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RimWorld => General Discussion => Topic started by: wafflep90 on December 01, 2016, 10:47:15 AM

Title: Latest update ffor A16!!!!!!!
Post by: wafflep90 on December 01, 2016, 10:47:15 AM
OMG looks like we have some sort of fast travel between colonies maybe?!!?!?!?!?! what do you guys think

[attachment deleted by admin due to age]
Title: Re: Latest update ffor A16!!!!!!!
Post by: RadaRadaRada on December 01, 2016, 11:01:32 AM
The announcement say that the colonists are going to load assigned items to pods. My guess is that this is some sort of good transport system.

Also, I am seeing some jerrycans in stockpile. So, fuel to fuel the pods? This could have some implications, like, could it be used for fueled generator and are these goods brought, pumped and/or crafted from plants?
Title: Re: Latest update ffor A16!!!!!!!
Post by: Profugo Barbatus on December 01, 2016, 11:21:11 AM
Definitely fuel. Probably some sorta bio diesel, unless he's gone full ham and introduced oil to the deep driller.

And those are drop pods so unless he's suddenly decided to change how they work, I don't see any reason colonists couldn't board them. Fast reaction Marine force, here I come. It would fit for his previously mentioned "Solution for crossing bodies of water" where he said it was an existing method.

Man, this is gonna be pretty great. I'm excited.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Rock5 on December 01, 2016, 11:34:49 AM
The bottom left says "Entering transport pod" which suggests the pawn is entering the transport pod. Also 2 pawn on the top bar are grayed out suggesting they are gone. Possibly already used the transport pods?
Title: Re: Latest update ffor A16!!!!!!!
Post by: Andy_Dandy on December 01, 2016, 11:42:15 AM
Quote from: Rock5 on December 01, 2016, 11:34:49 AM
The bottom left says "Entering transport pod" which suggests the pawn is entering the transport pod. Also 2 pawn on the top bar are grayed out suggesting they are gone. Possibly already used the transport pods?

Or they have been away on a mission for a while, or are building a small mining colony somewhere else.....

....And fuel! Extreme flammability. Nice! Good luck finding an Insurance Company willing to insure your great Fuel Storehouse built from wood.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Alenerel on December 01, 2016, 12:07:53 PM
Teasing us like that should be punished by the law...

BTW when will it be released? Cause I was going to start a new long game right today...
Title: Re: Latest update ffor A16!!!!!!!
Post by: Fafn1r on December 01, 2016, 12:37:07 PM
Quote from: Rock5 on December 01, 2016, 11:34:49 AM
The bottom left says "Entering transport pod" which suggests the pawn is entering the transport pod. Also 2 pawn on the top bar are grayed out suggesting they are gone. Possibly already used the transport pods?

They are grayed out because of that text message, same as in A15.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Grishnerf on December 01, 2016, 12:38:52 PM
Quote from: Rock5 on December 01, 2016, 11:34:49 AM
Also 2 pawn on the top bar are grayed out suggesting they are gone. Possibly already used the transport pods?

if you get a message on the top left, there will always be some pawns greyed out to make it more readable.

but the screenshot indeed Looks like we can equip Crash pods with items and pawns.

Quote from: Alenerel on December 01, 2016, 12:07:53 PM

BTW when will it be released? Cause I was going to start a new long game right today...

it is in internal testing so my guess is about 2-3 weeks. just before xmas!
i also started my "last" colony on a15 few days ago.
Title: Re: Latest update ffor A16!!!!!!!
Post by: MisterVertigo on December 01, 2016, 12:55:37 PM
Are those some kind of progress meters on the pods too? Maybe an indication of how much fuel they have?
Title: Re: Latest update ffor A16!!!!!!!
Post by: Bobylein on December 01, 2016, 01:42:31 PM
I don't want to stir the hype but I say A16 will be multi-player introduction, that's why the world on the first teaser as an universal symbol of the Internet.

Here you see the drop pods to siege other player colonies.

Seriously though, it's just a dream of mine.
Title: Re: Latest update ffor A16!!!!!!!
Post by: carbon on December 01, 2016, 05:53:07 PM
Quote from: Bobylein on December 01, 2016, 01:42:31 PM
I don't want to stir the hype.

