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RimWorld => General Discussion => Topic started by: RaitzuViMate on July 14, 2014, 08:04:43 PM

Title: Rim World end-game and Ending
Post by: RaitzuViMate on July 14, 2014, 08:04:43 PM
So I finished this game for the first time, and it was bit exciting, specially because I got raided by large inhabitant forces. + great mods

(http://puu.sh/abEpz/e292c038af.jpg)

####SPOILER########SPOILER########SPOILER########
But the ending sucked ALOT.
like wtf? you need like total 20k metal to build all ship parts and around 10 sleeppods. and then you get like 2 sentences long text that just says that your crew might be get stuck into another planet again. and then gives you two options:

1.(keep playing) "forces you to play in that same planet without anyone there" = game over

2.(Quit to menu) "makes you to go mainmenu" = game over..

+ there wasn't anyking of animation that would show the ship actually leaving from the planet, just (game freeze) after clicking "launch"

what point is to do that ship if its same than just leaving the game when you have researched everything from game..
And its funny cus game creator did do this update for like 2 months.. nothing more than just couple ship items and some text.
####SPOILER########SPOILER########SPOILER########
Title: Re: Rim World end-game and Ending
Post by: Fernbhoy on July 14, 2014, 08:18:56 PM
if you kept up to date with the dev news you'd know he was on holiday for 1 month for starters. It's an alpha, it's not meant to be completed in a few months time.
Title: Re: Rim World end-game and Ending
Post by: RaitzuViMate on July 14, 2014, 08:33:56 PM
Well I stopped monitoring this game when there was no patch for several months.. tho I started playing this again after long time. PS. this game been in alpha for year (tho that isn't so bad) I know lot of games that been more than +3 years in alpha with bigger teams. mostly scam games tho
Title: Re: Rim World end-game and Ending
Post by: Halinder on July 14, 2014, 09:34:41 PM
When you say that Tynan spent 2 months on this update, it sounds like you mean/think he only spent time on the ship process. Alpha 5 brought more than that to the table, if that is what you mean. If you feel like the alpha is coming on too slowly, mods make way for plenty more.
Title: Re: Rim World end-game and Ending
Post by: Tynan on July 14, 2014, 09:58:01 PM
I was thinking of getting Al to write a song to go with this ending. But I wasn't even sure that the ending would remain part of the game. And in any case, we didn't have time to make a pile of content to support it within the A5 release timeframe.
Title: Re: Rim World end-game and Ending
Post by: Celthric Aysen on July 15, 2014, 01:06:49 AM
I just wanted to note that the game is still in early alpha stage, and everything you see in the current alpha is subjected to change.
Title: Re: Rim World end-game and Ending
Post by: BetaSpectre on July 15, 2014, 01:07:49 AM
I want to see the colonists go to a new planet with the ship intact so you can book it if you want xD.
Title: Re: Rim World end-game and Ending
Post by: user553 on July 15, 2014, 07:59:20 AM
I kinda expected that I will be offered the option to start a new game with the colonists that were on the ship.
Title: Re: Rim World end-game and Ending
Post by: Gabriel_Braun on July 15, 2014, 01:40:19 PM
That's a good idea in some ways like a new game+ but the raider attacks would get ridiculous really quickly if you started a game with 10 power-armoured, R4-wielding dudes with levelled up skills from a previous game :D
Title: Re: Rim World end-game and Ending
Post by: BetaSpectre on July 15, 2014, 02:28:12 PM
Who cares right? New game+ is supposed to be a new experience heck if the player wanted to they could have just sent one colonist noble.
Title: Re: Rim World end-game and Ending
Post by: Piata on July 15, 2014, 03:09:56 PM
Quote from: RaitzuViMate on July 14, 2014, 08:33:56 PM
Well I stopped monitoring this game when there was no patch for several months.. tho I started playing this again after long time. PS. this game been in alpha for year (tho that isn't so bad) I know lot of games that been more than +3 years in alpha with bigger teams. mostly scam games tho
Uh... what exactly were you expecting? The game is updated every month unless Tynan takes a vacation (which he's entitled to do). I would hope the game stays in alpha for at least another 6 months, if not 12 or more. I have yet to build a spaceship and even if I did, I wouldn't expect any big hullabaloo because I did. The game is really about everything that leads up to building the spaceship, not necessarily the spaceship (and ending) itself.
Title: Re: Rim World end-game and Ending
Post by: Fernbhoy on July 15, 2014, 04:09:32 PM
haters gotta hate i guess
Title: Re: Rim World end-game and Ending
Post by: Architect on July 15, 2014, 04:57:14 PM
Stopped following after a few months of inaction? Are you insane lad? Other than space engineers, I literally cannot think of a single game that gets updated as frequently as this game with content that actually makes a difference. You're time scaling is on par with my own poor judgements :P Just in the opposite end of the spectrum.
Title: Re: Rim World end-game and Ending
Post by: BetaSpectre on July 15, 2014, 07:47:49 PM
I hope that yearly updates don't whittle down to pay2win OP guns like many other games I've seen xD.
Title: Re: Rim World end-game and Ending
Post by: Gabriel_Braun on July 16, 2014, 10:34:38 AM
As a backer and fan of starsector (used to be starfarer) I'm obliged to say that Tynan's update schedule has been amazing so far.  Alex has been sloppy and slow with fractal softworks development compared to Ludeon's constant releases and I daren't even start on Novus Aeterno that I paid for last year and still haven't seen a beta lol
Title: Re: Rim World end-game and Ending
Post by: hopdevil on July 16, 2014, 07:53:46 PM
I really enjoyed the ship and how it played out.  It was nice having a goal.

