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RimWorld => Ideas => Topic started by: hector212121 on April 22, 2016, 11:11:43 AM

Title: Remove "wanderer joins" or revamp.
Post by: hector212121 on April 22, 2016, 11:11:43 AM
I'm sorry, but in a real colony, you can't just walk in and say "yo, I'm your new bunkmate". We should be able to review their characteristics and have the option to reject them unless we have no colonists. That's just how it is.
Title: Re: Remove "wanderer joins" or revamp.
Post by: dragoduval on April 22, 2016, 12:04:00 PM
Already made that for myself, not hard just remove the incident.

But yea it need a revamp.
Title: Re: Remove "wanderer joins" or revamp.
Post by: whoishigh on April 22, 2016, 12:07:44 PM
I'd definitely like to see this! It doesn't even have to be full characters stats, something as simple as "name, age, profession" with and accept/deny button would be fine for me.

And FFS, make sure they start with a shirt and pants at the very least! I'm real tired of all these nekkids showing up before I have any kind of textile industry going.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Shabazza on April 22, 2016, 12:09:35 PM
Agreed.
I sometimes find myself judging a wanderer that joins as 'useless' due to a lack of skills that would be valuable for the colony.
The last one was so bad, that I had to get rid of him, because I was already short on food.
So I sent him into an unused freezer, stripped him and forbade the door and decreased the temperature to -30 °C / -22 °F to let him die
without wasting bullets...
Title: Re: Remove "wanderer joins" or revamp.
Post by: dragoduval on April 22, 2016, 12:17:31 PM
Send him naked against a huge animal, you either loose him or you gain free meat.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Vaporisor on April 22, 2016, 01:08:54 PM
I never thought too much about this but you are right, it doesn't make sense.  I mean overall it is designed to get you to the minimum desired variable set by your selected storyteller without consuming any resources in and of itself vs a crashed pod which needs medical investment or request for help which is combat.

Perhaps a different way could be have them as a spacer or other non aligned.  Something that could be fun I have inspired from sieges actually.

"A wanderer has entered the area"  A person with a basic pack animal bonded to them builds a small shelter with the basic supplies they have with them.  Prefab square wood building to essentially run self sustaining and have the "chat and recruit" option with a lower difficulty.  They stay a week before moving on.  A small 4x4 internal space wood structure isn't that invasive.  If the person has really good stats or otherwise really desireable, can always arrest them.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Silvador on April 22, 2016, 01:23:02 PM
I have no issue with this event. It doesn't happen a lot and it's nice to have if you're low on colonists.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Vaporisor on April 22, 2016, 01:33:06 PM
Quote from: Silvador on April 22, 2016, 01:23:02 PM
I have no issue with this event. It doesn't happen a lot and it's nice to have if you're low on colonists.

I think the issue is lack of realism.  For example, I once was doing an ice sheet colony.  Early game was ragged edge.  I could not afford to have just anybody join.  A geriatric person who was not capable of mining or dumb labor joined up.  So what do I do?  I get a mood penalty to get rid of him.  He just joined.  If it was more roleplay, and this guy was wandering came in, I would have had to say, am sorry, but if you come in, we all die.  Send him walking more and hope he survives.
Title: Re: Remove "wanderer joins" or revamp.
Post by: GarettZriwin on April 22, 2016, 02:03:27 PM
Quote from: hector212121 on April 22, 2016, 11:11:43 AM
I'm sorry, but in a real colony, you can't just walk in and say "yo, I'm your new bunkmate".
True, You must do it with style! "Yo, I'm your new abrassive gaymate, I will annoy the crap of you and attempt romance all the time!" (https://www.poorchat.net/uploads/emoticons/a113ee19a943ba99091c05767fb6fbbf.png)
Title: Re: Remove "wanderer joins" or revamp.
Post by: b0rsuk on April 22, 2016, 03:40:51 PM
You know those "a wanderer from faction ABC is passing through" events ? Give (some) of them hovering question marks. If you interact with the question mark, you can accept him (similar to how trade caravans work).

