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RimWorld => General Discussion => Topic started by: b0rsuk on May 03, 2016, 05:46:14 PM

Title: Isn't Crashed Poison Ship Part too tame ?
Post by: b0rsuk on May 03, 2016, 05:46:14 PM
Unlike the Psychic Ship, Poison Ship can be ignored for a long, long time unless it drops into your Devilstrand.

1.  You probably have a stockpile of food.
2. Only plants are affected. Hunting is a very good workaround, until the entire map is covered affected and animals have nothing to eat.
3. You can get food from trade caravans.
4. It doesn't drive animals crazy.
5. No colonists are especially vulnerable to it.

It may be a fun challenge to finish the game without destroying any green crashed ships. Sounds very doable unless it spawns too early.

For reference, psychic drone certainly goes as high as 25, and I seem to remember even 50 after a long time.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: Shurp on May 03, 2016, 07:50:35 PM
Does it affect plants indoors?  I never let it go long enough to find out...
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: PotatoeTater on May 03, 2016, 08:16:57 PM
Quote from: Shurp on May 03, 2016, 07:50:35 PM
Does it affect plants indoors?  I never let it go long enough to find out...

I'm wondering that too, I always blow it up asap.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: koisama on May 03, 2016, 08:35:12 PM
It sure does.

Though both ship parts are barely a threat.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: Negocromn on May 03, 2016, 08:40:38 PM
yeah, the only poison ship that was ever a "must-destroy asap threat" was one that crashed in the summer in the colony I was going for a thousand turtles, because then the whole map was used for growing or grazing

other than that I often forget about crashed poison ships
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: Vaporisor on May 03, 2016, 09:50:07 PM
It is tame, but like many things, needs to be taken comparably.  It is less the immediate threat than the psychic ship, but scaled threats are nice.  That said, earlier game, both are hazardous to take out without exploiting the system.  Also depending on map and land, having it right near food production early is quite the risk.  I cannot remember for certain, but the toxic snow I believe can rot stockpiles...
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: Panzer on May 04, 2016, 02:55:46 AM
If they re far enough from my base, I use them as an area denial tool. I make zone to exclude that part of the map and then fire a shot to get the mechs to spawn. If I get lucky a raid might spawn near the ship, and they take each other out, happened more than a few times in my games. Otherwise it is a death trap for passing visitors, they can drop quite a bit of silver over time ;D
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: b0rsuk on May 04, 2016, 03:36:14 AM
Quote from: koisama on May 03, 2016, 08:35:12 PM
It sure does.

Though both ship parts are barely a threat.
Both ? -50 mood barely a threat ?
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: stefanstr on May 04, 2016, 03:45:31 AM
Quote from: Panzer on May 04, 2016, 02:55:46 AM
If they re far enough from my base, I use them as an area denial tool. I make zone to exclude that part of the map and then fire a shot to get the mechs to spawn. If I get lucky a raid might spawn near the ship, and they take each other out, happened more than a few times in my games. Otherwise it is a death trap for passing visitors, they can drop quite a bit of silver over time ;D
That's a neat strategy. I need to try it sometime.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: koisama on May 04, 2016, 04:16:28 AM
Quote from: b0rsuk on May 04, 2016, 03:36:14 AM
Both ? -50 mood barely a threat ?
You'll have to ignore it for half a season to get that bad. And destroying one is a trivial task, even if you don't want to burn it, you can surround it with IEDs and fire a single shot from a sniper rifle.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: b0rsuk on May 04, 2016, 05:11:48 AM
My point is that the psychic ship is very much a threat if left alone. And on larger maps (like default + 1) the green ship can land far enough that it will never have any influence on you, the plant dying radius will never reach you.

