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RimWorld => General Discussion => Topic started by: Shurp on November 21, 2017, 10:03:02 PM

Title: Tornado
Post by: Shurp on November 21, 2017, 10:03:02 PM
So I just got hit by my first tornado, and I'm uncertain about whether I enjoyed the experience or not.  I did find that it made having the trading spot mod absolutely essential, because the tornado decided to target the very spot a visiting trading caravan was standing.  By moving the spot I was able to get them safely out of the way.  I was also able to recruit my colonists and get them to run away as well.

But my structures got beat up pretty badly.  I like the idea that the bigger your base is the more damage it will do.  But I dislike that there's not much you can do to reinforce it.  Stone walls hold up fine (like they should) but the stuff inside the walls just gets obliterated which makes no sense.  Can't we have some sort of reinforced roofs?  Or maybe anything within 2 squares of a standing wall with a roof automatically is safe?  This way you could build lots of pillars to protect the important stuff inside.  Also this way your colonists could flee to a safe room -- having them run away *outside* is completely ridiculous, but right now it's the safest thing to do!
Title: Re: Tornado
Post by: dearmad on November 21, 2017, 11:21:13 PM
Why on earth would ypu get them safely out of the way?

Let em all die and take their stuff!

Make them CHASE the tornado by putting the spot in harm's way!

Amateur...
Title: Re: Tornado
Post by: Shurp on November 22, 2017, 01:56:22 AM
Because killing them and taking their stuff is too easy?  And I like having good relationships with my neighbors?
Title: Re: Tornado
Post by: Canute on November 22, 2017, 02:17:46 AM
More important info are, that the tornade is aiming the trading spot.

Why should the tornado doing this, except there is a weather control research.

You maybe should mention this at the bug section.
Title: Re: Tornado
Post by: Tynan on November 22, 2017, 02:20:18 AM
Yeah, we talked about this recently. We're gonna cut the tornado as a random event and make it a one-use superweapon a la the orbital targeters (tornado generator).
Title: Re: Tornado
Post by: Vlad0mi3r on November 22, 2017, 03:36:35 AM
Quote from: Tynan on November 22, 2017, 02:20:18 AM
Yeah, we talked about this recently. We're gonna cut the tornado as a random event and make it a one-use superweapon a la the orbital targeters (tornado generator).

Is this sarcasm? ???
Title: Re: Tornado
Post by: Tynan on November 22, 2017, 04:03:36 AM
No.
Title: Re: Tornado
Post by: Albion on November 22, 2017, 06:14:29 AM
It's good to hear that you decided to cut the tornado as a random event. It is an interesting idea but it's just way too destructive and could wipe out half your base with no way to mitigate the damage. The storyteller basically comes in, smashes your sand castle and goes: "Next time better build under a mountain or I will randomly stomp you again and destroy your food supply, components, expensive stuff or all of the above. Enjoy the infestations I will spawn in your bedroom."
It's kind of the difference between punishing and challenging. Raids and toxic fallout are challenging. Tornadoes are just punishing.
Keeping them alive as a super weapon is a good idea though and maybe there will be mods that bring back tornadoes as random events.
Title: Re: Tornado
Post by: Kirby23590 on November 22, 2017, 06:27:49 AM
Hmm...

Interesting, i'm looking forward into a tornado becoming a super-weapon that you can summon to wreck the enemy base with, but don't know what the event will be replace with though, since i know how to deal with toxic fallouts since my noob days and they are meant to be a challenge.

Torandos are somewhat RNG hoping that it doesn't go to your base and destroy the important buildings and items there which otherwise is almost impossible to repair and to rebuilt with.
Title: Re: Tornado
Post by: Canute on November 22, 2017, 06:41:34 AM
When tornados become or stay at this big treat, i bet some modder will tinker some countermease against them sooner or later.

Like a building that need to powerup and generate an anti-spinning counter tornade to intercept the incomming one to neutralize or send it back to the mapborder.

Or some vortex bomb that create an implosion or a fuel-air bomb with an explosion, if they are big enough both should be able to kill the tornado.
Title: Re: Tornado
Post by: Elixiar on November 22, 2017, 12:33:34 PM
Quote from: Tynan on November 22, 2017, 02:20:18 AM
Yeah, we talked about this recently. We're gonna cut the tornado as a random event and make it a one-use superweapon a la the orbital targeters (tornado generator).


I beg you. PLEASE don't straight up cut it. At least make it an option in the scenario or the options menu.


I actually like that something could decimate my colony outside of a raid...
*Frantically rushes to download B18 before a hot fix comes out*
Title: Re: Tornado
Post by: Shurp on November 22, 2017, 04:02:31 PM
I dunno, I actually liked the event itself.  It was a good challenge to survive and rebuild.

And knowing Cassandra, it would be hilarious for her to add a tornado to a pirate raid.

I think it just needs adjusting so it only damages the colony instead of obliterating whatever it touches.
Title: Re: Tornado
Post by: Bozzarr on November 22, 2017, 04:27:04 PM
Quote from: Tynan on November 22, 2017, 02:20:18 AM
Yeah, we talked about this recently. We're gonna cut the tornado as a random event and make it a one-use superweapon a la the orbital targeters (tornado generator).