Alternatively, add some flavor text to justify it and make it more interesting. While trading, you purchase several crates of steel. When the caravan leaves, you find a stowaway, or a girl escaping from a brutal husband / unwanted marriage, etc. Then you would have an option to give him/her away for +faction reputation, or keep him/her
Title: Re: Remove "wanderer joins" or revamp.
Post by: hector212121 on April 23, 2016, 08:43:29 AM
I would, however, want a "Wanderer Settles" event in case of colony wipe. Basically, they go, "Oh, hey, scrap stuff!"
Title: Re: Remove "wanderer joins" or revamp.
Post by: hwfanatic on April 23, 2016, 09:02:50 AM
+1
Title: Re: Remove "wanderer joins" or revamp.
Post by: Silvador on April 23, 2016, 12:19:04 PM
Quote from: Vaporisor on April 22, 2016, 01:33:06 PM
Quote from: Silvador on April 22, 2016, 01:23:02 PM
I have no issue with this event. It doesn't happen a lot and it's nice to have if you're low on colonists.

I think the issue is lack of realism.  For example, I once was doing an ice sheet colony.  Early game was ragged edge.  I could not afford to have just anybody join.  A geriatric person who was not capable of mining or dumb labor joined up.  So what do I do?  I get a mood penalty to get rid of him.  He just joined.  If it was more roleplay, and this guy was wandering came in, I would have had to say, am sorry, but if you come in, we all die.  Send him walking more and hope he survives.

Lack of realism? If you want to argue that point, allow me to list the numerous aspects of this game that "lack realism"

1. Building complex machinery out of nought but steel.
2. Mining steel right out of the rock.
3. Converting once violent enemies as if merely flipping a switch in their head.
4. Cryosleep.
5. Mechanoids.
6. Healing otherwise fatal wounds with the application of little more than leaves.

And those are just off the top of my head.

It has been stated on a few separate occasions that a major aspect of this game is imagination. Events and graphics are intentionally made to be, shall we say, less than specific. "Random guy has joined". You must lack some serious cognitive abilities if you can't think of things happening just a little bit differently than a random person just strolling in and inserting themselves into a colony without anyone even batting an eye.


If you think having a random person joining is bad, then I have just one question to ask you. How many times do you offer safety to a person fleeing from a neighbouring settlement? How do you know that the next one you deny safety isn't highly skilled in something that you desperately need? I'd much rather have random, worthless people join than risk turning away someone with good skills.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Shinzy on April 23, 2016, 01:22:18 PM
I'd just like to see some more flavour text come with them and a reason why they were automatically accepted. Something like "Colonist Bacchus has invited a lone wanderer join the colony"

kind of like the colony naming at the start where random one of your guys "suggest" to name the place

I would help alot with rolling with it or even shape that colony's story in your head
and give another reason to hate Bacchus
Title: Re: Remove "wanderer joins" or revamp.
Post by: Mathenaut on April 23, 2016, 02:21:42 PM
Quote from: Silvador on April 23, 2016, 12:19:04 PM
Lack of realism? If you want to argue that point, allow me to list the numerous aspects of this game that "lack realism"

I think 'realism' is just code for 'agency'. Because there are so many useless stats and debilitating random attributes in the pool, it's more frequent than not that the random colonists that want to join are usually worthless. The worst thing is that you can't really see what you are getting, and you kinda can't do anything about it once you have them.

Best thing you can do is socially isolate them, then give them a knife to charge at the next raiders who drop in.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Limdood on April 23, 2016, 02:34:41 PM
Quote from: Shinzy on April 23, 2016, 01:22:18 PM
I'd just like to see some more flavour text come with them and a reason why they were automatically accepted. Something like "Colonist Bacchus has invited a lone wanderer join the colony"

kind of like the colony naming at the start where random one of your guys "suggest" to name the place

I would help alot with rolling with it or even shape that colony's story in your head
and give another reason to hate Bacchus

I like this....you already have the "option" of rejecting the wanderer (for 5 seconds of work, you can dig a grave, and for 10 seconds more, bury the poor sap - there is no loss of mood unless its already family).  It is meant to be the MOST beneficial new colonist event...the storyteller telling you "hey, you're kinda below the minimum number of colonists to really have a balanced experience from what i'm throwing at you."

Flavor would be amazing. 
-Colonist Bacchus has invited Redfields to join the colony.
-Another survivor of the shipwreck, Redfields, has recently landed nearby and has made their way to your settlement.
-A wandering nomad passing by has decided to join up with your colony in the interests of better chances of survival for all.

Etc.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Silvador on April 24, 2016, 06:02:53 AM
Quote from: Limdood on April 23, 2016, 02:34:41 PM-Colonist Bacchus has invited Redfields to join the colony.
-Another survivor of the shipwreck, Redfields, has recently landed nearby and has made their way to your settlement.
-A wandering nomad passing by has decided to join up with your colony in the interests of better chances of survival for all.

Etc.