I fixed your post.
Title: Re: Latest update ffor A16!!!!!!!
Post by: xrumblingcdsx on December 01, 2016, 10:43:34 PM
Well now we know where all those drop pod events come from.
Title: Re: Latest update ffor A16!!!!!!!
Post by: deslona on December 01, 2016, 11:16:51 PM
Quote from: xrumblingcdsx on December 01, 2016, 10:43:34 PM
Well now we know where all those drop pod events come from.

Oh if only we could gear up 20 guys with power armor with bears and squirrels [all hail the squirrel], and send them back to the pirate stronghold to return the favor :(
Title: Re: Latest update ffor A16!!!!!!!
Post by: Mekhet on December 02, 2016, 01:32:40 AM
Drop Pods read to me like Rimworld will finally be dedicated to the imperium of man! FOR THE EMPEROR !
Title: Re: Latest update ffor A16!!!!!!!
Post by: vampiresoap on December 02, 2016, 01:43:01 AM
Quote from: RadaRadaRada on December 01, 2016, 11:01:32 AM
The announcement say that the colonists are going to load assigned items to pods. My guess is that this is some sort of good transport system.

Also, I am seeing some jerrycans in stockpile. So, fuel to fuel the pods? This could have some implications, like, could it be used for fueled generator and are these goods brought, pumped and/or crafted from plants?

Wait, where's this official announcement? Please post a link, thanks! ;)
Title: Re: Latest update ffor A16!!!!!!!
Post by: J_Dawg_27 on December 02, 2016, 01:45:17 AM
Fuel -> milk a boomalope?
Title: Re: Latest update ffor A16!!!!!!!
Post by: Thyme on December 02, 2016, 01:48:02 AM
Quote from: vampiresoap on December 02, 2016, 01:43:01 AM
Wait, where's this official announcement? Please post a link, thanks! ;)

The OP has the pic Tynan posted on the Ludeon hp.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Lightzy on December 02, 2016, 02:27:09 AM
Quote from: J_Dawg_27 on December 02, 2016, 01:45:17 AM
Fuel -> milk a boomalope?


Fucking brilliant
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 02, 2016, 02:34:08 AM
The pods idea gives me an EVIL idea.... what if you can load up animals high on coke (er, yayo) and maybe gas the pod with something to make the animals berserk, them shoot them through the roof of an enemy base? This would be hilarious, shoot a couple dozen boom-rats into the base of someone...
Title: Re: Latest update ffor A16!!!!!!!
Post by: Lightzy on December 02, 2016, 02:44:30 AM
I'm not sure those pods are meant for launching though.
For some reason it doesn't make sense to me in the context of the game.
Why add caravans and make such a big deal out of them (and they ARE fucking cool), if you can do fucking drop-pod assault.

I'm not sure what the use of the drop pods is but I do hope it's not that.
Maybe it's for containing stuff that goes with your caravan? I dunno.

Would totally take the novelty and coolness out of the caravan concept if you could ignore it completely and just shoot stuff wherever
Title: Re: Latest update ffor A16!!!!!!!
Post by: Doc Savage NDMF on December 02, 2016, 02:51:52 AM
Quote from: mumblemumble on December 02, 2016, 02:34:08 AM
The pods idea gives me an EVIL idea.... what if you can load up animals high on coke (er, yayo) and maybe gas the pod with something to make the animals berserk, them shoot them through the roof of an enemy base? This would be hilarious, shoot a couple dozen boom-rats into the base of someone...

"So what exactly did we do all this research and construction for..? I thought we were going home..."

"And we will... Right after we send those pirate mother fill in the blanks a truly spectacular thanks for all the memories gift. Make sure you get everyone to sign the card. And tape it to one of the boomalopes really good so they see it before the fireworks start. It truly sucks to get such a nice present and not know who it's from..."

It's not evil if it's 100% totally justified, is it..?  ;D
_
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 02, 2016, 03:15:04 AM
By the way, I expect the economy will change drastically in game...I think that pod cost will be pretty pricey, but space trading will be far more variety and such. better quality, higher inventory, more options.

I can see it where trading on the planet is akin to grocery store shopping, where as space trading is akin to international shipping / costs for that....doable, but much more expensive, and a bit more involved.

