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RimWorld => Ideas => Topic started by: Ninjasa456 on December 31, 2017, 06:16:38 AM

Title: A "Few" Ideas
Post by: Ninjasa456 on December 31, 2017, 06:16:38 AM
-If colony animals are being attacked by wild animals, pause the game or give some form of notice prior to the attack.
-If your home is in a mountain, make traveling into it faster than an average mountain speed.
-Allow harvesting blades from dead scythers and bionics (maybe even organs) from dead humans.
-A new raid type = fake merchant groups that attack when inside the base. Give it an odd message upon arrival or make the pawns look off to make it noticeable. Maybe have the normal message but use the enemy factions name to give it away.
-Pain caused by minor scars don't cause debuffs to mood.
-New inspirations:
   -Scientific breakthrough. add 1000 points to research.
   -Scientific mess up. minus 1000 points to research.
   -Miraculous discovery. Find a rare item.
-Balancing boomalopes so it does not produce too much chemfuel because they make the infinite chemgenerator redundant.
-Add reusable drop pods but make them more expensive than the usual ones.
-A way to slaughter colony boomalopes and boomrats without explosions.
-Vehicles - better on roads but not off roading:
   - Car - storage capacity.
   - 4 by 4 - Better of roading and more storage.
   - Wagon - primitive version of the car.
   - Boat - travelling across water.
   - Something difficult to make like a plane or a hover craft.
-The mood buff from the aurora lasts after the aurora is complete.
-Equip elephants and other animals with armor.
-Double doors for rooms that are even numbers long.
-Allow colonists to shoot to kill and shoot to maim (Takes longer to aim but is more likely to hit legs or incapacitate them).
-Allow pawns to wield a melee weapon and a ranged weapon.
-if the surgery failed (except catastrophically), don't lose the bionic or organ.
-When a caravan hits an event and finishes it, return it to its original position rather than back in the center of the hexagon.

Just a few ideas i came up with whilst playing the game.
Title: Re: A "Few" Ideas
Post by: kubolek01 on January 03, 2018, 06:17:52 AM
90% of those are provided by mods.
Title: Re: A "Few" Ideas
Post by: Ninjasa456 on January 06, 2018, 06:13:44 AM
True, but not all of them work as they should and are sometimes unbalanced whereas if the devs put them in, it would be better. Also not everybody uses mods or can be bothered to install one for each problem or idea they have
so this is another way to make their games (potentially) better.
Title: Re: A "Few" Ideas
Post by: Scrabbling on January 08, 2018, 09:14:43 AM
The problem with these "collections of suggestions" that pop up every now and then is that they effectively prevent discussions. Some people won't read it because it's a wall of text. Some people read it and like 1 or 2 but won't give you a "+1" or anything because they dislike the rest. Some people read it and find 1 or 2 interesting / worthy of discussion but don't comment because they have nothing to say about the rest. ...

So maybe pick one suggestion, make a thread and provide solid arguments why this should be part of vanilla instead of just "throwing them out there".

To give you some feedback nonetheless:

- Vehicles: get frequently suggested, no need to suggest them again, see opening post in https://ludeon.com/forums/index.php?topic=12024.0 (https://ludeon.com/forums/index.php?topic=12024.0)
- Hunting alert: Tynan stated it is intentional that there is no warning, so won't happen, see https://ludeon.com/forums/index.php?topic=37974.0 (https://ludeon.com/forums/index.php?topic=37974.0)
- Harvesting stuff from dead humans/mechs: Just makes the game easier and detroys the rarity of those items. Nope.
- Fake merchant: This event would maybe be fun for 1 or 2 times, then it would be figured out and the telling signs would be part of the wiki and all that's left is some tedious grind to check each merchant group and determine their friend/foe status. Nope.
- Scars/Pain: Just makes the game easier. Someone on this forum explained it quite well: Don't think of scars just as scars but as any kind of lasting body part impairment. Like a broken arm that hasn't been set correctly and since then hurts a little. And any sort of pain should of course decrease mood. So nope.
- Reusable drop pods: Makes the game easier and makes no sense for drop pods since they don't have any propulsion system but require a launcher. Nope.
- Surgery fail and no lost bionics/organs: Again - this just makes the game easier and adds nothing. Where is the incentive to train medics, stockpile good medicine and have a good hospital, if you just can try an operation again and again. Nope.
- Equip melee and ranged weapon: Rimworld combat is balanced around the idea that melee and ranged offer unique advantages and that you have to choose between them. Adding sidearms without redesigning the whole system would overthrow this balance. Tynan added a compromise with B18 in that ranged weapons now have melee capabilities too and this severely impaired combat balance already - see https://ludeon.com/forums/index.php?topic=37701.0 (https://ludeon.com/forums/index.php?topic=37701.0)
- Slaughter tame boomalopes and boomrats without BOOM: Agreed. Your handlers tame and train those beasts, they should know how to handle them including slaughtering without blowing up.
- Longer aurora mood buff: Agreed. If I see something beautiful I don't forget about it the instant it leaves my field of vision.
- Everything else: No opinion.