Because who can imagine these stories on their own... Kids today. Gotta have all the stories told to them.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Shinzy on April 24, 2016, 06:56:47 AM
Quote from: Silvador on April 24, 2016, 06:02:53 AM
Because who can imagine these stories on their own... Kids today. Gotta have all the stories told to them.

Thats more giving a small shove to start using it Silvy. Setting up the event properly helps a great deal coming up with the rest yourself 
Title: Re: Remove "wanderer joins" or revamp.
Post by: Zombra on April 28, 2016, 02:40:46 PM
It does seem weird.  With just a tiny bit of reframing these events can be made more sensible, interactive, and fun.

Instead of just arbitrarily adding a guy to your roster, start it like a visitor event.  "A visitor arrives who would like to join your colony."  Then they walk up like any visitor, with the question mark floating over their head.  Just like any other visitor, you can look at their stats at any time.  You can right click on them and "Invite to join Colony".  If you don't, after a certain amount of time they will leave.  That's all that's needed to make this event not weird.  Should be very cheap to do.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Thane on April 28, 2016, 06:27:39 PM
Quote from: dragoduval on April 22, 2016, 12:17:31 PM
Send him naked against a huge animal, you either loose him or you gain free meat.

I just thought of this from the colonist's perspective:

"Hey new guy where are you going?"

*completely emotionless monotone*"I am going to strip off all my clothes in the store room, put my weapon in the rack, then I am going to challenge that grizzly, that is 400 yards away SSE, to fisticuffs."

"Well, have fun I guess. Will you need dinner?"

*monotone continues*"I doubt it. Good luck on those potatoes."
Title: Re: Remove "wanderer joins" or revamp.
Post by: Mathenaut on April 28, 2016, 07:00:23 PM
Quote from: Zombra on April 28, 2016, 02:40:46 PM
It does seem weird.  With just a tiny bit of reframing these events can be made more sensible, interactive, and fun.

Instead of just arbitrarily adding a guy to your roster, start it like a visitor event.  "A visitor arrives who would like to join your colony."  Then they walk up like any visitor, with the question mark floating over their head.  Just like any other visitor, you can look at their stats at any time.  You can right click on them and "Invite to join Colony".  If you don't, after a certain amount of time they will leave.  That's all that's needed to make this event not weird.  Should be very cheap to do.

I actually like this.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Vaporisor on April 29, 2016, 11:20:06 AM
Quote from: Mathenaut on April 28, 2016, 07:00:23 PM
Quote from: Zombra on April 28, 2016, 02:40:46 PM
It does seem weird.  With just a tiny bit of reframing these events can be made more sensible, interactive, and fun.

Instead of just arbitrarily adding a guy to your roster, start it like a visitor event.  "A visitor arrives who would like to join your colony."  Then they walk up like any visitor, with the question mark floating over their head.  Just like any other visitor, you can look at their stats at any time.  You can right click on them and "Invite to join Colony".  If you don't, after a certain amount of time they will leave.  That's all that's needed to make this event not weird.  Should be very cheap to do.

I actually like this.
Seconded.  Simple and effective.
Title: Re: Remove "wanderer joins" or revamp.
Post by: Thane on April 29, 2016, 01:53:30 PM
Quote from: Zombra on April 28, 2016, 02:40:46 PM
It does seem weird.  With just a tiny bit of reframing these events can be made more sensible, interactive, and fun.

Instead of just arbitrarily adding a guy to your roster, start it like a visitor event.  "A visitor arrives who would like to join your colony."  Then they walk up like any visitor, with the question mark floating over their head.  Just like any other visitor, you can look at their stats at any time.  You can right click on them and "Invite to join Colony".  If you don't, after a certain amount of time they will leave.  That's all that's needed to make this event not weird.  Should be very cheap to do.

This looks like it would work very well. +1
Title: Re: Remove "wanderer joins" or revamp.
Post by: Luroshard on May 01, 2016, 05:25:07 AM
Quote from: Zombra on April 28, 2016, 02:40:46 PM
Instead of just arbitrarily adding a guy to your roster, start it like a visitor event.  "A visitor arrives who would like to join your colony."  Then they walk up like any visitor, with the question mark floating over their head..  You can right click on them and "Invite to join Colony".
if this also means that I can order my colonists to gun him/her down just as I could with a visitor then +1
Title: Re: Remove "wanderer joins" or revamp.
Post by: Too-DAMN-Much on May 01, 2016, 11:22:51 PM
wouldn't this be very easy? prisoner delivery service? free vetting first? no extra charge?

YES, PLEASE! ;)