I for one approve this.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Spdskatr on December 02, 2016, 04:22:49 AM
Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!
OH thats what he meant. It makes a lot of sense now. I stupid
Title: Re: Latest update ffor A16!!!!!!!
Post by: Blastoderm on December 02, 2016, 04:41:36 AM
I envision whole new universe of slave trade and ransom mechanics!
1. Shove a prisoner in the pod, send them back to settlement, get back your pod with ransom.
2. Buy back your captured pawns.
3. Send crashed spacers to settlements and get back their gratitude.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Listen1 on December 02, 2016, 05:32:21 AM
Quote from: Lightzy on December 02, 2016, 02:27:09 AM
Quote from: J_Dawg_27 on December 02, 2016, 01:45:17 AM
Fuel -> milk a boomalope?
Fucking brilliant

OH YEAH, MILKING BOOMALOPES IS DA BOMB!
Title: Re: Latest update ffor A16!!!!!!!
Post by: RadaRadaRada on December 02, 2016, 05:41:25 AM
An in-game event announcement in the picture.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Daman453 on December 02, 2016, 07:06:22 AM
The pods are to send people and items to other colony's you have, at least that's what I think
Title: Re: Latest update ffor A16!!!!!!!
Post by: carbon on December 02, 2016, 07:13:53 AM
Since the OP is only a blurry thumbnail, here's the full resolution version for those of us who don't normally go to the homepage.

(https://ludeon.com/blog/wp-content/uploads/2016/12/Pods_1.jpg)
(click for full size)

-----


EDIT: I like how this colony only has fuel, kibble and yayo. They know what's important in life.

Also, a couple things to note:
1) The bottom menu bar hasn't been altered from previous versions, suggesting the globe map is indeed mostly a graphical upgrade of the existing world map (occupying the same tab).

2) If there's formal fuel, then keeping things running with twigs might be a thing of the past.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Profugo Barbatus on December 02, 2016, 07:50:29 AM
Quote from: Lightzy on December 02, 2016, 02:44:30 AM
I'm not sure those pods are meant for launching though.
For some reason it doesn't make sense to me in the context of the game.
Why add caravans and make such a big deal out of them (and they ARE fucking cool), if you can do fucking drop-pod assault.

I'm not sure what the use of the drop pods is but I do hope it's not that.
Maybe it's for containing stuff that goes with your caravan? I dunno.

Would totally take the novelty and coolness out of the caravan concept if you could ignore it completely and just shoot stuff wherever

Nah, it makes sense. The caravan pictures we saw have some significant travel time, and have to be supplied (Food) for said travel as well. Potentially at risk of ambush as well. Drop pods would very likely be expensive, requires this fuel resource, and preparation in advance, and in return offer that rapid speed action. Ground Caravans likely also would have SIGNIFICANTLY higher carry capacity.

Its a trade off, speed or resources, and I think it'll work quite well.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Andy_Dandy on December 02, 2016, 09:50:34 AM
Quote from: Profugo Barbatus on December 02, 2016, 07:50:29 AM
Quote from: Lightzy on December 02, 2016, 02:44:30 AM
I'm not sure those pods are meant for launching though.
For some reason it doesn't make sense to me in the context of the game.
Why add caravans and make such a big deal out of them (and they ARE fucking cool), if you can do fucking drop-pod assault.

I'm not sure what the use of the drop pods is but I do hope it's not that.
Maybe it's for containing stuff that goes with your caravan? I dunno.

Would totally take the novelty and coolness out of the caravan concept if you could ignore it completely and just shoot stuff wherever

Nah, it makes sense. The caravan pictures we saw have some significant travel time, and have to be supplied (Food) for said travel as well. Potentially at risk of ambush as well. Drop pods would very likely be expensive, requires this fuel resource, and preparation in advance, and in return offer that rapid speed action. Ground Caravans likely also would have SIGNIFICANTLY higher carry capacity.

Its a trade off, speed or resources, and I think it'll work quite well.

BINGO!
Title: Re: Latest update ffor A16!!!!!!!
Post by: Jaridan on December 02, 2016, 12:14:28 PM
somehow I'm  getting the feeling we'll be exploring whole new methods of torture/bad stuff to do with this update D:
Title: Re: Latest update ffor A16!!!!!!!
Post by: Listen1 on December 02, 2016, 12:40:34 PM
-Oh great, another Convnent Child/Sheriff... Well...