I kinda expected a score break down though.   Something that gives you a certain amount of points based on the number of colonists that escaped and your difficulty level.  The player could be awarded for other things as well, but the bulk of the points should come from evacuating colonists.
Title: Re: Rim World end-game and Ending
Post by: groznij on July 17, 2014, 10:33:18 AM
I assumed, for some reason, that when you took off with x amount of colonists you would get to start a new colony somewhere with all those colonists. That sounded like a great reward. Like a New Game+ kind of deal. Instead I got a bit of text. Felt a lot like the elastic failure Tynan is on about. "Oh hey, you lost, sure, but your favorite colonists survived!"
Title: Re: Rim World end-game and Ending
Post by: Maria on August 30, 2014, 09:57:03 PM
It would be cool if you could see a dashboard and some animation. And have options like:

1: Attempt traveling home.
You would make it if you had enough supplies with you. Imagining that you need to stock the ship with supplies before launch. .

2: Escape to nearest sustainable planet.
Starting a new game with the characters and supplies you bring with you on the ship. This could make a whole new level, like a really rough planet with unfriendly environment: ice/dessert only.

3: Self destruct! If you dont have enough supplies to survive the journey. You can stay in the game or fly into space without ever knowing what happened to your colonists.   

Each choice gives you a little animated story. That is how I would imagine it:)
Title: Re: Rim World end-game and Ending
Post by: SSS on August 30, 2014, 11:50:10 PM
Quote from: Maria on August 30, 2014, 09:57:03 PM
It would be cool if you could see a dashboard and some animation. And have options like:

1: Attempt traveling home.
You would make it if you had enough supplies with you. Imagining that you need to stock the ship with supplies before launch. .

2: Escape to nearest sustainable planet.
Starting a new game with the characters and supplies you bring with you on the ship. This could make a whole new level, like a really rough planet with unfriendly environment: ice/dessert only.

3: Self destruct! If you dont have enough supplies to survive the journey. You can stay in the game or fly into space without ever knowing what happened to your colonists.   

Each choice gives you a little animated story. That is how I would imagine it:)

Cool ideas, but instead of "self destruct", why not "let AI decide" for the third option. It would leave the door open for pretty much anything, including the self destruct option. (Hey, it might still be mad at you. ._.;) No definite ending would be needed in that case, similar to the current ending.

The new game plus ideas sound pretty cool.
Title: Re: Rim World end-game and Ending
Post by: Shurp on December 15, 2015, 10:04:01 PM
Time for some thread necro.

Since this is the first link that shows up on a google search of "Rimworld Launch Ship", I thought I should update it.  There has been a modest improvement when you click "launch ship" on your AI.  You now get some sound effects, a little story blurb, end music and credits.  So it's a bit more satisfactory than the original OP's complaint.

