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Messages - Monkeysaur

#31
Ideas / Re: Town Clock and other cheap "Western" ideas
September 09, 2014, 12:29:46 PM
Maybe when relationships are implemented friends can try to eat together, maybe even become happier sharing a room with each other/their friends than having their own room (if they are social).
#32
Off-Topic / Anyone ever play the Gangsters games?
September 09, 2014, 12:27:33 PM
I preferred gangsters 2, although it seems more hardcore gamers liked 1 better. Either way I really hope an indie developer would take this on one day.

Anyone else remember these games?

#33
Mods / Re: (Request) Freezer/Cold-Room
September 09, 2014, 12:20:50 PM
Quote from: KnightsCross on September 09, 2014, 11:20:12 AM
Great Idea.. ill try to make the mod..
once i finished "the great war mod"

if someone beat me to it cheers to you man~

Thank you!
#34
Mods / Re: (Request) Freezer/Cold-Room
September 09, 2014, 10:57:28 AM
Quote from: Matthiasagreen on September 08, 2014, 05:25:42 PM
Is there a reason why one would want bodies to decay slower?

I want it to preserve meat primarily.
#35
Mods / Re: (Request) More Prisoner Oriented Mods
September 08, 2014, 04:19:58 PM
Also, prisoners should be taken out to the "execution zone" or something to be executed, doing it indoors is so messy.
#36
Ideas / Re: Alternatives to endless waves of enemies
September 08, 2014, 10:04:22 AM

I Like the idea of stealth invaders who you are not notified about, but rather your defenses have to detect.

With having more intelligent raiders, they could target your power if it's vulnerable anywhere, that would be quite smart. Or they could set up camp until there is a power failure. Or perhaps they could dig underground into your base if you have it walled off. It would give a good incentive to have important areas patrolled, and guard towers. I would like to have guards/patrols too. - Out of interest how many colonists/raiders can the game deal with at one time?

I also like the idea of colonists being able to become compromised if they are dissatisfied with their situation. I dream of one day having to worry about my Colony leader being assassinated from within by a colonist who feels undervalued and was turned by the enemy.

Maybe one day XD
#37
All I really want to start with is to have a Leader, someone who is important to to Colony, kind of like a queen bee.

As someone suggested, they can have a positive effect on the output of nearby colonists, and most important for me, they are worthy of protection from attack and maybe other privileges too like better food, special gear/appearance etc.

You could also have Lieutenants as a kind of middle tier & working the other way you could punish/subjugate other colonists.

Being able to reward/promote a colonist, for example if they have been good in battle, and also to punish/demote a colonist, if they have have displeased me in some way, these things are really important to me. I care about my individual colonists but I want that to have more meaning than just in my head.

There is a lot that could be done with politics and social structures and faction relationships etc, but for the time being, if we could just get a simple "queen bee" system going, with a little "slavery" also, that would be awesome.

I hope that these kinds of things, if kept simple, could become part of this RimWorld one day!

XD
#38
Ideas / Re: Fishing.
September 08, 2014, 04:13:13 AM
Hunting with a spear in shallow water!

XD
#39
Ideas / Re: Fishing.
September 07, 2014, 04:22:32 PM
I would love to construct a boat and hit the ocean to catch some Whales! XD
#40
Ideas / Re: suggestion: additional prisoner options
September 07, 2014, 04:17:52 PM
I like the idea of Prisoner exchanges and paying/demanding ransoms.

Sometimes capturing someone might be profitable, other times it might be necessary in order to get one of your own back who was taken etc.

With a prisoner exchange I'd like to send 3 colonists to a meeting place on the map to actually do the exchange, rather than just zap them in and out. Things could go bad, stuff could happen.
#41
Great ideas.

#42
Ideas / Re: Nomad Mode/Tribal Mode
September 07, 2014, 10:51:24 AM
The Superior crafting mod kind of does this in terms of crafting.

Not to the extent you describe but it's quite different to the base game.
#43
Ideas / Re: Kill list
September 07, 2014, 10:50:13 AM
Yes please.

& Also, I would like to know the cause of death because at the moment injuries disappear and sometimes you have a corpse and don't know why.

Maybe it could also tell you who killed a particular corpse so you can get revenge :D
#44
Ideas / Forced Labor
September 06, 2014, 06:42:48 PM
I would like to be able to use prisoners without having them join my colony.

I want to put them to work in the mines and on the plantation.

This could work by having a prisoner option of "forced labor".

When this is selected a colonist (armed) will, instead of going directly to carry out mining or growing, will instead go and collect the prisoners set to forced labor.

Then the colonist will take the prisoners either to the grow zone or the mining area and will guard the prisoners while they work. The result will be that a task can be done twice as fast using two prisoners than just one colonist (allowing for the time taken to collect the prisoner) and so this could be practical to use, especially if you have prisoners which you don't like but don't want to execute. There would probably need to be a maximum number of prisoners to a "guard", maybe 4 for example, and there would be maybe some risk of attempted escape. A colonist being able to guard forced labor workers should probably be dependent on some attributes too.

Hope you like my idea. XD
#45
I would really like in future be able to have a hierarchy of colonists with a leader and also members who are not very important.

Part of this system would involve some areas which are allowed to all and some areas allowed only to some. The idea is that my veteran colonist is allowed into the secret research lab comms center, but my recently converted raider or recently purchased slave is not so privileged. I really want to have a system of promoting some and enslaving others, special privileges for some, stricter rules for others.

If this system was developed it could also risk a revolt from within which could also be interesting.

In order to save space on the internet I will post my second idea here also:

Could an enemy (or a colonist) make a judgement about when the game is up, and rather than just get themselves killed, sometimes be willing to surrender? This would have to depend of personality, if they are a pussy they give up, if they are hard they fight to the death. This would also be more useful if your colonists cease fire on an individual who has surrendered. Could be interesting dynamic to combat. Maybe this could be done in a mod also.

Thanks for reading my ideas, I hope you like them.