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Topics - G34R B0X

#1
Ideas / Thoughts on making endgame better
December 24, 2014, 10:43:38 PM
For me,  the most fun in Rimworld is that first 4 months. That period of time where, your struggling and you are not sure if you are goning to make it or all die. Right now I feel bored at the end game , once my defenses are set up and my colony is self sufficient enough to never starve I lose interest and start over. Now I don't want to sound ungrateful I love this game! So I'm looking for ideas to make the game more enjoyable towards the end other than making a complex turret defense game.

What makes a new city? Industry, comers , economics . What if ince you get on your feet you could set up trade posts, or taverns. It would give trackers a new purpose, buy your goods ( which would be set in a specific stockpile for selling) and open up the option for new crafting, Brewing alcohol, building weapons, tailoring clothes for trade.  An end game building could be a space port , bring loads more travelers to buy your wares. Turing your colony into an actual city. Of sorts.

Also it would add a new type of raider. The bandit, who is more focused on your stockpiles and not just killing your people, he carries a sack and loads up on stuff, early game he steals your food more than wares, causeing you to defend from him so you don't starve.

These are my thoughts, it's late  so have a good nigjt

#2
Ideas / Luxury trader!
September 14, 2014, 07:26:09 AM
So the hardest thing in rim world HAS to be, people going crazy over nothing. A new type of trader could be added, selling items like, luxury foods, drinks, wall paintings,couches and comfy chairs, and a whole swath of hodgepodge luxury items only he can supply u
#3
Ideas / The Hive.
September 12, 2014, 03:20:14 AM
The hive is an idea that popped I to my head after watching starship troopers. It will appear on the map, maybe a little hill looking thing, and continue to pop out ( for the lack of a better name ATM) Fire Ants. Which only have one goal, feed there colony. They will start locally to there best, graving anything agave fruit, dead carcasses ( this can help clean up the dead people to!) living muffalo, potoates, and eventually your colonists. The more food brought back to the hive the more workers it creates, to bring back more food. Fire ants can also Dig
There way though walls and mountains in pursuit of there Noms.

Fire ants should be weak, but plentiful, slower than your colonists, and Edible.! Any thoughts? I know this would be a pain in the arese to code so we probably will never get it, but it's a nice thought.

Other side note, maybe these will Appered in desert or arid brush land only. Have them biome based. Opens the idea for other biome based events.
#4
Ideas / Colonists morals. And other non combat ideas
September 10, 2014, 03:12:58 AM
So it's obvious the Dev wants the game to feel more personal, and make your colonists important to you. That is why he gives us names and a backstory. Something that would add a huge dynamic to the game would be every one having a moral set. As in, if you sell enemy's off
To slave traders, Jeff will leave. Or Christina dose not belive in reprocessed foods, will only eat meals, or will only eat meals made
By her self. It would add depth to a character and make
You have to balance there needs and wants to your play style.

Another option is wants. A colonist could desire to hBe more meat is his diet, in stead of haveing nothing but potatoes, and will refuse to do certain tasks till his wants are met.

Phobias is another idea. Not many colonists should get them, but they should be hindering. Jessica has a phobia of guns, she will not go anywhere near the turrets, mortars or a fire arm, ( certain radius) and this goes for carried weapons as well. Or colonist is deathly scared of
muffalo, will not eat/ or approach any that is seen. (X radius)

I'm a big fan of the no combat based aspects of the game. I belive we need to look at more than just more Enemies and bullets to have a rewarding game.

Sickness could spread, reducing efficiencies of work. Or a draught, could slow down any non Hydropoincs based foods. Speaking of water, Water purification should be a major thing, drinking unpurified water should help spread sickness. Hygiene should play a role in this as we'll

Bathrooms, this dosent need explaining, we all poop, but pooping outside makes me unhappy, i don't know about this one, just an idea, idk how in depth you want to get with plumbing.

Certifications, should also be a thing, and this ties into a tech tree which would drastically make the game more enjoyable. The point is to have random colonists crash land on a planet and start over, well I have utterly no clue how to wire up a house let alone build a geothermal generator. But en engineer would. Idk how, maybe the Data core crashed with the ship, but haveing the ability to study certain tasks to get better, like engineering, or practise, like shooting to get a marksmen cert. would be nice. And they would give huge bonuses. Some with an engine cert can build twice as fast ( which coupled with the longer build times as stated below would be huge) or haveing the marksmen certification would play in well with a bolt action rifle, dealing extra damage and possibly a One hit Kill.

Building technical items should take hours, to days. Plopping down that solar arty and having it up and going in 7 seconds seems awesome, but It should be a risk reward kind of thing. It should take a LONG time to build, maybe up to 3 in game days, so you have to balance out how u want your colonists to divvy up there work. All three could chip in to help, but no one is making brekfast than.

Suggested buildings or items.

Guard/watch tower: enlarges the radius that a sniper can fire, also adds bonuses to damage, and has some defense.