Mods have the great advantage that you can get a custommade game experience. While vanilla Rimworld needs to be balanced in a way that is enjoyable for the majority of players, mods don't have restrains like that. Furthermore Tynan seems to have a very clear vision of what fits thematically/lore-wise and what not, so vanilla Rimworld is even more limited in what is worth considering implementation.
I wouldn't bet on many of your ideas finding their way into vanilla Rimworld and if they do, it might take a long while. So if you can't be bothered with installing mods it is your loss.
Title: Re: A "Few" Ideas
Post by: Ninjasa456 on January 08, 2018, 02:10:53 PM
I understand what you mean about making one suggestion and discussing it, i was essentially just throwing a bunch into the mist for others to think on and start discussions themselves.

When I suggested the ideas, i perhaps didn't explain them as thoroughly as I might have:

-Fake merchant- thought it would be an interesting raid type is all, and it wouldn't really be a "tedious grind" but it would make you pay more attention to the names of factions and their relationships with yours. I can't speak for everybody but I have no idea the exact relationship and names of the factions i currently have so I had thought it would be a good concept to make you pay more attention.
-Scar pain- Good point but I was thinking more on the premises if you had a scar on your finger for 10 years, you would have learnt to deal with it, especially if it was a minor one, not that it hadn't healed properly.
-Reusable drop pods- When it lands it doesn't destroy itself and has to be reinstalled back at a launchpad to fire again, therefore still using fuel and manpower. This would essentially be more beneficial in the long run if you had to maintain a continuous supply line between bases but didn't have 80 steel and a component to spare each time.
-Harvesting organs- I hadn't thought about it in that way.
-As for hunting alert, I was just annoyed when my small animals got attacked and then instantly killed, giving no time to react. I didn't know that it had a reason behind it.
-I wasn't aware there was an issue behind balancing melee and ranged. I had suspected that there was something behind it but never bothered to find out what, the "Simple sidearms" mod was what made think it would be a good idea.

I have installed mods, some of which i added to this because i'd like it to be part of the actual game for other people.
I'm surprised you didn't comment on "shooting to kill and maim".
Also thanks for the criticism (if a bit harsh) because this is the first time I've been bothered to suggest ideas for a game.
Title: Re: A "Few" Ideas
Post by: Scrabbling on January 08, 2018, 04:15:58 PM
Sorry if I sounded harsh! I certainly don't want to discourage you from making suggestions.

And your explanations helped a lot. Your argument for Fake Merchant is a good one. It would indeed be nice if factions become less generic and something you remember. I have high hopes that this game aspect will get some love during the beta development anyhow.
And I have no objection against reusable drop pods as long as they still require a pod launcher. I had just assumed you meant self-launching pods / shuttles.

Regarding the Hunting Alert: I don't share Tynan's opinion on this one and would find it more consistent and fair if there was such an alert. But it just looks like it's off the table for now. (And luckily there is this small mod that does nothing else but add this alert.)

Shooting to kill versus shooting to maim: I didn't comment because I haven't formed an opinion. On the one hand I like this idea. It just sounds plausible and would be easy to handle for the player (just one more button next to "Fire at Will". On the other hand I have no clue how hard this would affect balance and if it invites exploits or not.