But... something is still not quite right with it.  The music ended, the translator credits continued to scroll, and I got bored -- and discovered my mouse could scroll the credits.  OK, weird.  Then I hit "esc" and it bounced me back to the map with no colonists and nothing to do, just the ~hey, everyone is dead or gone~ message.

So are there any near term plans for developing the game ending further?
Title: Re: Rim World end-game and Ending
Post by: asanbr on December 16, 2015, 02:27:02 AM
I used to build a ship and escape but after doing so a few times I find it is usually a boring way to go and doesn't improve the fun for me. So far I agree with most people here.

After getting to the point where I've made peace with the tribals and can defend against most pirate or mech raids, things get stable. I usually have 5-10 colonists at this point and played for 1-2 years. Either the map has plasteel and then it's a boring amount of time spent mining it, or the map doesn't and there's a much longer boring time amassing cash to buy plasteel from bulk traders. In the second case at least I try different ways of making money and improve on that, so it's actually more interesting.

I would like to add two things that people seem to miss

1. If you keep playing, eventually there will be a "wanderer joins" event and you can take it from there. I actually like this idea and find it interesting as a sort-of new game, you have just 1 person but a fully developed base, usually with energy, heating, farming, food and a weapons storage. This is definitely a different way to "start a new game". I'm not sure how raids scale to this since I haven't done it for a long time.

Same thing after getting raided and losing because everyone died. Hang around for a while on max speed and once you get a wanderer, you can restart and rebuild in the burnt out ruins of the old base. For some reason both these scenarios appeal to me.


2. I agree the end of the game (ship launch) is super boring, but I'm not asking the devs to do anything about it because I think what they are doing, adding more content to the game will make the game as a whole much more interesting, rather than changing the endgame. So I think their time is better spent on content and making the mid/lategame more interesting.

Title: Re: Rim World end-game and Ending
Post by: Shurp on December 16, 2015, 05:46:36 PM
Yeah, I agree that the ship launch ending isn't a priority.  Getting more mid/late game content is more important.
Title: Re: Rim World end-game and Ending
Post by: Tebor on December 17, 2015, 05:42:37 AM
Quote from: Maria on August 30, 2014, 09:57:03 PM
It would be cool if you could see a dashboard and some animation. And have options like:

1: Attempt traveling home.
You would make it if you had enough supplies with you. Imagining that you need to stock the ship with supplies before launch. .

2: Escape to nearest sustainable planet.
Starting a new game with the characters and supplies you bring with you on the ship. This could make a whole new level, like a really rough planet with unfriendly environment: ice/dessert only.

3: Self destruct! If you dont have enough supplies to survive the journey. You can stay in the game or fly into space without ever knowing what happened to your colonists.   

Each choice gives you a little animated story. That is how I would imagine it:)

Quote from: Shurp on December 16, 2015, 05:46:36 PM
Yeah, I agree that the ship launch ending isn't a priority.  Getting more mid/late game content is more important.

Why not both? Heading out into Space with your ship and try to get "home", might be used as late-game content.
Landing (crashing) on another planet to resupply, rearm, repair, enhance the ship under different conditions could be interesting and challenging.
Title: Re: Rim World end-game and Ending
Post by: Shurp on December 17, 2015, 05:31:43 PM
Sure, starting over on another planet (as hinted at by the in-game text) with the escapees and minimal starting gear could be interesting.
Title: Re: Rim World end-game and Ending
Post by: laser_man6 on May 19, 2016, 05:57:19 PM
Quote from: BetaSpectre on July 15, 2014, 07:47:49 PM
I hope that yearly updates don't whittle down to pay2win OP guns like many other games I've seen xD.