Sends him to the drop pad.
Clutter the thing with fuel
Thrown it into a raider camp
Title: Re: Latest update ffor A16!!!!!!!
Post by: CodeRen on December 02, 2016, 12:47:28 PM
Quote from: Andy_Dandy on December 02, 2016, 09:50:34 AM
Quote from: Profugo Barbatus on December 02, 2016, 07:50:29 AM
Quote from: Lightzy on December 02, 2016, 02:44:30 AM
I'm not sure those pods are meant for launching though.
For some reason it doesn't make sense to me in the context of the game.
Why add caravans and make such a big deal out of them (and they ARE fucking cool), if you can do fucking drop-pod assault.

I'm not sure what the use of the drop pods is but I do hope it's not that.
Maybe it's for containing stuff that goes with your caravan? I dunno.

Would totally take the novelty and coolness out of the caravan concept if you could ignore it completely and just shoot stuff wherever

Nah, it makes sense. The caravan pictures we saw have some significant travel time, and have to be supplied (Food) for said travel as well. Potentially at risk of ambush as well. Drop pods would very likely be expensive, requires this fuel resource, and preparation in advance, and in return offer that rapid speed action. Ground Caravans likely also would have SIGNIFICANTLY higher carry capacity.

Its a trade off, speed or resources, and I think it'll work quite well.

BINGO!


I think you are wrong and that thats a vehicle and the pods are used to enter it and sit down. Like seats in a land vehicle.
Title: Re: Latest update ffor A16!!!!!!!
Post by: bchbum16 on December 02, 2016, 01:33:46 PM
Quote from: CodeRen on December 02, 2016, 12:47:28 PM
Quote from: Andy_Dandy on December 02, 2016, 09:50:34 AM
Quote from: Profugo Barbatus on December 02, 2016, 07:50:29 AM
Quote from: Lightzy on December 02, 2016, 02:44:30 AM
I'm not sure those pods are meant for launching though.
For some reason it doesn't make sense to me in the context of the game.
Why add caravans and make such a big deal out of them (and they ARE fucking cool), if you can do fucking drop-pod assault.

I'm not sure what the use of the drop pods is but I do hope it's not that.
Maybe it's for containing stuff that goes with your caravan? I dunno.

Would totally take the novelty and coolness out of the caravan concept if you could ignore it completely and just shoot stuff wherever

Nah, it makes sense. The caravan pictures we saw have some significant travel time, and have to be supplied (Food) for said travel as well. Potentially at risk of ambush as well. Drop pods would very likely be expensive, requires this fuel resource, and preparation in advance, and in return offer that rapid speed action. Ground Caravans likely also would have SIGNIFICANTLY higher carry capacity.

Its a trade off, speed or resources, and I think it'll work quite well.

BINGO!


I think you are wrong and that thats a vehicle and the pods are used to enter it and sit down. Like seats in a land vehicle.
Tynan had already said that we will be able to get around the same way as the pirates are able to. Since there are no vehicles in game as of now, the only plausible explanation would be drop-pod technology.
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 02, 2016, 03:41:07 PM
Can we use fuel to pour out as a massive fire trap?

Can we use it to produce molotovs? Can we use it to produce an incendiary launcher?

Will I be able to have pyromaniac fun like in postal 2?

Enjoying fire ingame, I cannot help but ask this...
Title: Re: Latest update ffor A16!!!!!!!
Post by: Proxava on December 02, 2016, 04:18:37 PM
Quote from: mumblemumble on December 02, 2016, 03:41:07 PM
Can we use fuel to pour out as a massive fire trap?

Can we use it to produce molotovs? Can we use it to produce an incendiary launcher?

Will I be able to have pyromaniac fun like in postal 2?

Enjoying fire ingame, I cannot help but ask this...

