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Messages - mc858

#46
Topic!

Keep in mind we only have 1 dev (a very talented one- but still only one guy lol)

For me- i want to say the ability to dig levels but i think that would be too complicated at this point- so what i want is hostile native life like big monsters or something that just rampage all over the map =)
what about you guys?
#47
General Discussion / Re: Moar RimWorld!
June 22, 2015, 07:31:13 PM
awesome post =)
#48
Quote from: Axelios on June 16, 2015, 02:49:35 AM
I'm currently doing an Ice Sheet map, and I have been struggling to survive. When an evil ship crashed down, I knew there was no way I was going to get rid of it with my people. I had only had two colonists who weren't incapable of violence, and they weren't the ones with enough cold tolerance to avoid freezing to death if they were go try their luck.

I knew that the psychic attacks were only going to get worse. So I did the only humane thing I could do. I took my one psychically deaf psychopath, and had her euthanize the entire colony. I'm sure it's what they would have wanted.

Fast forward a year in-game, the landscape is littered with the bodies of visitors and pirates who froze and/or went crazy from the extreme psychic effects of the evil ship wreckage, and my colony now consists of my one cheerful psychically deaf psychopath, and a couple of relatively happy psychically dull folks I selected from the doomed visitors.

So, there are ways to deal with evil ships. Including just letting them rust. :)

wow thats awesome...i wouldnt have thought of this in a million years lol
#49
i appreciate the added difficulty - but my problem is-
1- fights take too long and ruin the pace of the game IMO
2- they just arent as fun to kill as tribals/humans
3- evil ships just suck lol

anyone else ???? lol i caught myself just quitting after getting invaded by a buncha mechs.....its wierd because i actually look forward to big human raids but i seriously cant stand these robots anymore lol
#50
Just a quick question- would it be hard to set up raids? Select 3-4 colonist and set them to raid another colony. Maybe a large chunk of food can be deducted when they leave the map- you get the results weeks later. They may come back with slaves, loot/money - they may die on the journey (if you send them during winter) - or they may get completely wiped out depending on the raid size/ colony wealth

its a huge risk sending colonists out because you can still get raided yourself - so the reward should be above average if it works out

easy right ? :)
#51
PERFECT SOLUTION TO KILLBOXES! =)
#52
General Discussion / Re: Solution for killboxes??
April 29, 2015, 06:05:34 PM
Heres the ideas i liked most on this thread

1- Make aiming better and weapons stronger - this would cut the need for turret killboxes

2- Turrets become a build order at a metal shop

3- City warfare - never even tried it

id like to see some of these late game cities with no killboxes . please post pics or something  because i honestly cant see how it would work out on hard with a wealthy colony
#53
General Discussion / Re: Solution for killboxes??
April 27, 2015, 06:34:26 PM
Quote from: Rahjital on April 27, 2015, 03:47:31 PM
Quote from: mc858 on April 27, 2015, 03:44:03 PM
Maybe the easiest method to make killboxes more vulnerable is to give all the invaders power armor- and make them attack more persistently

i guess youre right.... what about making turrets extra strong and giving them more upgrade options BUT putting a limit on how many you can build. You would have to ressearch it up to the limit- and each turrets would have different AND permanent individual updates you could use.... i think it would work =)

I feel that this would only make killboxes more popular because it would hurt all other approaches to defense just as much.
#54
General Discussion / Re: Solution for killboxes??
April 27, 2015, 03:44:03 PM
Maybe the easiest method to make killboxes more vulnerable is to give all the invaders power armor- and make them attack more persistently

right now they retreat too quickly in my opinion. Usually i get half my turrets blown up by dynamites- giving the attackers an oppurtunity to rush my base- but they always end up retreating

great ideas here- its cool that there is a mod for turrets already lol. i didnt know that
#55
Quote from: Tynan on April 26, 2015, 07:36:55 PM
Quote from: mc858 on April 26, 2015, 06:11:02 PM
like i said before ! it should be about surviving , not expanding and conquering

I see...well thats beyond the scope of anything i thought about Rimworld. The way i see it- it doesnt really matter if we are part of some advanced civilization from another solar system (IMO we are because of space travel) - The fact that we are now stranded on a planet with potential hostile survivors all around us is the story of Rimworld to me. What are we supposed to do? How will we survive? Why should we survive? Thats Rimworlds story for me

I think he's more asking about what could be done with the fictional universe, not where to take RimWorld the game.
#56
like i said before ! it should be about surviving , not expanding and conquering
#57
General Discussion / Solution for killboxes??
April 26, 2015, 06:02:37 PM
I know we all love using them-its the only sure fire method to keep a base safe long term - but it also feels cheap too lol

How do you think the base defense method will evolve for the final build? im sure killboxes will be obsolete soon

IMO i think Tynan should make turrets A LOT stronger- but require them to be manned. Maybe multiple types of turrets could be built like machine gun,plasma,flame,etc- it would kinda make it a tower defence game during invasions but its better than a boring old killbox . IMO This could change the entire dynamic of a fight without changing the game too much.Thoughts?
#58
this game should be about survival- not thriving

We shouldnt be running a kingdom among kingdoms - we should be trying to survive in a harsh environment along with other survivor colonys (mad max style)

To this end- the game should get harder and harder =)
#59
Quote from: Quasarrgames on April 25, 2015, 05:39:27 PM
Yes! WAR WORMS!

I can picture them now...

Fred heaves the slag chunk out of the way of the building plans for the new geothermal generator. He spies something on the horizon: A strange small cloud of dust and churning earth that looks like it's coming straight for him. He knows what it is. he runs back to the colony in panic.

the colonists are repairing the killbox after a raid, when they hear fred running towards them, yelling something.
"Help! Help! Save yourselves! it's a w-"
Fred vanishes into the ground.
The colonists stare in disbelief.
Then a massive mechanical worm jumps out at them, guns blazing!

thats what im talking about!

Except the worm isnt mechanical...its real. That makes for a bloody fight and when you kill it - it explodes into gibs...killing those mech wormsright now is so boring - id rather they explode or something instead of just flipping over and dying lol



also- Zombies. Zombie infection. Zombie mob invasions that take mass bullets to kill. Zombie bosses that only die with explosive weapons.hmmmmm....... =) just some ideas
#60
one more thing!

I noticed enemies come from the sky (pods,evil ships) and off the sides of the map (invasions,visitors)- But nothing comes up from UNDERGROUND! maybe a new mob (a worm) or something that can pop up behind killboxes or even inside rooms

maybe even boss mobs???? hmmm that would be awesom. Thanks again Tynan! ill expect the final build on my desk on monday =)