whats the point? the game is not online, just use dev mode to spawn them, https://ludeon.com/forums/Smileys/default/cool.gif
Title: Re: Rim World end-game and Ending
Post by: Thane on May 19, 2016, 08:40:44 PM
Now this was some sorcery here. It probably involved demon contracts and some sort of blood sacrifice. What word am I looking for people?
Title: Re: Rim World end-game and Ending
Post by: Shurp on May 19, 2016, 10:48:06 PM
Epic thread necromancy.  An army of the dead has awoken and is shambling towards the castle gates.  Ready the Deathcoaster!!!
Title: Re: Rim World end-game and Ending
Post by: Headshotkill on May 20, 2016, 04:23:09 AM
I'm not sure what he's talking about, in my mind I see an epic escape from the planet with an engine failure due to arrows stuck in it and the pilot is holding the ship barely flying. Lasers fly everywhere, they escape from a black hole, darthvader suddenly comes shuffling in and and, ... I think that's enough of an ending... xD
Title: Re: Rim World end-game and Ending
Post by: KatherineOfSky on May 24, 2016, 03:11:40 PM
Quote from: Shurp on December 17, 2015, 05:31:43 PM
Sure, starting over on another planet (as hinted at by the in-game text) with the escapees and minimal starting gear could be interesting.

I'll add my voice to those who desire a continuation of the "end-game".

I just finished my first successful colony, launched the ship, and got the text hinting at another planet.... but to my surprise (and disappointment), everyone just disappeared... and all my animals now had no colonists to harvest food for them... the place was deserted.

I hoped, (and expected), that I would be able to begin a new colony in a different environment: perhaps random, perhaps guided by the player.  The ship would crash land with basic equipment, some money (maybe 50% of silver?), and around 80% of the colonists surviving.  (Some pods might have become damaged on crashing).

I grew quite attached to my colonists, and wanted to follow them on their journey!  This simple addition would add continuity to the game, being able to play with the same colonists instead of just starting over with random people. 

The idea of continuing with the base instead of the colonists seems contrary to the story of the game -- are we telling the story of the place, or of the people?

At ship-launch, much of the map has been completely mined (even on the largest settings), and there are few resources left to tap... so there's not much point to sticking with the colony.  Better to follow the colonists and have a go at a new area.
Title: Re: Rim World end-game and Ending
Post by: cultist on May 24, 2016, 04:43:46 PM
Quote from: KatherineOfSky on May 24, 2016, 03:11:40 PM
The idea of continuing with the base instead of the colonists seems contrary to the story of the game -- are we telling the story of the place, or of the people?

That's actually a very good question.
To me, it's a bit of both. Your pawns have backstories and traits, they aquire injuries and form relationships, but none of this would be happening if they were not trapped on a hostile, distant planet. When the colonists leave on the ship, I assume they head off to a better, i.e. less interesting fate. Maybe not all of them make it to the core worlds and if not, they are as likely to die as to crash somewhere else. Getting on the ship is the end of the story, or at least the end of the interesting part of it.
Title: Re: Rim World end-game and Ending
Post by: Shurp on May 24, 2016, 06:59:55 PM
Having some fresh colonists crash land in your old base could be kind of interesting.  Especially if your base was designed to be run by 20 people... and now you're trying to defend it with only three...
Title: Re: Rim World end-game and Ending
Post by: NephilimNexus on May 25, 2016, 02:36:30 AM
What the game needs for the ending:

1) Write up a few hundred short story pieces based certain triggers.

2) Code system for compiling & editing trigger-story piece connections.

3) Turn this into a narration that can be saved for posterity.

For example:

Fred (name), the a vat-grown soldier (background) who had survived many brutal battles (injury count) finally returned to his home unit (background).  Soon he retired from service (age) and lived with his wife, (relationship) Helga (name).

Helga, the sickly child who grew up to be a (background) tribal hunter (background) and has two bionic legs (medical history) returned home with her husband (relationship), Fred and continued to work as a game warden for many years (age).

Bob was a prodigy child and an inventor whom, sadly, never made it off the planet, having died from malaria (cause of death) during the third year (time of death) of the colony.

Red Hawk the tribal herbalist never imagined himself living on a Glitterworld someday.  He and his loyal dog, Sparky, were very popular curiosities.  Soon he opened an apocathary selling ancient tribal remedies and kept busy for many more years despite having a  bad back that was never treated.

As you can see, the idea is that the game remembers numerous little triggers associated with every character (there's plenty of room for more, too) and weaves them into a little story for them at the end of the game.

