Ludeon Forums

RimWorld => Ideas => Topic started by: IdeaBoy on October 06, 2013, 05:07:24 PM

Title: Vehicles
Post by: IdeaBoy on October 06, 2013, 05:07:24 PM
When i watch videos of rimworld i see the raiders just spawn in i would suggest, to make it more realistic that they come in with like, speeder bikes,atvs,spaceships,and cars (some may be armed) that could be used to move you're  colonists around the map for work and put things in the back of it to go to the pile or they could put weapons on them (if you manage to kill the raiders on it and not the whole thing) and use it against the raiders and there would have to be a pilot and a mechanic skill.  8)
Title: Re: Idea- vehicles?
Post by: AspenShadow on October 06, 2013, 05:24:06 PM
I'm really not sure whether vehicles will be future content or not, from a designer's PoV it's a hell of a lot of work for not much reward given the map size. Speeder bikes may be possible to implement, but they'd still have to be counted as a separate living unit to the rider.

I do agree with you about the Raider issue though, I thought perhaps they could come down in drop pods that stayed on the surface (instead of fading like survivors' do in the beginning) and then could be harvested for metal if raiders are defeated?

[Note: I've previously mentioned drop-pods idea and the concept is that they can drop onto the planet under their own steam fine, but they can't return to space/ship without it being authorised and the greater ship in orbit is doing the work on that front using remote recall aided by magnetic/gravitronic tech.]
Title: Re: Idea- vehicles?
Post by: IdeaBoy on October 06, 2013, 05:26:46 PM
Sorry if i kind of copied your idea i didn't want to read all of the post's so i just looked at the subjects.
Title: Re: Idea- vehicles?
Post by: AspenShadow on October 06, 2013, 05:31:03 PM
Quote from: IdeaBoy on October 06, 2013, 05:26:46 PM
Sorry if i kind of copied your idea i didn't one a read all of the post's so i just looked at the subjects.

Haha, no, no you didn't at all. The drop-pod thing only very broadly comes under vehicles as a whole and was introduced in a separate thread. The idea of vehicles has been tossed around a bit on various threads enough that it deserves it's own thread to discuss tbh, I'm not sure if Tynan has addressed it yet in comments/interview. I've read about 70% of what this forum has so I can't say for certain, but I think it's still up in the air.
Title: Re: Idea- vehicles?
Post by: British on October 06, 2013, 05:46:36 PM
Well, as far as I can tell, the raiders *do* come down with pods, just like the colonists.
It's so fast that if you don't take notice of them right when they come down and are only alerted by the messaging system, you'd indeed think they've come by feet.

Also, there *is* some kind of a vehicule: tiles !
They make you go faster ! :P
Title: Re: Idea- vehicles?
Post by: Ember on October 06, 2013, 05:49:01 PM
i would love to see an actual ship or shuttle come down to drop off large groups of raiders and such for the more organized groups
Title: Re: Idea- vehicles?
Post by: AspenShadow on October 06, 2013, 05:52:43 PM
Quote from: British on October 06, 2013, 05:46:36 PM
Well, as far as I can tell, the raiders *do* come down with pods, just like the colonists.
It's so fast that if you don't take notice of them right when they come down and are only alerted by the messaging system, you'd indeed think they've come by feet.

Also, there *is* some kind of a vehicule: tiles !
They make you go faster ! :P

Yep, but just like in the beginning of our colonists' adventure they disappear into the ether :(.
While metal's not scarce it'd be nice to salvage from their foolish attempt to throw themselves against my paranoid defences.

And I think "Tiles" wasn't quite in the spirit of what he was going for haha, though I acknowledge and like the system I've seen in the pre-alpha; that tile-terrain influences movement speed.
Title: Re: Idea- vehicles?
Post by: IdeaBoy on October 06, 2013, 06:02:59 PM
Yeah, but something besides "dropships" as vehicles would be cool.
Title: Re: Idea- vehicles?
Post by: Kalesin on October 06, 2013, 06:18:18 PM
Balloons!!!!!

(http://www.blimpinfo.com/wp-content/uploads/2011/10/Balloon.jpg)
Title: Re: Idea- vehicles?
Post by: Spike on October 06, 2013, 09:32:11 PM
Quote from: AspenShadow on October 06, 2013, 05:24:06 PM
I do agree with you about the Raider issue though, I thought perhaps they could come down in drop pods that stayed on the surface (instead of fading like survivors' do in the beginning) and then could be harvested for metal if raiders are defeated?

