrogen, mostly exist in the exosphere. The trophosphere is also where almost all water exists, and while it is really conductive to mixing the layer just above it, the stratosphere actually mixes very little with the other layers, which is why particulates can get stuck up there for a very long time after a volcanic eruption for instance. Either way, heavier gasses are already known to pool in caves(even at sea level), basements, and people's homes to toxic levels, such as radon and carbon dioxide, so certainly the artificial atmospheres that exists within the colonist's homes would be subject to pooling of a heavier noble gas if that noble gas where to replace nitrogen and make up 70-80% of the atmosphere.