Then the game can save all this to a file that acts as a sort of achievement/memorial wall for all the player's colonies.  Something they can look at and wax nostalgic over past games, or simply use as a measuring stick of success.
Title: Re: Rim World end-game and Ending
Post by: milon on May 26, 2016, 11:36:05 AM
Yes!  I've been thinking that exact same thing!!


Off topic:
Quote from: Shurp on May 19, 2016, 10:48:06 PM
Epic thread necromancy.  An army of the dead has awoken and is shambling towards the castle gates.  Ready the Deathcoaster!!!

Sounds like an AWESOME mod!!
Title: Re: Rim World end-game and Ending
Post by: JimmyAgnt007 on May 26, 2016, 12:34:12 PM
An ongoing log of colony events that cover the death, marriage, kidnapping, killing, building, and so on of all the things.

In year 5502 an infirmary was finally built and the first patient was Tom who had his leg replaced with a bionic.

5501 The colony was starving and Phil died.  Then he was butchered and consumed by George, Tom, and his brother Steve.
Title: Re: Rim World end-game and Ending
Post by: Tynan on May 26, 2016, 01:49:04 PM
Quote from: JimmyAgnt007 on May 26, 2016, 12:34:12 PM
An ongoing log of colony events that cover the death, marriage, kidnapping, killing, building, and so on of all the things.

In year 5502 an infirmary was finally built and the first patient was Tom who had his leg replaced with a bionic.

5501 The colony was starving and Phil died.  Then he was butchered and consumed by George, Tom, and his brother Steve.

The game already records events like this in the TaleManager; someone could write a mod to express them in a story-like style. Though it would be quite difficult to make it to be totally random. Computers don't understand the significance of events, just that they happened.
Title: Re: Rim World end-game and Ending
Post by: NephilimNexus on May 27, 2016, 10:16:11 AM
Quote from: Tynan on May 26, 2016, 01:49:04 PMComputers don't understand the significance of events, just that they happened.

For this problem I would suggest spending some time looking at how Crusader Kings 2 handles event logging: The player themselves gets access to a little menu tab that lets them decide for themselves what kind of events are worth noting in the chronicle and which should be ignored.

It's an easy solution and one that will make people happier than trying to automate it.
Title: Re: Rim World end-game and Ending
Post by: cultist on May 27, 2016, 10:23:19 AM
Quote from: Tynan on May 26, 2016, 01:49:04 PM
The game already records events like this in the TaleManager; someone could write a mod to express them in a story-like style.

This is going a bit off-topic, but can you provide more information about how the TaleManager works exactly? I've often wondered why what I consider big events (large raids, many colonists killed in a short timespan) never seem to make it into art crafted by pawns? And why is it so fascinated with animals on fire? :p
Title: Re: Rim World end-game and Ending
Post by: Kegereneku on May 28, 2016, 05:15:36 AM
Old thread is old,
I have always been with the idea that it's the Journey that count.
This game have a massive Re-playability, but for that it would need to actually end, things is, not everybody are motivated by a Spaceship-Ending.

So... ** UNLIMITED ENDING WORK ** (https://ludeon.com/forums/index.php?topic=11275.0) someone ?

edit: I just read about the "Scenario system", nevermind.
Title: Re: Rim World end-game and Ending
Post by: Dread Zep on July 20, 2016, 12:03:01 PM
Ok so this thread is still the first thing that pops up  when you google "rimworld ship launch"

well thanks for confirming my suspicions, I kinda had a feeling the game was going to end once i finished building a ship, which was going to take some time.  now i dont care to finish it, knowing that ive built a sustainable colony was enough for me.

so I will relay my hopes and aspirations to you about what this game  could be since thats all i have left.  im not holding anything back either, i dont care if any of this is realistic, it's just what i want and curious if other people agree... while still trying to be somewhat reasonable of course

1. When you launch the ship, it should then phase into a mini-game mode much like FTL. 
a. micromanage your starship and the crew members you brought on board and go from star to star trading goods
  a1. available starship designs will therefore need a drastic over haul
b. side option to land on colonizable planets and establish trade/manufacturing/military bases
  b1. ability to land on and invade/ establish partnerships with already colonized worlds
c. side quest available to help fight some factional war.
  c1. faction war questline has you invade enemy homeworlds and fight other ships in space
  c2. given the option to seed and trade with past colonies that you've developed to help
  c3. classy points if you make defeating the enemy homeworld nearly impossible
2. elevation, like dwarf fortress.  nuff said.
3. multiplayer. impossible i know, but fantasies are fantasies.
4. massive online multiplayer in a giant persistent universe.
5. ok this is just starting to sound like an 8bit starcitizen ill just stop now, you get the idea