[Note: I've previously mentioned drop-pods idea and the concept is that they can drop onto the planet under their own steam fine, but they can't return to space/ship without it being authorised and the greater ship in orbit is doing the work on that front using remote recall aided by magnetic/gravitronic tech.]

Personally, I don't think vehicles are needed - unless the map size would be drastically increased.  And I do think the raiders drop in the standard "cargo pod", which should leave some scraps for you to harvest (maybe even the rare gadget to research & reverse-engineer).  However, your "colony" has only 3 people at the start - the raiders that are being sent down would be the lowest of the low, the most expendable pirates on the ship.  Or the poorest ones, with the shoddiest equipment.

Now perhaps once you have a thriving colony with a large population, they'd actually send down a dropship with an elite squad - but I haven't seen any gameplay footage of that type of colony yet.  Still, regular "drive around the map" vehicles don't seem to be necessary with the small map size.
Title: Re: Idea- vehicles?
Post by: IdeaBoy on October 06, 2013, 09:43:03 PM
You could put a drill on a vehicle and use it for faster mining,and build  a bed and put it on the back of it and your colonist's could put the stuff in there and a driver could drive it back and forth so they won't have to go back in forth wasting time.
Title: Re: Idea- vehicles?
Post by: GC13 on October 06, 2013, 09:58:09 PM
There would be a lot of use for smallish vehicles: say 2x3 squares.Even smaller vehicles (likely 1x2 squares) would be personal transports so your colonists didn't take so long moving around.
Title: Re: Idea- vehicles?
Post by: IdeaBoy on October 06, 2013, 10:23:59 PM
Yeah,like a speeder bike that has a stretcher attached to  the back of it to rescue raiders , and colonist's faster.
Title: Re: Vehicles
Post by: DeltaV on October 23, 2013, 07:18:18 PM
It would be cool to have a bunch of smaller colonies on a map connected by roads with vehicles traveling between them. I definitely like the idea.
Title: Re: Vehicles
Post by: Kender on October 24, 2013, 10:13:55 AM
Feels like playing DUNE again. Maybe there should be natives like Freemen, Sandworm etc.
Title: Re: Vehicles
Post by: Roach on October 24, 2013, 07:54:30 PM
Quote from: Kender on October 24, 2013, 10:13:55 AM
Feels like playing DUNE again. Maybe there should be natives like Freemen, Sandworm etc.

Sandworms you say? There we have a real vehicle.
(http://2.bp.blogspot.com/-8P7ny_bbIb4/T7dBS9HgrSI/AAAAAAAAAGU/gmFSBcC4b1I/s1600/sandworm.jpg)
Title: Re: Vehicles
Post by: Evul on October 25, 2013, 07:47:09 AM
Vehicle would be cool to see in the game.
This also adds something more to do to the game then just fighting off bandits why? I explain more below. :)

How to obtain vehicles:
The way you obtain a vehicle is you build it, instead of buying it completed. You construct it by using vehicle tiles by using simple recipes. The tiles that are built together are then recognized and generate the vehicle after the workers completed it. OR you put down a blueprint of a vehicle and the builders construct it. (This will also be a good way to spend your time building a hanger or a garage storing the vehicles. And add gate type of door 1x3 or 1x4 that may also be link with another gate making an even larger gate (1x6 or 1x8). )

Example of Vehicle recipes:

T = Tire
H = Hull
D = Cockpit
e = Equipment
E = Engine
W = Weapon
- = Empty

Car:  (Drive +1 Passenger)
-------
--TDT--
---H---
--THT--
-------

Armed Car: (Drive + Gunner)
-------
--TDT--
---W---
--THT--
-------


Truck: (Drive + 6 Passengers or Driver + 75x6 resources)
-------
-THDHT-
--HHH--
-THHHT-
-THHHT-
-------

Armed Truck: (Drive + Gunner + 2 Passengers + 75x1 resources)
-------
-THDHT-
--HHH--
-THWHT-
-THHHT-
-------

Speed bike: (Driver)
-------
---T---
---D---
---T---
-------

Mining Truck Thingy: (Driver + 75x6 resources)
-------
---e---
--eee--
-THDHT-
--HHH--
-THHHT-
-THHHT-
-------

Helicopter:
---------
----H----
---HDH---
--WHEHW--
---HHH---
----H----
----E----
---------

Shuttle: (Pilot + 6 Passengers or 75x6 resources)
-------
--HDH--
-HHHHH-
-HHHHH-
-HHHHH-
-E---Eâ€"

Escort Fighter:
----------
----H-----
---HDH----
--WHHHW---
-HHHEHHH--
-HHH-HHH--
----------
----------


Use of ground vehicles:
The vehicles could also be used by sending them on of map missions (Meaning that they travel away off map and disappear for a time and come back.). How that is preformed is by having at least one vehicle and at least one colonist (of course), select the colonist and right clicks the vehicle and press Man the Vehicle. (The colonist then enters the vehicle depending on the type of vehicle there can be more colonists inside of it.) To send them of right click one of the vehicles and Send the convoy on a voyage. When the vehicle travel off to the edge of the screen and disappear for a while. This may not be done during a raider attack. But they may come home during or after a raider attack (when everyone is dead. ;) ).

