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Messages - garg1

#1
I recieved it immediatly (~10 minutes after i made my daily forum-check to see if alpha is released :D)
#2
Ideas / Re: Cats and dogs?
November 13, 2013, 05:10:09 AM
Pets also may (any pet) raise/decrease Colonists happiness (maybe new character-traits for the reaction?)

also I'D LIKE MY COLONISTS TO EAT THE PETS, PLEASE! >_<
Maybe there is a declared owner/trainer who gets pissed if the pet gets eaten (because otherwise a colonist would starve or something)
#3
Ideas / Re: Visible shipwreck
November 12, 2013, 05:28:59 AM
Really cool idea, few additions:

  • The Ship-Techlevel could vary (more "randomness" for the start and a "roleplay"-kind gimmick if you like to develop a story around your group)
  • It's a damn cool method to bring in starting-ressources, but what about the Survivors? Maybe you can have a rare Event you hear someone inside the wreck. Your options:

    • Try to dig him/her out, risking the ship to blow up, killing the trapped survivor and the rescuer.
    • Let him/her die to stay safe.
  • It also could be a game-goal, if you don't pillage/destroy the wreck you can eventually repair it and fly away. Well you need some stuff to do that:

    • A fitting Crew
    • Some guy able to repair it (=an engineer)
    • Ressources to repair it
    • Proviant for the flight
    But to this point, you need to survive all the raiders who spot that wreck ;-)

But also without these features +1 for that idea
#4
I like Galileus' input on that, the system's reliability is very important as feature of a game like Rimworld. I take it a Step further, you can raise/lower that reliability by needing a colonist to invest time on the weatherstation.

If he/she is a Scientist, great! +10%
If he/she is too dumb, not so great! -20%
or so... :)

Maybe invest 2h-3h for a day-report? hmmmm


Quote from: Sacarathe on November 12, 2013, 04:04:32 AM
I like this idea, but i think by having it you should be able to avoid certain hazards such as shorts in the rain, but covering or with sheets that represents as automatic disabling of electronics that might short out.

That's an interesting option.
Maybe it's possible to do this with the batteries like some kind of "buff" which runs out after 2 or 3 hours, that really would bring another option to react on weather-reports. The hook: it needs time (because the "Buffer" needs to make sure the sheets are tight and waterproof)
You're able to command the Colonists to Apply the buff. Oh Crap, 66% chance for rain in 1h, i won't be able to cover ALL outdoor-batteries, which should i get covered and for which i take the risk?

The "covering sheet's"-buff in general is a great idea! :-)


Also thanks a lot for the positive Feedback :-) maybe i'll try to mod this when the game is out and if Tynan won't make that feature.
#5
Question:
Not actually planning to apply for, but are YOU planning to expand a bit with ludeon?
It's known you've got a sound-guy and an art-guy (or are you still looking for one).
So as the game and the community grows, are there any plans to employ one or two more coders? Maybe a Community-Manager?
I can't evaluate if you need more employees, i'm just asking out of curiosity (and for some unemployed canadian gamedevs, i guess ^_^).

Cheers, maybe you'll find time to give feedback to my Weatherstation-Suggestion :-P
#6
Well, I proposed this thread for the List of All Suggested Features.
Don't understand why not more people are responding to this one : /
#7
Ideas / Re: List Of All Suggested Features
November 10, 2013, 04:47:36 AM
#8
sry, but i need to "bump" before the thread is lost in the endless nethers of the suggestion forum : /
I really hope to read Tynans opinion about that.
#9
Quote from: AspenShadow on October 31, 2013, 08:07:16 AM
But they do effect things already, the rain damages outdoor electronics, solar panels don't collect as much energy on cloudy days, fog reduces weapon accuracy and the lightning from thunderstorms can create wild fires.

I didn't even know that^^ (I backed for the open alpha so I can't play it yet)

Well it's nice to see some of you liking it... maybe some of you have also ideas to add to my concept?
#10
Okay, today in university i had an idea.
As you can guess, it's about a buildable weatherstation in the game.

So here some ideas about the mechanics.