Title: Re: Rim World end-game and Ending
Post by: john pretzel on July 20, 2016, 05:29:10 PM
Pretty simple thing to do for now would be to watch an ending sequence within the game where the ship could scale up to pass the notion of lift off and start moving to whatever edge of the map. This could reasonably be a "sort" of ending.
Title: Re: Rim World end-game and Ending
Post by: Mudder on August 21, 2016, 08:00:00 PM
I googled Rimworld ship launch and landed here.

Makes me want to create a better ending myself. The only thing that stops me is configuration hell with getting all the modding tools properly set up and automated...
Title: Re: Rim World end-game and Ending
Post by: MikeLemmer on August 21, 2016, 08:15:42 PM
I imagine a better ending will be put in right before the actual release, if at all. No biggie.
Title: Re: Rim World end-game and Ending
Post by: Grishnerf on August 21, 2016, 08:26:06 PM
Alert Pops up:

You have survived for 2 Years. Congratulations!
Steam Achievement Unlocked!

- Press any key to go to Main menu



srsly: there is no ending in that game.
the "build spaceship and leave planet" Option is just there so People think they have an endgame Goal.
(most People nowadays Need rewards/goals to Play games.)
Title: Re: Rim World end-game and Ending
Post by: Mudder on August 21, 2016, 08:54:37 PM
Absolutely. I think this game should only really end with the death and destruction of all colonists. Though still give a goal to always work towards, get in the spaceship and be transported to another area with only your ship that was damaged on the way. You have to repair it, get some upgrades, and hope the next trip is more in your favor though all the while it's just throwing different obstacles in your way.
Title: Re: Rim World end-game and Ending
Post by: submarine on August 21, 2016, 08:57:21 PM
What if Rimworld would team up with FTL.....
Title: Re: Rim World end-game and Ending
Post by: Mudder on August 21, 2016, 08:59:43 PM
Ha! I almost referenced FTL in my reply. While I'm not sure how well Rimworld would fit with an on-board ship style game, simulating that aspect with random encounters (text summary) that leave you on land afterwards to deal with the aftermath I think is a great way to go.
Title: Re: Rim World end-game and Ending
Post by: makkenhoff on August 21, 2016, 10:41:49 PM
While an old topic, it is still relevant now. I've yet to reach end game (sure, I can god mode the end..), I think given my smallest possible cell size, that may be extremely difficult to achieve, even with A15's deep mining presuming it works like I think it will.

So, you could give the player a choice to "end" the game, or you could give those "saved" colonists a new lease on life by stranding them again, this time on a different planet, with a random assortment of surviving supplies the player chose to load onto the colony ship's storage bay at the end of the game. This way, the player has some hard choices to make of what to take.
Title: Re: Rim World end-game and Ending
Post by: Naeem on August 22, 2016, 02:03:42 PM
I'm just grateful to have this game :)
Title: Re: Rim World end-game and Ending
Post by: RandomGirl on August 22, 2016, 02:59:12 PM
My "end goal" is to have a large enough colony to be self-sustaining and defended. Leave? Why? This is OUR planet now. :)
Title: Re: Rim World end-game and Ending
Post by: Lightzy on August 22, 2016, 04:41:16 PM
Or you could tie the endgame to "Faster Than Light". And when you lose, you start playing rimworld again (your guys crashed:))
Title: Re: Rim World end-game and Ending
Post by: SpaceDorf on August 22, 2016, 04:47:27 PM
I figured out what the Spaceship is for.

That means, Douglas Adams figured it out about 30 years ago.
It is a to get rid of all the idiots and a-holes your colony keeps collecting without mood penalties.

Put 'em in a Cryocasket and of they go.
So long, and thanks for all the fish.