Possible outcome of voyages:
Found resources (Self-explanatory)
Got attack by raiders (Come home early or if they continue, depending on if you answer the call in an event OR the terminal. IF they got injured they come home.)
Found survivor (Come home with one or more captives.)
Nothing (Come home with nothing.)

Other use:
- Shuttle enables of world trade by sending resources, otherwise selling goods is impossible. But buying is always enabled.
- Armed vehicles may be used as stationery turrets if the gun is only armed.

EDIT: Oh BTW new on the forum, been stalking here for the last few days and also watch a bunch of gameplayes ^^
Title: Re: Vehicles
Post by: RebCom1807 on November 01, 2013, 10:30:07 PM
I can see the 'building it on the ground by putting the parts in place' thing being a little fiddly..
Perhaps one could set a 'Garage' zone (Or 'Workshop'), which would then enable vehicle construction (And other things with a Workshop). You then would be able to go into a separate 'Vehicle Designer' view where you would then do the 'build by block' thing. It would give you vehicle stats (Can it cross rough terrain, cargo capacity, cost, speed, hitpoints, passenger capacity, weapons, size, endurance, etc) and you would need a large enough Garage/Workshop to build it, in addition to a good amount of metal and the right parts researched, as well as the guns to mount in the turrets/hardpoints.

Would make it a little tougher to get vehicles, but at the same time it would give you something to do with all those guns laying around. Maybe something grid-based, but similar to Gimbal's ship builder, in some way.

I would vote against air vehicles, personally, if only because of the issues with going out of the X-Y plane, but if there is something to build a starship to get people off-world (Even if it means making cargo shuttles to ferry materials and parts for orbital construction), this system could be used for that - The bigger and better the ship, the more it would cost in a reasonable, built-up way.


Also, if you do end up making things that can go out of the atmosphere, perhaps one could have the option of attacking/boarding the trading ships that pass by. Upside is that you can get the stuff easily enough, downside is that you might get mercenaries landing and attacking in retaliation. That, and the ships would eventually have escorts, as well as charging more (Or less, depending on the situation) or just stop coming at all.
..Also, it would be a very bad idea to try to raid a weapons trader. But that's beside the point.
What it could mean also is that if you can manage to get something up to keep an eye out for pirates or keep an eye on the planet's weather, it could offer some warning or, in the case of pirates, a reduced (or wounded) raiding party because you had defenses in space.
Title: Re: Vehicles
Post by: yabbadabbado on November 02, 2013, 04:36:26 AM
I'm hoping with the over 1000% funding he adds vehicles.
Title: Re: Vehicles
Post by: TankaaKumawani on November 02, 2013, 03:56:17 PM
I think we should eschew antigravity technology and flight for now, since it's hard to work in the Z-plane, and considering the facilities available on colony worlds, keeping a conventionally powered truck functional would be hard enough.

Here are my thoughts on the matter, which would leave us with 3-4 classes of vehicle.

Vehicle Ideas:
Dirtbike (B5 "Squirrel", Moto-Rebel, E-Z Ryder):  Cheap two-wheeled personal transportation.  Fast, but limited to what the rider can carry.
Buggy (Mechamule, C18 "Boomrat", Jalopy LX):  A light, easy to manufacture, four-wheeled vehicle.  Fast, but fragile. Capable of carrying a few pawns and some lighter equipment or a ton of payload.
Truck (T35 "Muffalo", Bauer SE, Roadmaster):  A sturdy, six-wheeled cargo truck, capable of carrying several tons of payload or a moderate number of pawns at a moderate speed.  Can be fitted with a moderate range of optional equipment.  Favored by traders.
Crawler (H97 "Dunebeast", Isopod-K, Aqua-Trac):  Heavy tracked utility vehicle of a decidedly robust nature.  Slower and more expensive, but capable of amphibious operation.  Capable of carrying a large load of goods, a respectable number of pawns.

