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Messages - James009

#61
Quote from: JanBlair on April 02, 2014, 10:21:09 PM
Is it possible to embark with more than 3 guys
Absolutely, it is certainly possible! And possible with the help of women.

You can embark with:

  • 2 guys, 1 girl.
  • 1 guy, 2 girls.
  • 0 guys, 3 girls.

That is three more unique starting embarks besides the originally based question equalling a total of four embarkment scenarios. Furthermore, if you want to get into the realm of gender dynamics or philosophy you begin to argue what makes a guy vs. a girl and really start to unlock even more possibilities for embarking scenarios.

Alternative (more likely appropriate answer):
Another way to read this question is if you can technically have more then three guys embarked at the same time? I'm afraid, for now, the answer is no.

Hope that all of this helps to answer your question!

Hope peoe this is a joke, too! Have fun.
#62
General Discussion / Re: Zombies or nah?
April 10, 2014, 12:18:02 AM
I'd love to see zombies but I really do feel it should be left to modders. I think the developers should just be focusing on adding more features and content (character personality, items, rooms, machines, food, bandits, ect).
#63
General Discussion / Re: Character discussion
April 06, 2014, 05:32:55 PM
Quote from: Tynan on April 06, 2014, 10:47:15 AM
The booze king is actually the character of Ricardo Tome, our artist who did the menu art and storyteller portraits.
Woops, I owe him an apology for sending him into slavery. That being said, I believe he was worth quite a bit.

Quote from: ITypedThis on April 06, 2014, 04:26:54 PM
Heh. Yeah, nothing like having a naked fat guy running around building things and planting crops. :P
I think it was the Mohawk that scared me the most of him! I just don't trust folks with mohawks in survival situations.

Anyways, I love all the random custom created characters the game starts with. We should compile a list of them.
#64
General Discussion / Re: Character discussion
April 06, 2014, 04:01:08 AM
Quote from: ITypedThis on April 01, 2014, 12:29:28 AM
He is a Vinho King. Also known as the "Booze King."
Haha, I had this guy! He's kinda creepy looking so we sold him into slavery.

I'd say my most interesting character was woman who was released from an organ farm, was wanted, and had a "high pain tolerance".

One thing I LOVE about this game is the variety of characters. However, I also enjoy the the fact I can edit them and create my own story.
#65
General Discussion / Re: Alpha 3 release date?
March 27, 2014, 05:22:20 PM
Quote from: Hancake on March 27, 2014, 02:32:44 PM
Quote from: Thunder1 on March 26, 2014, 08:49:23 PM
Be thankful he doesn't seem to have a hat obsession like those creeps over at Valve do.

Creeps? They employ about 300 people, it's a bit harsh to brand them all creeps.

I can't help but notice a distinct Steam-Hate on this forum which isn't really that pleasant, though everyone else has been really friendly and lovely..
Correct me if I am wrong but I believe that Valve hired one single person to do all those hats (and paid them quite well). Regardless, it's pretty much business a perfectly acceptable business practice because people keep on buying the damn hats and addons. We shouldn't fault them for delivering what the market demands, that's capitalism! Honestly, Valve is singlehandedly one of the best things to happen to PC gaming in the past two decades.
#66
General Discussion / Re: Opinion on factions
March 24, 2014, 11:55:21 PM
I think it'll be one of those things where we have to see it first but I think it's a great idea and hope to see an interesting diplomacy mechanic as a result of it.
#67
General Discussion / Re: My anti-multiplayer request
March 24, 2014, 11:44:12 PM
I think it all depends on implementation. If they can implement an interesting way to do multiplayer (ie. cooperative based but with possible conflict) it could be worth it, however, I HEAVILY agree that multiplayer should be almost lowest on the feature list. I'd MUCH rather see more features, better characters with personalities, more items, and more things to build then multiplayer.
#68
Yeah, I feel like R&D should develop a bunch of new options to keep people happy including booze (and a pub), refrigeration (better food storage), games, consoles, TVs, radios, and more social stuff. Maybe you could craft items that people can use for fun (ie. handhelds, books, magazines, toys).
#69
I feel this is a fantastic end-game goal for when you have mastered the current game. You could take a few colonists 3-6 and jump to another planet with a bit more resources, better colonists, and a fresh start.

This could be huge for replay value... especially with more unique planets.
#70
Ideas / Re: Custom Appearances
March 17, 2014, 02:05:29 AM
I second this idea. Just add a few boxes on the right side of the screen letting you preview the character and buttons to change the face, hair, body, and clothing of the character. It's a non-balance related feature that really has no reason NOT to exist.

Besides... I'll just go into my savegame and make them look how I want anyways :P
Better to have it as a game feature then a game liability!
#71
Ideas / Management, Leadership, and Roles
March 17, 2014, 02:03:32 AM
I feel like one thing that Rimworld is missing is a "noble" system from Dwarf Fortress. For example, at the beginning your best leader (highest social skill) or colonist should be designated as the Expedition Leader. This guy (or gal) would help to keep unhappy colonists sane and would have a buff against going insane himself. This guy could also have a cool control room or desk to sit at on his free time (we need more flavor!).

You could also have roles such as:
- Chief Medical Officer- Is designated as the main medic and is also responsible for stocking Medbay (when we have a medical zone for healing injured). Gives a bonus (based on medical skills) to all healing.
- Chief Science Officer- The designated Scientists who helps oversee R&D. Gives a bonus (based on research skills) to all research projects.
- Warden- You can specifically designate one person as the Warden (can have a staff of Baliffs or prison guards to help).
- Head of Security- Appoint a primary defender who can help bolster defenses. Gives a bonus (based on combat skills) to all people fighting in a radius. Can conduct patrols around the base in off-time (we need patrols).
- Psychiatrist- Appoint a person to help with sanity issues of your colonists. Helps with re-recruiting friendly prisoners and preventing people who are unhappy from breaking.
- Chief Engineer- Is the main person in charge of construction, maintenance, and repair projects. Gives a bonus (based on construction and repair skills) to all building and repair actions.

Only certain colonists could become certain roles, they'd have to be well skilled and able to perform the function. However, being appointed to these roles would make them happier and give them a bit more respect from within the community.

Anyways, I'm sure we could come up with a ton more unique roles that you could have in your little outpost. Things such as Assassins, Courtesans, Merchants and Traders, and Soldiers would be welcomed additions. The number of roles available can also scale with the size and population of your outpost unlocking more options over time.

From here you could go wild and implement defensive squads, medical teams, and a command structure with your base... however deep you want to get with it. If you use the options you have a bit few more features, if you don't then you simply don't.
#72
Ideas / Re: Your Cheapest Ideas
March 17, 2014, 01:50:26 AM
Functional Traits! Each trait and background (adult/childhood) should have a greater impact on the game modifying abilities, skills, and character personality. Make the character depth as deep as possible for the most meaningful experience.
#73
Yeah, I started reading this before I went to sleep and just couldn't quite put it down (until it suddenly ended at day 89. You have got to continue this story or, at the very least, have them get rescued or something. I love the vulgarness and the unique perspective of each character, that takes a skilled writer and is quite a challenge.

A couple things you can do to improve the story would be to limit the number of new perspectives and try to focus on a core group more. Its somewhat confusing when you start getting all the new character's perspectives, it's very cool but confusing to follow. Maybe a character list or overview could help remind the reader who is who? Also, it'd be fun to illustrate portraits or something of each character during their perspective so we can see the character and remind us who they are (visually).

Lastly, did all of this stuff happen in the game? How much liberty did you take with everything? Quite the imagination. Rimworld is a scary place!