Bonus Points for removing the useful parts first.
Title: Re: Rim World end-game and Ending
Post by: Shurp on August 22, 2016, 05:22:47 PM
Quote from: SpaceDorf on August 22, 2016, 04:47:27 PM
Bonus Points for removing the useful parts first.

LOL!!!

But that's an expensive way to get rid of them... Can't we get a "spaceship lite" which just catapaults them into a sub-orbital trajectory so they land on another part of the planet and become Somebody Else's Problem?
Title: Re: Rim World end-game and Ending
Post by: SpaceDorf on August 22, 2016, 06:32:13 PM
Quote from: Shurp on August 22, 2016, 05:22:47 PM
Quote from: SpaceDorf on August 22, 2016, 04:47:27 PM
Bonus Points for removing the useful parts first.

LOL!!!

But that's an expensive way to get rid of them... Can't we get a "spaceship lite" which just catapaults them into a sub-orbital trajectory so they land on another part of the planet and become Somebody Else's Problem?

*LOL* now you crossed into Monty Python territory :)

MOOOOOOooooooo *splat*
I still can't decide if this should give a mood penalty or a bonus ...
Title: Re: Rim World end-game and Ending
Post by: Texonidas on August 23, 2016, 02:06:25 AM
Quote from: Shurp on August 22, 2016, 05:22:47 PM
But that's an expensive way to get rid of them... Can't we get a "spaceship lite" which just catapaults them into a sub-orbital trajectory so they land on another part of the planet and become Somebody Else's Problem?

Somebody Else's ProblemTM
Title: Re: Rim World end-game and Ending
Post by: Marvin the Martian on October 22, 2016, 07:09:18 AM
Search ... search ... search ... there it is. *mumbling* *casting* *THREAD NECROMANCY*

Quote from: SpaceDorf on August 22, 2016, 04:47:27 PM
It is a to get rid of all the idiots and a-holes your colony keeps collecting without mood penalties.

That's pretty much what I did yesterday in my first playthrough. I took the people with severe mental or physical issues, the old, the suffering, gave them nice clothes and sent them off to the next glitterworld where better medical support is easily available. They should reach one, because I have a booming trade post that serves as a connection between the tribes, the other colonies and the space traders. I produce drugs like a highschool teacher suffering from cancer, I have tons of high quality guns, body armor and clothings. My colonists live in premium quarters. I healed every ailment that can be healed with bionics (more surgery options for all those scratches PLEEEEEEASE!). My snipers slaughter mechanoids, my minigun gunners love tribals and I try to improvise something in between when the pirates approach. And I really regularly talk with space traders, so I should have a f***ing space map to reach a glitterworld.

The end narrative was a little off ... Nice music, no question. But it was clearly meant to be for a different game than the one that I played. I suppose Rimworld changed a little since the launch part was implemented. ;)

I really like this approach: [Story] Write an ending ! (endless included) (https://ludeon.com/forums/index.php?topic=11275.15) Choose your own ending. Or at least the next stepping stone in your narration, since I still had a stable colony after the launch, just with less steel, plasteel, components and AI core. And a smaller, but sturdier population.
Title: Re: Rim World end-game and Ending
Post by: Lizardo on October 22, 2016, 11:27:17 AM
Your solution was already a short story ...

https://en.wikipedia.org/wiki/The_Marching_Morons
Title: Re: Rim World end-game and Ending
Post by: Marvin the Martian on October 22, 2016, 11:39:03 AM
My solution has one subtle, yet important difference: it was meant to be altruistic. My best doctor, two of my top constructors, my melee expert and two important crafters left the planet, because they were just plain old and not up to the harsh conditions of a rimworld. If you have a bad back, a few scars from gun fire and tortoise attacks and a nervous nature, you really deserve retirement on a lush glitterworld. ;)

So yes, I sent off the people that started to be a hassle, but not because I don't need any phone sanitizers. ;)
Title: Re: Rim World end-game and Ending
Post by: Lizardo on October 22, 2016, 12:06:21 PM
Like in Factorio, the spaceship ending seems kind of a limp underdeveloped ending and. Of course the tradition goes back to Sim City where the arcologies launched into space as an ending.

