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Messages - Penguinmanereikel

#91
Ideas / Re: Slave Labor
June 01, 2017, 03:17:38 PM
This is a pretty neat idea! If they're managed like animals, then we can set up Slave Zones, much like the Animal Zones, to designate where slaves are allowed to be. This zone could automatically grow and shrink with prison cell/barrack designations.

Maybe prisoners won't automatically become slaves, but rather there could be an option of interaction with a prisoner like "Friendly Chat" and "Release," where you can select "Enslave."

But I think that maybe slaves should be initially limited to dumb labor (cleaning, hauling, plant cutting) if they can do them, and maybe have to be convinced by the Warden to use more valuable skills like mining, planting, and cooking. This would be like training an animal. Obviously, they won't be able to do skills like Warden, or Hunt. I highly doubt that skills like Doctor, Social or Intellectual would be allowed for slaves. I am fairly positive that allowing slaves to Craft or Construct would make them OP.

And, maybe there are still risks to slave labor. The mood of the slave will convince them to be disobedient. Disobedience could include the following actions by slaves:
-Refusal to work (player will be notified)
-Stealing items in their allowed slave area (of course, you wouldn't know if they did until you click on them and saw their inventory)
-Attacking colonists (player will be notified)
-Escape attempts (and because of this one, players will be discouraged to designate slave zones outside where they can escape much more easily) (also, player will be notified)

Since you can't know when someone's stealing stuff, you could give wardens the ability to beat down any slave at any time, and if they drop something, they'll be punished for stealing.

There could also be a policy system for punishing slaves, as well as a time restriction scheduling much like that of the colonists, except that, by default, slaves are restricted to the default slave zone, which is set up the moment a cell or prison barrack is designated.

This slave punishment policy system could be a lot like Prison Architect's system, where different acts of Disobedience will result in different punishments. Punishments could include beatings, meal restriction, lockup, or excecution. Multiple punishments can be dealt for the same disobedient act. Punishment could also forcefully improve the slave's mood for a period of time, and the harsher the punishment, the longer they'll go without disobedience.

Along with this, there could be more traits that can affect how the slave will act in prison, including reaction to punishments.

Or maybe instead of just being based on mood, slaves should have another meter labelled "Submission," which determines the likeliness of a slave's disobedience.
#92
Ideas / Urban Biomes
June 01, 2017, 02:16:31 PM
So I had this idea, thinking about how some people thought of having destroyed cities as places like colonies, but, realistically, a city on these planets wouldn't have been the size of one tile, but rather they would be a number of tiles, possibly the size of a small biome.

If a desecrated urban biome existed in the game, I would imagine there would be a great multitude of destroyed buildings around the map, a vast ecosystem of local flora interspersed with the ancient urban concrete and asphalt, and a lack of mountains or hills since advanced cities would have destroyed them. To compensate for the lack of ores, the number of destroyed buildings could be made of a variety of necessary materials like steel, and even rarely some being made of plasteel or rare materials.

There could also be some ancient defenses (i.e. accurate turrets, mechanoids, etc.) guarding the outside of important buildings with valuable loot, military armories with some armaments left, or evacuation centers with great number of caskets inside.

Tynan mentioned that the Ancient Asphalt Roads were determined by where cities would have been in ancient civilizations, so I would imagine that the algorithms needed to calculate where a city would have existed are already in place.

What are your thoughts on having destroyed city biomes?
#93
I knew that the new alpha would have had changes to the skill system and you couldn't just do a huge mining job with a weak miner, but now it's just ridiculous (Level 5 Mining takes more than day to mine out a 3x4 freezer). If I didn't find that empty inside the mountain when I was making my cave base, I don't think I'd have been able to carry on with this colony.

On a side note, the new alpha came the exact day I started my second colony since buying the game. Lol
#94
This is more of an in-universe question, but if colonists can trade their prisoners to the Orbital pirate traders, then how come the Orbital Traders can't just take the rest of the colonists (in the case of the Crashlanded Scenario) on a trip back home? Wouldn't that be easier than trying to build a space ship or traveling literally to the other end of the planet?

http://www.rimworldcomics.com/page/68
#95
Ideas / Re: Build Roads
May 22, 2017, 11:43:25 PM
That would likely unbalance the game. Besides, if we get the power to build roads, then other similar powers would need to implemented as well, otherwise, it would be strange to just be able to build roads on the map. We would also need the power to dig out rivers and canals, or break down a mountain pass to let a new river through.