I'm sure if your ideas won't be implemented in A16, there would soon be a mod adding them.
Title: Re: Latest update ffor A16!!!!!!!
Post by: ChaosChronicler on December 02, 2016, 04:28:15 PM
If A16 gives us the ability to do drop-pod raids it could be the most risky endeavor a player could do unless they plan very carefully. I could see it go south fast that you have to retreat. Having a caravan wait outside the faction area could be the line between life and death for your raiders. God I hope we could park a caravan outside a raider faction camp.
Title: Re: Latest update ffor A16!!!!!!!
Post by: PhenomTaker on December 02, 2016, 05:07:57 PM
Don't know how much will be in Alpha 16, but it does allow for plenty of new cool stuff for mods and future updates.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Jaridan on December 03, 2016, 01:11:29 AM
Quote from: ChaosChronicler on December 02, 2016, 04:28:15 PM
If A16 gives us the ability to do drop-pod raids it could be the most risky endeavor a player could do unless they plan very carefully. I could see it go south fast that you have to retreat. Having a caravan wait outside the faction area could be the line between life and death for your raiders. God I hope we could park a caravan outside a raider faction camp.
Maybe a faction will be making a killing by offering parking lots for muffalo caravans :D (jk)
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 03, 2016, 02:13:39 AM
I can't help but think of the drop pods from the quake series now...the part in quake 4 where a series of pods (yours including ) makes the thought kind of gut wrenching, where a third of the pods are destroyed by AA guns, several die on impact with hard landing spots, others get crushed, trapped, shot as they climb out, ect, and in the end only 25% of the forces that launched 5 minutes ago survive 5 minutes later. They compare the pods to "big metal coffins" and the idea is terrifying, basically combining D-day, being shot out of a canon, A rollercoaster, car crash, and being stranded in enemy territory all into 1 big nasty experience...

.... ...I hope invading a mechanoid hive is like this, like this, combined with xcoms assault objectives on UFOs.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Bozobub on December 03, 2016, 02:21:13 AM
Sorry, it's a total non sequitur, but the fact I can play the PS1 version of X-Com (the best one ever, btw; no, you are NOT allowed to argue *glare*) on my freaking phone never ceases to amuse me.  Literally; my wife thinks it's hysterical to hear the little grey men scream xD ...

Yes, I'd love that too.  But that wouldn't really feel like RimWorld to me, either, you know?
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 03, 2016, 02:51:10 AM
Eh, I think it COULD... "feel" rimworld is subjective if something is added, but think about it....think about a mission where you send people on a highly DANGEROUS area, where generally at least a few will die, but with MASSIVE rewards in exchange...considering how attached people get to pawns this would be hard.

I know one of my favorite things with xcom was strangely, worrying over injured troops, and mourning dead ones...the mission where xcom hq gets invaded I found very brutal, as nobody had their gear equipped, so I got tons of people with default gear...still defended, but lost around a dozen troops... that was....very rough.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Shurp on December 03, 2016, 03:03:02 PM
Funny, my experience with "suck-waddies" in X-com was that they were wholly expendable.  They dropped dead so easily that I was constantly recycling them.  The only ones I was concerned about were the ones with a high psionic skill to save for the end-game.

I care about pawns in Rimworld much more because it's harder to get replacements, and it's too easy for them to get *crippled* without getting killed making them a drag on the colony.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Bozobub on December 03, 2016, 03:46:26 PM
Well, I farm Psi-Amps and training early as possible, so I know who my keepers are right away.  The PS1 version has an advantage — beyond better graphics and a real CD soundtrack — in that certain names have (with variance) certain stat tendencies, especially the set you start with, unlike the PC version.  Nick Jones is ALWAYS a bad mofo, for example.  So none of my guys in the main (Avenger) squad are even slightly expendable ^^' .

BTW, if you want a batshit crazy take on the X-Com engine, check out "X-Piratez"; it's a thing of beauty.
http://openxcom.org/forum/index.php/topic,4465.0.html <- Download link
https://www.rockpapershotgun.com/2016/03/30/x-piratez-xcom-mod/ <- Review
Title: Re: Latest update ffor A16!!!!!!!
Post by: ChaosChronicler on December 03, 2016, 04:18:36 PM
Quote from: Jaridan on December 03, 2016, 01:11:29 AM
Quote from: ChaosChronicler on December 02, 2016, 04:28:15 PM
If A16 gives us the ability to do drop-pod raids it could be the most risky endeavor a player could do unless they plan very carefully. I could see it go south fast that you have to retreat. Having a caravan wait outside the faction area could be the line between life and death for your raiders. God I hope we could park a caravan outside a raider faction camp.
Maybe a faction will be making a killing by offering parking lots for muffalo caravans :D (jk)

Probably should clarify, I meant park the caravan one map over as the fall-back point. But yeah anyone could make a killing with that  ;)
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 03, 2016, 04:45:07 PM
To be honest, never played the first xcom...but enemy within anyway, losing a well leveled person was a tragedy.