Altruism is the root of all evils.
Title: Re: Rim World end-game and Ending
Post by: Lizardo on October 22, 2016, 12:19:30 PM
Similarly to Factorio, the Rim-World search for an 'end game' seems misguided.  Like Sim City, this is less a game (which has an intrinsic goal or end point) than a toy which has no such end point.  This is why the imposed 'end game' seems so lame.

The colony exists for its own sake like a continuously changing work of art. Each player has his own idea of what his colony should be or the kinds of stories that emerge from it.  The developer should simply give the player to tools to achieve these ends.

Better I think to have a constant stream of new things to improve your colony with than some misfitting kludge imposed as a 'goal'.
Title: Re: Rim World end-game and Ending
Post by: Marvin the Martian on October 24, 2016, 01:41:58 AM
Quote from: Lizardo on October 22, 2016, 12:19:30 PM
Similarly to Factorio, the Rim-World search for an 'end game' seems misguided.  Like Sim City, this is less a game (which has an intrinsic goal or end point) than a toy which has no such end point.  This is why the imposed 'end game' seems so lame.

Maybe some sort of "transition" would be better. My colony didn't end with the start of the spaceship. It changed. A lot of the endings in that thread are more transitional than real "endings". And a little more food for those transitions would be cool.
Title: Re: Rim World end-game and Ending
Post by: Cimm0 on October 25, 2016, 02:09:19 AM
Quote from: NephilimNexus on May 25, 2016, 02:36:30 AM
What the game needs for the ending:

1) Write up a few hundred short story pieces based certain triggers.

2) Code system for compiling & editing trigger-story piece connections.

3) Turn this into a narration that can be saved for posterity.

For example:

Fred (name), the a vat-grown soldier (background) who had survived many brutal battles (injury count) finally returned to his home unit (background).  Soon he retired from service (age) and lived with his wife, (relationship) Helga (name).

Helga, the sickly child who grew up to be a (background) tribal hunter (background) and has two bionic legs (medical history) returned home with her husband (relationship), Fred and continued to work as a game warden for many years (age).

Bob was a prodigy child and an inventor whom, sadly, never made it off the planet, having died from malaria (cause of death) during the third year (time of death) of the colony.

Red Hawk the tribal herbalist never imagined himself living on a Glitterworld someday.  He and his loyal dog, Sparky, were very popular curiosities.  Soon he opened an apocathary selling ancient tribal remedies and kept busy for many more years despite having a  bad back that was never treated.

As you can see, the idea is that the game remembers numerous little triggers associated with every character (there's plenty of room for more, too) and weaves them into a little story for them at the end of the game.

Then the game can save all this to a file that acts as a sort of achievement/memorial wall for all the player's colonies.  Something they can look at and wax nostalgic over past games, or simply use as a measuring stick of success.

This is probably one of my favorite posts in a long time and a GREAT idea.

Like in other long, detailed games, the characters in Rimworld slowly become somewhat important to you - just like those guys in old X-COM who are on that first mission and land near the first downed UFO and make it throught the rought beginning to rise in rank and skill. It was THAT GUY who did this and that, THAT GUY who took the plasma projectile but survived in a hospital for 60 days only to come back to get his revenge with new weapons etc.

The ending stories also remind me of Fallout: New Vegas ending(s) which brought some depth to the characters. I hope there's sad-ish music playing in the background in Rimworld ending too, the kind of thought-provoking, slow yet peaceful music that kind of says "life went on and this was their ultimate fate later on".
Title: Re: Rim World end-game and Ending
Post by: messiah on January 11, 2017, 05:14:13 AM
Quote from: Lizardo on October 22, 2016, 12:19:30 PM
Better I think to have a constant stream of new things to improve your colony with than some misfitting kludge imposed as a 'goal'.

Agree. There should be no end goal for such a game. There should be tools for endless expansion probably with exponential complications, for example you could colonize all planet, but there would be another developing factions, which may be more powerful then you are and if you manage to win and dominate you could move to another planet. Anyways, these are only imaginary thoughts. I only hope that RimWorld would be expanded and we will see more content with super mods.
Title: Re: Rim World end-game and Ending
Post by: Shurp on January 11, 2017, 07:10:32 AM
And another thread emerges from its cryptosleep casket.  Are we on a glitterworld where it brain injury can be treated?