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RimWorld => Ideas => Topic started by: nuschler22 on December 26, 2014, 11:59:46 AM

Title: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 26, 2014, 11:59:46 AM
Would be nice if each colonist had a different capacity to carry.  Maybe make the "hauling" stat mean something.  Larger, more muscular pawns should be able to carry more (maybe up to twice as much as the 75 metal, for example).  And smaller colonists maybe only 50 or so.
Title: Re: I think the ability to carry shouldn't be static
Post by: Kinakin on December 26, 2014, 12:56:47 PM
A decent idea, but the main issue I think you are trying to adress is that the amount of stuff needed to be hauled drastically increases as the game progresses, but your ability to haul stuff does not.

What you suggest is a possible solution but it adresses only a small aspect of the greater issue. You colonys ability to haul things is determined only partially by the amount of things a singel pawn can carry. His ability to move said things fast over increasing distances is left unadressed. Movement speed is not affected by hauling afaik. And beyond installing bionic legs we have no way to increase it in a way that scales with the need.

Basically the fundemental problem is that we have no current way to reliably scale up our colonys hauling ability beyond hoping on the random chance that new additions to our colony have the skill and a good movement speed.

What we need is the ability to let haulers move larger amounts faster over greater distances. This can be achived by the use of many different features. From backpacks, hand drawn carts and motorized vechiles to rail transport, hover carts and teleport pads. A change in the way we can move people and cargo around the map is needed to keep up with the growing size of the maps and the amount of stuff needed to be moved around in teh end game. 
Title: Re: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 26, 2014, 02:36:13 PM
I think you misunderstood. 

The stat would work both ways and balance out. 

I'm sure it's easy enough to create a mod (and they have been created, such as the conveyor belt and dogs that haul in the past) that would create additional hauling.

I'm talking about the realistic ability for colonists to haul at differing levels.
Title: Re: I think the ability to carry shouldn't be static
Post by: Kinakin on December 26, 2014, 02:56:21 PM
Well
Im not 100% sure but i think thats more tied into stack size.
And thats currently tid to individual items/things and not the colonist.

EDIT:
so Im not quite sure how they would handle that without having to rewrite alot of code.
But someone who actually knows more about that might give a solution. I like the idea tough.
Title: Re: I think the ability to carry shouldn't be static
Post by: mega on December 26, 2014, 04:03:36 PM
I agree with the principle of a "strong back" and item weights.

What you should do for now is just set your whole base to hauling for a day or two. Boom, everything is where it needs to go.
Title: Re: I think the ability to carry shouldn't be static
Post by: Kane Hart on December 27, 2014, 01:04:27 AM
I don't agree with you on the part this should be in General Discussion ;)
Title: Re: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 27, 2014, 01:49:03 AM
Quote from: Kane Hart on December 27, 2014, 01:04:27 AM
I don't agree with you on the part this should be in General Discussion ;)

Why should this not be in general discussion?  I'm perplexed.
Title: Re: I think the ability to carry shouldn't be static
Post by: Evelyn on December 27, 2014, 01:51:26 AM
Because there happens to be a suggestions board right next door.
Title: Re: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 27, 2014, 01:58:49 AM
Quote from: Evelyn on December 27, 2014, 01:51:26 AM
Because there happens to be a suggestions board right next door.

Never been to that board.
Title: Re: I think the ability to carry shouldn't be static
Post by: Evelyn on December 27, 2014, 01:59:56 AM
Well, that's certainly where this belongs :D
Title: Re: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 27, 2014, 02:01:08 AM
Except that this is general discussion.  About everything.
Title: Re: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 27, 2014, 02:02:53 AM
Quote from: Kinakin on December 26, 2014, 02:56:21 PM
Well
Im not 100% sure but i think thats more tied into stack size.
And thats currently tid to individual items/things and not the colonist.

EDIT:
so Im not quite sure how they would handle that without having to rewrite alot of code.
But someone who actually knows more about that might give a solution. I like the idea tough.

You might be right in that the maximum programmed into the game to carry is 75 but might be easily fixable.
Title: Re: I think the ability to carry shouldn't be static
Post by: Evelyn on December 27, 2014, 02:04:18 AM
Quote from: nuschler22 on December 27, 2014, 02:01:08 AM
Except that this is general discussion.  About everything.