This is even more so with hidden potential, randomized traits, and other options turned on. Certain people just aren't replaceable...

And certainly in rimworld, its the same...which is why I think doing an attack, while beneficial. will be kind of terrifying.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Alenerel on December 03, 2016, 08:59:07 PM
I think that combat in this game is "strangely" placed. A single battle can screw up your entire game and I think that this shouldnt be entirely like this since the game depends on many other things.

Im having an idea right now. Instead of pawns dying so easily, make them that take longer to recover from serious injuries. This way you could have it, let say, 15 days in bed, it would be a huge hit, but you wouldnt be losing him. He also could get of the bed but would make him very inefficient and make his wounds to get worse. I say get off the bed in case of emergency, ofc.
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 04, 2016, 02:02:38 AM
I kinda agree, currently theres a fine line between "eh, ill be fine tommarow" and "OH GOD FUCK MY ARM IS GONE!!!"

Really, I think several extremities should get much more health, but face severe injuries. Why cant someone break their leg, but keep it attatched, but need to be bedridden as the bone heals? Why cant a severe arm laceration leave the arm totally useless and damaged for a week, but not ripped off? And why are torsos something which get "destroyed"? Shouldn't a torso have a pretty high health, but just bleed more and more?

Yes...health in rimworld is slightly screwy, which isn't helped that decapitating a patient counts as a MINOR failure =)
Title: Re: Latest update ffor A16!!!!!!!
Post by: Thyme on December 04, 2016, 02:57:04 AM
Well, RimWorld is a game, it can hardly be 100% realistic? I like how it has so many different aspects covered, but mostly does it in a shallow way (not sure about wording, non native here ;)). E.g. the firefights: There are different weapons, stats for the pawns, range-based accuracy, cover, ... but it doesn't go to deep and has ammo or jams. Making everything hyperrealistic would probably break the game. I think Tynan got it well balanced in that terms.

PS: If you want it hyperrealistic, there's this game, you know, it's called real life! :D
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 04, 2016, 03:03:30 AM
Oh trust me, I understand the idea of realism being impossible on a 1 to 1 scale, but decapitating one while screwing on a pegleg is a bit much.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Ramsis on December 04, 2016, 03:20:13 AM
I love all the stuff I'm seeing in this thread and can't wait to play A16 :D
Title: Re: Latest update ffor A16!!!!!!!
Post by: Lightzy on December 04, 2016, 03:55:43 AM
Quote from: Thyme on December 04, 2016, 02:57:04 AM
Well, RimWorld is a game, it can hardly be 100% realistic? I like how it has so many different aspects covered, but mostly does it in a shallow way (not sure about wording, non native here ;)). E.g. the firefights: There are different weapons, stats for the pawns, range-based accuracy, cover, ... but it doesn't go to deep and has ammo or jams. Making everything hyperrealistic would probably break the game. I think Tynan got it well balanced in that terms.

PS: If you want it hyperrealistic, there's this game, you know, it's called real life! :D


That's a silly argument.

Also, ammo would make the game a million times better.
It will put melee combat slightly more in balance with ranged combat as a valid option, and sometimes even a necessary one
Title: Re: Latest update ffor A16!!!!!!!
Post by: mumblemumble on December 04, 2016, 04:01:15 AM
Heh, honestly, combat realism mod (?) has ammo, but did the opposite, but guns in that, and gun play are VERY different.

Guns are more accurate, need reloading, do more damage, and injuries are worse. Ontop of that, you can choose to take accurate, aimed shots, or just spray n pray.

I also cannot wait for a16, and the possibilities, combined with that mod.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Cpt. DuctTape on December 04, 2016, 01:15:19 PM
Going back to the original topic, one thing that I thought off, is the importance of landing sites after the update. In the previous versions, you would look for a biome, with a good temperature range, then bam, you land there.

