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RimWorld => General Discussion => Topic started by: PerunPerunowy on November 07, 2016, 11:30:47 AM

Title: A16 Island start and Caravane Issue
Post by: PerunPerunowy on November 07, 2016, 11:30:47 AM
What if i want to start on Island?
How can i get to the Continent by Caravane Mode? Boats? Ships?
Title: Re: A16 Island start and Caravane Issue
Post by: Morak on November 07, 2016, 11:37:44 AM
Take a step.
Surface.
Take a breath.
Sink.
Take a step...
Title: Re: A16 Island start and Caravane Issue
Post by: mumblemumble on November 07, 2016, 11:40:37 AM
I imagine this will be addressed in closed beta, with rafts, boats, or whatever. Though I have a feeling islands will be a bit harder to get to / from, meaning less raids...just a thought
Title: Re: A16 Island start and Caravane Issue
Post by: Scythah on November 07, 2016, 12:59:31 PM
Quote from: mumblemumble on November 07, 2016, 11:40:37 AM
I imagine this will be addressed in closed beta, with rafts, boats, or whatever. Though I have a feeling islands will be a bit harder to get to / from, meaning less raids...just a thought

That'd be interesting, there could be pros and cons of settling on an island then.
Title: Re: A16 Island start and Caravane Issue
Post by: Numar on November 07, 2016, 01:06:27 PM
Did I miss something?

Honestly, we know nothing except two screenshots, stop getting your imaginations go wild. That will be better for your mental health when we get to know what all the fuss is actually about.
Title: Re: A16 Island start and Caravane Issue
Post by: mumblemumble on November 07, 2016, 01:15:15 PM
If you carefully examine the map screenshot, it speaks of raids, caravans, travel, ect...I think this will be a rework of caravans. And since islands exist, this is a problem.
Title: Re: A16 Island start and Caravane Issue
Post by: Canute on November 07, 2016, 01:26:24 PM
Why ?
It is your choise to land on an island.
So you never get any visitors or caravanes just spaceship trader, Mech/pirate raids with drop pods.

But maybe they introduce Airship caravans too.
Very big zeppelins who stops by your main entrance for a day. :-)
Title: Re: A16 Island start and Caravane Issue
Post by: carbon on November 07, 2016, 01:39:05 PM
There's likely just a movement penalty associated with every world map hex. Those with water or mountains or jungle have higher penalties.

Worst case, traversing water requires a bit of research or a packed item (e.g. "inflatable raft").

Keep in mind, we're talking about crossing small waterways in a game about crossing star systems.
It's not going to be a big deal.
Title: Re: A16 Island start and Caravane Issue
Post by: mumblemumble on November 07, 2016, 01:43:34 PM
actually, I was imagining building a PORT town, then building shipping vessels IN said towns for over seas
Title: Re: A16 Island start and Caravane Issue
Post by: Bozobub on November 07, 2016, 03:15:57 PM
Quote from: carbon on November 07, 2016, 01:39:05 PM
There's likely just a movement penalty associated with every world map hex. Those with water or mountains or jungle have higher penalties.

Worst case, traversing water requires a bit of research or a packed item (e.g. "inflatable raft").

Keep in mind, we're talking about crossing small waterways in a game about crossing star systems.
It's not going to be a big deal.
Many colonies start out in Rimworld with nothing better than pointy sticks, clubs, and a disturbing lack of food, clothing, shelter, heat, education, experience, health, and other essentials.  Crossing a waterway can be as hard as going to Alpha Centauri, if you don't have the proper equipment.

Consider the random backgrounds of Rimworld colonists; you think, say, a glitterworld orphan is likely to know how to make a raft, when confronted with the Mississippi, much less a ship for an inland sea or ocean..?

So yeah, research is one component, but I think it should actually be VERY difficult, at least for ocean travel.  Take one look at a fully-rigged Yankee Clipper to see why =) .  Try figuring out how to make (then use) a sextant on your own, as another example.
Title: Re: A16 Island start and Caravane Issue
Post by: carbon on November 07, 2016, 03:43:02 PM
Oh, and there's also winter.

Just afix a sail and skates to your biggest muffalo and ride it across.  8)
Title: Re: A16 Island start and Caravane Issue
Post by: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!
Title: Re: A16 Island start and Caravane Issue
Post by: Fluffe on November 07, 2016, 04:11:00 PM
Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!

https://www.youtube.com/watch?v=q6oKjuvA55g (https://www.youtube.com/watch?v=q6oKjuvA55g)
Couldn't Help myself lol
Title: Re: A16 Island start and Caravane Issue
Post by: carbon on November 07, 2016, 04:14:53 PM
So we have to steal the cursed (https://www.youtube.com/watch?v=OjJuZCECRu4) treasure of Cortés?
Title: Re: A16 Island start and Caravane Issue
Post by: ReZpawner on November 07, 2016, 07:10:18 PM
Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!
If you keep promoting piracy on this page, sir, you may be banned.

Also, are we talking Y'arr-pirates or Somalian-pirates-we-pirates?
Title: Re: A16 Island start and Caravane Issue
Post by: Profugo Barbatus on November 07, 2016, 11:29:08 PM
I think he's talking drop pod pirates. Dunno how you're supposed to get back though if that's the case. Maybe a second base on the other side of the body of water, a FOB, with launchers to send your guys back.

If that's the case, I'm gonna have to prep an elite hell jumper unit to assault the enemy.
Title: Re: A16 Island start and Caravane Issue
Post by: mumblemumble on November 07, 2016, 11:43:01 PM
To be completely honest, I HOPE its not drop pods, or at least that it takes massive amount of research, and a building to make... The way we can sell stuff into orbit is already odd
Title: Re: A16 Island start and Caravane Issue
Post by: Alenerel on November 08, 2016, 02:25:09 AM
I suppose that the solution will be either just ignoring water and treat it as it was terrain or make the caravan slow down in water.