Instant lore behind such targeter.
-Derelict and rarely used orbital beam satelites that float aroud the planet.
-Detorioration of lenses makes them unusable as intended and those are abandoned yet they still orbit the planet.
-Orbital targeter can still make them shoot beams at the ground but they just dont have enough juice to be as powerful as brand new satelites of this type. Once fired they loose all the power and need centuries to recharge again(solar panels also detoriorated)
-Weakened orbital beam is not lethal but still manages to heat up the air in the area (creating upward draft) enough for sand devil or tornado to form.

ps. Purely cosmetic sand devils would be nice on arid/desert biomes.


Title: Re: Tornado
Post by: Kirby23590 on November 22, 2017, 04:28:27 PM
Quote from: Shurp on November 22, 2017, 04:02:31 PM
I dunno, I actually liked the event itself.  It was a good challenge to survive and rebuild.
Me too. despite what i said though it provides a dangerous situation to act before addressing the situation in the game, though it's freaking hilarious when it comes tearing everything apart in it's path indiscriminately. Kind of sad that unlike in RL or what i saw in the cartoons, tornados picking up cows and trees and throwing them everywhere. I wanna see raiders and muffalos being sucked into the tornado and then thrown around over the map and it will be freaking funny  ;D

Though however it is kind of impossible to code into the game unfortunately...  :'(
Title: Re: Tornado
Post by: Shurp on November 22, 2017, 07:38:29 PM
It doesn't sound like it would be too hard to code.  Artillery already has a graphic to lob something from one place to another.  So we just create a "cow" artillery shell/graphic which creates a mangled cow on impact.

C'mon modders, get to it! :)
Title: Re: Tornado
Post by: Yoshida Keiji on November 23, 2017, 05:24:11 AM
The Tornado ended-up hosting a Whinefest.

At first, it would reap through mountains and players complained it was unrealistic and that it should be nerfed.

Then, when the tornado version 3 came out, nobody complained it was unrealistic that you can literally box-in a tornado with stone walls.

Now, a lot of players cry how much damage it costs.... but don't say anything if it is only devastating when thrown by players towards enemies.


The original tornado, was fine. The real problem, were only the noob players who just "can't take a hit".


My tornado just pinballed passing by my rooms in an open base without outer walls and it was extremely lame.
Title: Re: Tornado
Post by: Canute on November 23, 2017, 06:04:05 AM
Each base design got pro's and contra's.
Looks like your open decentral base is better tornado proofed then a compact bunker.
Title: Re: Tornado
Post by: PSS on November 23, 2017, 06:05:29 AM
I think Tornado version 1 is good. But there should be tornado warning 1-2 hour prior actual tornado. May be even with exact trajectory. So you'll have time to evacuate pawns, but not buildings/items/etc.
Title: Re: Tornado
Post by: Bolgfred on November 23, 2017, 07:11:31 AM
This hit the basic problem of tornados piercing the roofs, could be that Every damage which would be caused to a roof tile is taken by the nearest wall tile, making large room more vulnerable to tornados than small ones.
By this there would be a simple option that counter the tornado effect.
For the fünf effect, when a tornado hits an open door, every furniteinside
Gets uninstalled or damaged as long as the door is within tornado range :-))
Title: Re: Tornado
Post by: giannikampa on November 23, 2017, 08:28:09 AM
Decision has been taken (and i really am impressed Tynian shared his intentions about the matter), so this of mine is just an opinion.
Tornado is hated becaus it is very distructive and not that counterable. So why not just nerf its power so it does not 100% destroys furniture and people (on people it has already been adjusted to be non letal), just less damage per second than actual.
So a tornado hitting on a costructed thing breaks it and you have to use a repairer and a component to fix it back. If you are very unlucky and the tornado double trample the same thing it may be destroyed because of further loss of HP. But this would be so much more acceptable as an incident.
Title: Re: Tornado
Post by: eadras on November 23, 2017, 08:38:01 AM
I liked the original tornado.  Recovering from a "hand of God" natural disaster and mourning the lost was a great storytelling mechanism.  Although I understand why many players didn't like it, they could easily have disabled the event in the scenario editor.
Title: Re: Tornado
Post by: Yoshida Keiji on November 23, 2017, 10:38:38 AM
Quote from: eadras on November 23, 2017, 08:38:01 AM
I liked the original tornado.  Recovering from a "hand of God" natural disaster and mourning the lost was a great storytelling mechanism.  Although I understand why many players didn't like it, they could easily have disabled the event in the scenario editor.

YES!!! Exactly that!

Now all players who are "Challenge takers" are now left with half a game... all because of some baby cries.
Title: Re: Tornado
Post by: mumblemumble on November 23, 2017, 01:10:58 PM
Couldn't you instead make the tornado perhaps check for walls / ceilings within 2 tiles of the tornado, and if so, do no damage, but remove ceilings / damage walls? This way tornados would still be dangerous, but an overpassing tornado won't be an immediate threat to items inside

Anyways I'm for keeping the tornado honestly, but just make it an event reserved for knee capping especially well established people. Its op kinda, but some players are op aren't they?

The problem is, yes it has no counter, but some players need a threat with no hard counter..