However, with the next update, it might be a good idea to land next to settlements or tribes, because it wouldn't even take a day for the trading caravans to arrive, and in case you get attacked, you could easily call for reinforcements. Of course, there's the risk of backstabbing on both sides, but I'm pretty sure a lot of RimWorld players would enjoy that kind of stuff. :)
Title: Re: Latest update ffor A16!!!!!!!
Post by: SKD_Dudu on December 04, 2016, 01:37:01 PM
Well after those images/teaser, transports pods, moving or creating another colony, too much possibilities and mods will certainly came in A16, this be be insane mates, i can't wait to play this update.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Wanderer_joins on December 04, 2016, 02:10:35 PM
Isn't this pod launch system simply for orbital trade?

Isn't the map simply to explain waiting time for caravans from various factions?

Which is great since the trade system is kind of broken but i'm just trying to keep it real.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Bozobub on December 04, 2016, 02:15:02 PM
- Probably not.

- No, according to Tynan's teases.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Elixiar on December 04, 2016, 03:02:09 PM
If ranged combat needed a generalised ammo type and weapons had more niche uses. (Eg shotgun is the go to weapon for clustering enemies but low accuracies) then there would be more of a dependence on melee combat.

I remember playing a mod which used an ammo system for q gun emplacement and it worked really really well.
Title: Re: Latest update ffor A16!!!!!!!
Post by: keylocke on December 04, 2016, 06:21:54 PM
@OP : this is probably similar to how dwarf fortress does trading with caravans. except this is probably rimworld's version of trading with an orbiting merchant ship.
Title: Re: Latest update ffor A16!!!!!!!
Post by: Cimanyd on December 05, 2016, 02:24:24 AM
Quote from: Wanderer_joins on December 04, 2016, 02:10:35 PM
Isn't this pod launch system simply for orbital trade?

Isn't the map simply to explain waiting time for caravans from various factions?

Which is great since the trade system is kind of broken but i'm just trying to keep it real.

This teaser image (https://ludeon.com/blog/wp-content/uploads/2016/11/Planet_a_caravan.jpg) pretty clearly shows it's the player's caravan. There are two groups of colonists at the top, with the one on the right selected as the caravan is. There are options at the bottom to "split" and "settle". The blue house icon (of which there are no others, even on this other image (https://ludeon.com/blog/wp-content/uploads/2016/11/Planet_a_ice.jpg)) must be the colony, so this caravan of colonists has recently left the colony to go attack nearby pirates (don't know why two different colors; two kinds of pirates? new hostile human faction? or just red are mechanoids?).

Given that colonists can move around in caravans on the world map, and this exchange Spdskatr quoted earlier in this thread:

Quote from: 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?
Quote from: Tynan on November 07, 2016, 03:49:27 PM
There will be a solution.

The same solution pirates use already!

...and that McAulay is "Entering transport pod." in the teaser this thread is about (https://ludeon.com/blog/wp-content/uploads/2016/12/Pods_1.jpg), it's safe to assume that we can use these transport pods to move colonists and items (see top left message) without having to cross the map, which you might have to do if you're on an island.

I was going to speculate, then I looked at what Tynan's said lately.

Twitter: (https://twitter.com/TynanSylvester/status/804336716744130561)
Quote from: @TynanSylvester
Transport pods go both ways :D

Reddit: (https://www.reddit.com/r/RimWorld/comments/5eux4b/we_have_to_be_getting_vehicles_in_the_new_alpha/dagcl3f/?context=3)
Quote from: /u/ieatcavemen
We HAVE to be getting vehicles in the new alpha, right?

With the implementation of caravans and traveling across the map Tynan must surely be planning to introduce (hopefully customisable) land vehicles.

If I'm going to exterminate civilise my Rimworld neighbours there's only so much genocide diplomacy I can accomplish with hand carts.
Quote from: /u/TynanSylvester
There are vehicles, but probably not the way you imagine!

So that thing is probably a vehicle, like the ship, that effectively teleports you somewhere else on the world map at the cost of fuel (and whatever research and materials you needed to have built 6 of each of those things in the first place).
Title: Re: Latest update ffor A16!!!!!!!
Post by: Wanderer_joins on December 05, 2016, 03:49:42 AM
Ok, i tried hard to keep calm, but now i'm hyped-up!