The weatherstation has three researchable levels so far:

  • The Station makes very vague predictions for the weather (which may be wrong, sometimes. maybe there's a possibility-value in this mechanic?)
    I imagine expressions like this: "Weatherstation reports a sandstorm 124 miles west. It will reach us in 2 days. (49%)"
    Maybe even a little more vague, but i think this kind of information creates a good "fear" of the event. Will the player make preperations for the storm or does he risk having damage from the sandstorm so he can focus on building defense against raiders?
  • The weatherstation initiates a countdown to the next weather-event (which has a failure-possibility of -2 to +2 hours but the event WILL happen sometime in between.
    Expression: "Heavy Sandstorm in 3:49h"
    The player is able to prepare more or less (he knows it will eventually come in the next 1:49 to 5:49 hours).
    I believe it's satisfying to have relatively good reports after building, researching and upgrading an object, the cost/time to build/research is a balancing-thing
  • The weatherstation creates a report for 3 to 7 days.
    This is a complex level, i imagine

    • a) a report you can let the station create/"produce" in a certain time for the next x days
    • or b) you have a permanent, self-updating report (maybe extra-research/upgrade needed?)
    So why would that be tricky? I don't know how far the Storyteller-AI "plans" it's events. I believe it's deciding very situational what do throw at the player. So a x-days-report would limit the story-teller in it's possibility to adapt to the players actions.

    I think one possible way to do it anyway would be to create a report with varying weather-possibilities.
    In real life weatherreports are very safe for the next two or three days, but after these it's failures grow for each day predicted.

    So maybe the ingame report is structured like this:

    • st day: Clear Sky (100%)
    • nd day: Rain (100%)
    • rd day: Rain (87%)
    • th day: Sandstorm (53%)

    • etc.
    That's just ONE way to give the storyteller more freedom to change the weather if it wants to. I'm sure there is a good balance possible for this system.
    Also it's possible to give exact times to those information, maybe with another upgrade?

I like my idea because it embraces to things I like about the game:
- It gives the player more information to plan with. ("I should really harvest the plants before the next rain, so the water of the rain won't be wasted.")
- It creates tension. ("Sandstorm in 1h and Ford is far away from the base, RUN FORD!!!")
- And it gives alternate solutions to critical moments ("50 Raiders in front of my base, hold them 30 minutes longer outside, from then the Sandstorm will get them MUHAHA *evil laughter*")

Opinions?

PS: please excuse my english, not my native tounge ^_^
#11
Video / Re: List of RimWorld Videos
October 30, 2013, 11:59:30 AM
Scott Manley finally did one, too :-)

http://www.youtube.com/watch?v=n6buo7G1OZw
#12
General Discussion / Re: Who are your YouTubers?
October 22, 2013, 09:39:36 AM
Quote from: Tynan on October 07, 2013, 01:05:59 PM
Robbaz asked for the game and I sent it to him.. so we'll see what horrible things he might do to it.

Everyone else - thanks for the suggestions and for independently mentioning us to people!

sooo it's been a while...
Any infos from Robbaz when/if he makes a video for Rimworld? Might be a great push for the Kickstarter while it's still runnning.
#13
Off-Topic / Re: What language(s) do you speak?
October 22, 2013, 09:28:55 AM
German, English and i'm learning German Sign Language for half a year now
#14
Ideas / Re: Re: Your Cheapest Ideas
October 09, 2013, 11:48:14 AM
Here my (mostly fun) Ideas:

  • Spontanious Combustion - very rare event, at max ONCE per x games one Crewmember explodes (people be like: "whaaat?")
  • Tribbles - a special kind of critter that.. tripples itself every 30 minutes or so.
  • flesheating plant - just stands around and eats things that come to close
  • BATTLESUITS/-MECHS - good weapon to defeat raiders or to turn against the crew, or maybe used as tool? a work-suit?
  • Magnetic materials - metal-things stick to it, like BATTLESUITS
  • Jetpacks - every game is better with jetpacks available, maybe for raiders?
#15
General Discussion / Re: Who are your YouTubers?
October 07, 2013, 05:37:28 PM
Quote from: Tynan on October 07, 2013, 01:05:59 PM
Robbaz asked for the game and I sent it to him.. so we'll see what horrible things he might do to it.

Everyone else - thanks for the suggestions and for independently mentioning us to people!

YES!!! PRAISE THE LORDS (and Tynan and, of course, Robbaz)!!! \o/  ;D ;D ;D ;D