Then again it doesn't have a reward worth 3000 silver.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: hwfanatic on May 04, 2016, 05:17:06 AM
Quote from: Shurp on May 03, 2016, 07:50:35 PM
Does it affect plants indoors?  I never let it go long enough to find out...
Yes, it does. It reduces the plants' lifetime so they die before they reach maturity, or at least potato does; I was unable to determine with certainty if rice manages to grow fully. It's a bit unclear why a poison ship would affect hydroponics and by which mechanic, but I think the added threat brings at leat some urgency to the problem, which is nice.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: killer117 on May 04, 2016, 06:42:21 AM
I thought it was weak and unthreatening too. I left it for ages. Then suddenly, at the height of the harvest season, funny enough my first major harvest season, with little food left, and my colony really early on. I had an assult rifle, pdw and gladius. Great odds against mechanoids. So of course i go to fight it. Of course the massacre that ensues wipes out my colony. Safe scumming to the rescue. But if it happens at the right time it is really dangerous, but the rest of the time its more annoying
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: skullywag on May 04, 2016, 07:42:19 AM
Quote from: b0rsuk on May 04, 2016, 05:11:48 AM
My point is that the psychic ship is very much a threat if left alone. And on larger maps (like default + 1) the green ship can land far enough that it will never have any influence on you, the plant dying radius will never reach you.

Then again it doesn't have a reward worth 3000 silver.

The "snow" radius that spawns is not the area of effect of killing plants, people confuse this all the time, the plant killing can effect the whole map eventually.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: Grizzlyadamz on May 04, 2016, 08:38:13 AM
Alright, hang on, I'm confused. A green ship part crashed just the other day and began emitting a psychic drone. Nothing new I thought, but then all the plants started dying and soil turned to gravel.
Is that new for the psychic ship, or was that a poison ship?
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: hwfanatic on May 04, 2016, 09:07:12 AM
So, like rations? 5 food for 40-50 saturation or something like that? I am not sure what would be the point, though. It won't let you extend your supplies any longer than you already can-  just do more work per same amount of saturation. If you are getting critically low, manual or selective feeding is the way to go.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: viperwasp on May 04, 2016, 09:10:15 AM
Quote from: Grizzlyadamz on May 04, 2016, 08:38:13 AM
Alright, hang on, I'm confused. A green ship part crashed just the other day and began emitting a psychic drone. Nothing new I thought, but then all the plants started dying and soil turned to gravel.
Is that new for the psychic ship, or was that a poison ship?

The poison green ship is not new in A13. But it does not emit a Psychic Drone. At least not one that effects mood. So you either had two events of some kind or a bug? But yes the poison ship slowly expands an area that kills plants etc.

P.S Yes the poison ship is lame. However I still find the Psychic ship to be a threat unless you cheese it etc. The overall A.I of enemies in Rimworld could use a small boost or algorithms to prevent cheesing as easily. But the Psychic ships mood effects are awfully powerful if left unchecked so it's a threat on it's own.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: cultist on May 04, 2016, 09:18:20 AM
The problem with the poison ship is that it has a limited range. If it crashes far enough from your base on a large map, it can be completely ignored as the "poison" (actually snow) it spreads around itself will never reach your base.

I think the poison ship should eventually turn into an event similar to toxic fallout as punishment for not dealing with it.
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: Vaporisor on May 04, 2016, 12:10:41 PM
Quote from: cultist on May 04, 2016, 09:18:20 AM
The problem with the poison ship is that it has a limited range. If it crashes far enough from your base on a large map, it can be completely ignored as the "poison" (actually snow) it spreads around itself will never reach your base.

I think the poison ship should eventually turn into an event similar to toxic fallout as punishment for not dealing with it.

Poison burst causing blight similar to driving animals mad?  Random spots of fallout, then the full toxic fallout?
Title: Re: Isn't Crashed Poison Ship Part too tame ?
Post by: Grizzlyadamz on May 04, 2016, 12:32:11 PM
Quote from: viperwasp on May 04, 2016, 09:10:15 AM
Quote from: Grizzlyadamz on May 04, 2016, 08:38:13 AM

The poison green ship is not new in A13. But it does not emit a Psychic Drone. At least not one that effects mood. So you either had two events of some kind or a bug? But yes the poison ship slowly expands an area that kills plants etc.

Darn, don't have a save back that far, can't check.

Say, while we're at it, does gravel ever become soil again?