IMO introducing boats/rafts is complicating it uselessly.
Title: Re: A16 Island start and Caravane Issue
Post by: mumblemumble on November 08, 2016, 02:33:07 AM
But then you will wonder how are muffalos, pawns, cats, and people with peg legs are swimming across OCEANS...... If someone could make a doodle depicting this...hahaha.
Title: Re: A16 Island start and Caravane Issue
Post by: Alenerel on November 08, 2016, 02:41:22 AM
I ofc know it doesnt make sense, just as many other things in this game, but my opinion is for playability reasons.

An alternate thing to please anyone is to make their icon to stop at the coast for a day, then move across the water (faster or not), but with their icon having a small boat below them. That make us think "oh, they are in a boat" and please our little minds, even when for gameplay purposes it would be the exact same time as crossing the water on foot or slowing it down.

Another thing I just thought is to have to build a boat with materials in your base, but being a reusable one. The thing is then, you imagine the people crossing the desert with a boat in their backs and we are in the same "boat" again.

The thing is as long as I dont have to build a damn boat each time and micromanage it do death Im pretty much happy with anything.
Title: Re: A16 Island start and Caravane Issue
Post by: mumblemumble on November 08, 2016, 02:51:13 AM
TBH, I was thinking either one, rafts which work for SMALL water trips (rivers, lakes, cannals) and needing a port / large boat for OCEANS. this way 90% of water travel is easy, but sea travel is a bit harder
Title: Re: A16 Island start and Caravane Issue
Post by: Scythah on November 08, 2016, 04:10:01 AM
Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!

That's interesting... so does that mean there'll be some strategic value to settling on an island area? Will it prevent low-tech enemies like tribals from reaching you if they can't use drop pods? Or is this purely an issue for players to deal with?
Title: Re: A16 Island start and Caravane Issue
Post by: Yoshida Keiji on April 15, 2017, 08:10:31 AM
Im on an island now in Boreal Forest with desert and ocean to the sides. Only got 2 caravans at the very beginning of the game and nobody else came ever since, built a Communication Console and one Orbital trade beacon, waiting for a ship to fly by.

The thing is I have been playing on FFx3 most of the time with only assigning my chef to cook when meals start to run out and aint doing anything else.

Im already considering starting another game. Had just one escape pod crash-land at the start too, and got cero Silver and no more Compacted machinery visible around.

I will have to recycle all my heaters to build a Hi-tech research bench or else won't be able study Multi-analyer...

Lets see if I can make it...boredom has already stinged.
Title: Re: A16 Island start and Caravane Issue
Post by: Canute on April 15, 2017, 08:58:31 AM
QuoteIm on an island now in Boreal Forest with desert and ocean to the sides. Only got 2 caravans at the very beginning of the game and nobody else came ever since, built a Communication Console and one Orbital trade beacon, waiting for a ship to fly by.

Do you know you can order a caravan to visit you for 300/600 silver ?
Does this work ?
Title: Re: A16 Island start and Caravane Issue
Post by: keylocke on April 15, 2017, 09:32:23 AM
i suppose the cop out solution would just add move penalties on your caravan while traveling on water tiles and disable encounter events.

players are probably expected to assume that their colonists built rafts or whatevs prior to going on a water tile.

^this isn't an exciting solution, but it would work with minimal effort.

problem is : excitement causes a buzz, which translates to diehard fans going giddy with anticipation for new awesome features, which then translates to spread via word of mouth, which then translates to sales. (players butchering raiders and turning them into hats <-- that simple feature practically turned rimworld gold into rimworld platinum with diamond bling)

it's the same thing why bug fix only updates don't generate much attention compared to updates with new features.

heck, mods like dubs bad hygiene, redist heat, industrial rollers, fishing industry, real fog of war, realistic darkness, minimap, edb prep carefully, etc.. features that used to have long winded arguments in the suggestion boards about why they're not "necessary" and "doesn't add to the gameplay", etc..

but wow, the moment i started using those mods, vanilla hardly satisfies me anymore.

it's also kinda disappointing why the mod pawns mate was removed in the workshop. (i hope it gets updated to a16 or a17 and uploaded in dropbox or wherever)
Title: Re: A16 Island start and Caravane Issue
Post by: Yoshida Keiji on April 15, 2017, 01:01:18 PM
Quote from: Canute on April 15, 2017, 08:58:31 AM
QuoteIm on an island now in Boreal Forest with desert and ocean to the sides. Only got 2 caravans at the very beginning of the game and nobody else came ever since, built a Communication Console and one Orbital trade beacon, waiting for a ship to fly by.

Do you know you can order a caravan to visit you for 300/600 silver ?
Does this work ?

I have cero Silver and only 105 gold. I used up all the starter silver on the first two visits... theres no way I can call another faction to send me a caravan... I could start a caravan myself...but we are only 5 pawns... I want to be able to finish the game without having to survive the struggle of building up a second colony elsewhere...thats too much...

Now I must build the "Multi-analizer" to continue my researches but... no plasteel no the map so far and Im mining so much that Im gonna end on the opposite side of the globe at this pace... so I will be dependent on flying ships trade...and a miraculous one...because since I don't have any Silver, whichever ship that comes must have some to sell me...while at the same time I will to sell to them in order to get some Silver...

...and by the time a second ship arrives... I will probably be on the year 10.000 at this pace...