That's just being obtuse. A suggestion belongs in the suggestions board, that's the whole point of there being a suggestions board. Putting it in general discussion is counterintuitive.
Title: Re: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 27, 2014, 02:26:47 AM
Quote from: Evelyn on December 27, 2014, 02:04:18 AM
Quote from: nuschler22 on December 27, 2014, 02:01:08 AM
Except that this is general discussion.  About everything.

That's just being obtuse. A suggestion belongs in the suggestions board, that's the whole point of there being a suggestions board. Putting it in general discussion is counterintuitive.

It's not being obtuse.  It's general discussion about the game and not specifically designed to be a suggestion.  It's an opinion about the game.  Please dont make this board hostile with argument and insults.
Title: Re: I think the ability to carry shouldn't be static
Post by: Evelyn on December 27, 2014, 03:12:53 AM
I don't know how anything I've said would be insulting, but okay.
Title: Re: I think the ability to carry shouldn't be static
Post by: Foffy123 on December 27, 2014, 06:36:04 AM
Quote from: Evelyn on December 27, 2014, 03:12:53 AM
I don't know how anything I've said would be insulting, but okay.
Obtuse synonyms: stupid, slow-witted, slow, dull-witted, unintelligent, ignorant, simpleminded, witless.

As for the topic itself, I agree completely. There are roguelikes that have similar traits that allow you to carry more or less (Cataclysm DDA is one example). Bad Back could be a trait (Strong Back as a counterpart), and you could also tie it into various health stats/specific equipment.
Title: Re: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 27, 2014, 11:20:20 AM
Quote from: Foffy123 on December 27, 2014, 06:36:04 AM
Quote from: Evelyn on December 27, 2014, 03:12:53 AM
I don't know how anything I've said would be insulting, but okay.
Obtuse synonyms: stupid, slow-witted, slow, dull-witted, unintelligent, ignorant, simpleminded, witless.

As for the topic itself, I agree completely. There are roguelikes that have similar traits that allow you to carry more or less (Cataclysm DDA is one example). Bad Back could be a trait (Strong Back as a counterpart), and you could also tie it into various health stats/specific equipment.

Perhaps she meant that it's not an insult if it's true.  Which, on certain days, I might agree with about myself.  I just hate to see this board turn into a bunch of people playing forum police which will turn it from a "must visit" to a "use to visit" very quickly for me and I suppose many others.  That's the job of the moderator.  Fortunately, I don't see it happening often here.

But as you said, back to the topic itself.  The bad back and the strong back are solid points.  I also suppose Ty would have to add hauling as a character trait which it's not now (everyone has 3 for hauling and cleaning and, as far as I can tell, it never goes up or down).

Title: Re: I think the ability to carry shouldn't be static
Post by: Menuhin on December 27, 2014, 12:02:16 PM
I agree that hauling needs alittle bit of a fix, since it is currently something that doesn't really scale well with the growing colonies.  I think that is something that Tynan will get to in the future, since like cleaning and plant cutting they all just sit at 3.

There may be a mild problem with the term strong/weak back as a trait, since traits are not affected by the health system.  You could then get a colonist with strong back trait with a bad back in the health bar.  Not game breaking but eh...
Title: Re: I think the ability to carry shouldn't be static
Post by: nuschler22 on December 27, 2014, 12:20:49 PM
Quote from: Menuhin on December 27, 2014, 12:02:16 PM
I agree that hauling needs alittle bit of a fix, since it is currently something that doesn't really scale well with the growing colonies.  I think that is something that Tynan will get to in the future, since like cleaning and plant cutting they all just sit at 3.

There may be a mild problem with the term strong/weak back as a trait, since traits are not affected by the health system.  You could then get a colonist with strong back trait with a bad back in the health bar.  Not game breaking but eh...

I think it's set up to handle it due to the point structure implemented already regarding health and injuries.  It would (or seems like it should be, but I'm no programmer) fairly simple to institute a percentage loss or increase based on the total points of the injury/strength.  For example, a 27/30 rated back would lose ten percent.  A 45/30 (extra strong back) gains an extra 50 percent.
Title: Re: I think the ability to carry shouldn't be static
Post by: Tynan on December 27, 2014, 06:04:18 PM
Let's all keep being nice to each other please.

And this is a (very reasonable) suggestion, which I'll keep in mind and move to the suggestions board.