Vehicle Equipment:
Armor:  Increases the durability of a vehicle, at the cost of payload and speed.  Trucks and crawlers can carry heavier armor.
Cargo Box:  Increases the cargo capacity of the vehicle, at the cost of speed.
Extinguisher:  Water and foam containers, plus a high-pressure pumping system and hoses allow a vehicle to act as a fire truck...or improvised less-lethal raider suppression system.  Trucks and crawlers can carry more water than a buggy, but it beats pawns with fire extinguishers and buckets, right?
Farming Gear:  Allows for the vehicle to act as a tractor, speeding the tilling and harvesting of land.  Buggies can use it (2 tiles wide), but it's better-suited to trucks and crawlers (3 tiles wide)
Work Gear:  Heavy-duty digging, logging, and construction equipment for trucks and crawlers.
Weapons:  Ranges from a machine gun (all vehicles except bikes), to a light autocannon (trucks and crawlers), to a small howitzer or mortar (crawlers only).

Power Sources:  We have electricity and batteries implemented.  At minimum, vehicles would be able to trickle charge with a small internal solar panel during the day if they weren't plugged into the powernet.  Other potential options for vehicle power could be fermenting food for biofuels, catalytically processing coal, or drilling for oil and natural gas.

Recovery/Towing:  Inoperable or wrecked vehicles can be towed or recovered by a vehicle of the same size or larger.
Title: Re: Vehicles
Post by: DarkThug on November 14, 2013, 03:28:16 AM
When I play this game, I also think of "vehicle". I don't think of it as a transport however (A post above about sending off map mission is a great idea though) I think of it as a tank, a mobile cover for poor raiders once we get rid of all obstacle around our base. A way for raider to punch through our bunker and break away from our attempt to funneling them. This will also create decision between anti-vehicle weapon vs anti-personal weapon. Ammunition vs Missle. I really love to see it in the game.
Title: Re: Vehicles
Post by: ShadowDragon8685 on November 14, 2013, 04:17:59 AM
Vehicles would be nice... Especially to carry colonists rapidly to far-flung resource locations. Pack half a dozen onto an electric buggy, send 'em down the mines, and they operate as a group rather than as a pack of individuals...

That'd probably need either insane micro or some kind of change in AI logic, though.
Title: Re: Vehicles
Post by: Taleisin on November 14, 2013, 07:29:20 AM
Some well thought out ideas there but to be fair I'd be happy with a wheelbarrow to shift rocks and spuds!
Title: Re: Vehicles
Post by: CodyRex123 on January 26, 2014, 04:52:27 PM
We need to have somthing like a army truck, (Like the one you can get in GTA V, But yea) Idealy it would need to be controled by the player, possable, and the people to be ordered in and out, Hm
Title: Re: Vehicles
Post by: Vette117 on April 28, 2014, 07:43:39 PM
Sorry if the idea has been presented before in this post or others, but I want to add to the vehicles suggestion. I think there should be a vehicle that will aid in hauling, as in more than 1 item. Another vehicle could help with mining a larger area, or faster, while also helping with lighting while in caves. It's dark in there, and I like things to be lit up. There could also be a vehicle(s) that could help with farming. With only 1 or 2 colonists, potatoes cannot be produced and harvested very quickly, and vehicles like tractors and harvesters would be great. I'm sure vehicles could have a lot of variety in their purpose if implemented.
Title: Re: Vehicles
Post by: Vagabond on April 28, 2014, 11:58:41 PM
Hello,

I like the idea of vehicles. Trying to do haul an item from far away is almost an all day task for a colonist, not to mention trying to mine something far away. They end up eating, sleeping, and mining a single tile.  Having a vehicle to help do stuff would be a logical progression of technological capability.

The off map stuff sounds good as well. However, I don't think I completely agree with vehicles explaining away the prevalence of other humans; especially raiders, you'd think they'd be scared to come to my neck of the woods. Also, if it's so easy to get to this rimworld, why aren't we being rescued or at least offered a place in a friendly faction's home. Eh.

Cheers,
Michael

Title: Re: Vehicles
Post by: Coenmcj on April 29, 2014, 07:51:11 AM
Please check the post date before contributing.  :)
But welcome to the Ludeon community, we hope you have a good time here.

But on-topic, I'm fairly sure vehicles are a long way off, as there are other core stuff to add and tweak before something such as vehicles may be considered in the main game.

However I do hope you check out the modding community (http://ludeon.com/forums/index.php?board=12.0 (http://ludeon.com/forums/index.php?board=12.0))  as there is some interesting stuff you might enjoy, for example (http://ludeon.com/forums/index.php?topic=2170.0 (http://ludeon.com/forums/index.php?topic=2170.0)) Evul's E-Vehicle mod.