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Messages - NeonOverIon

#1
Ideas / Re: Your Cheapest Ideas
September 08, 2017, 12:05:16 PM
Bean bags! Chairs out of textiles!
#2
Ideas / Re: Giant Wasps
September 03, 2017, 03:52:18 PM
I like this, would really give the game more of a "OH SHIT OH SHIT " factor, really reminds me of chrysallids in XCOM. However I'm going to go on a bit of a tangent here.

How about these giant killer wasps would be a sort of 'young' that is stupid and only wants to kill and implant their * cough * eggs in anything they see, these wasps belong to a hive. Hives would be full of and sentient wasps that can actually communicate and construct. Hives can be communicated with through eye-to-eye diplomacy, and a couple of the diplomatic options would be to ask for young to avoid you (They will if they say yes, however on the road you may be attacked since that's not your territory) or demand tribute after an unprovoced attack, which may work if you are armed well enough, however if you aren't they may attack you with 'Soldier' wasps; much tougher and deadlier wasps, with actual tactical minds.

I understand this isn't exactly what OP was suggesting, but I see an opportunity to implement a non-playable sentient race that isn't human, can form factions and alliances; what's not to like?
#3
Ideas / Re: Give us the ability to put in coordinates
September 03, 2017, 03:30:48 PM
Yes, we need more meta.
#4
Ideas / Re: Neolithic Mortars
September 02, 2017, 09:20:05 AM
Have to agree with b0rsuk here; Neolithic colonies shouldn't just blend in with other types of colonies in order to maintain a balance in terms of power. In this case; long range superiority, should not be available to neolithic colonies, perhaps more melee - short range superiority would be more suitable, I'm talking more effective traps.

But if there has to be neolithic artillery; catapults, trebuchets or even ballistas would make good candidates.
#5
It's a constant reminder that someone is dead vs the idea of holding onto someone that is gone. Ask your wife if you died in that shirt if she would still wear it :P - conclusive answer there. Otherwise, Idk, probably should just keep it as it is, unless we discuss the idea of a more advanced psychology system.

After all, D clothes in my head are basically clothes drenched in blood, guts and mud - who would want to wear that?
#6
Ideas / Re: Vehicles
July 08, 2017, 04:26:40 PM
The idea of vehicles is nice, but I don't know if they could be visually implemented into the game. I mean, cars for example would have to take up at least a 2x2 tile-space but I don't know if that would look visually pleasing or blend in with the current graphics of the game.

It's probably just me being picky, but until I see a good representation of what a large vehicles would look like in rimworld and how it would handle, I'll have to say no. Perhaps some smaller stuff like snowmobiles or motorbikes would work better visually.

But horses, yes. They could potentially work, but what use would they have currently? Faster travel speed across the map sure, but other than that they are useless, unless you want to implement mounted combat. Also, most travelling across the world map involves pack animals - unless you can make horses light/medium weight carrying pack animals, they're also redundant there as a caravan travels as fast as it's slowest member, eg. a muffalo.

Overall, I think Vehicles are a good idea on paper, but otherwise I think they would have little use in practice.
#7
Ideas / Re: Apparel and Weapon Ownerhip
July 07, 2017, 11:04:26 AM
Simple idea, I like it.

The mood offsets also seem solid, but maybe these effects should come into effect once a colony has surpassed 150000 wealth (Moderate expectations comes into effect past this point up to 300000 wealth) so it seems more realistic. After all, quality of clothes shouldn't bother someone who is struggling to survive.
#8
Off-Topic / Re: Count to 9000 before Tynan posts!
June 27, 2017, 09:58:05 AM
6552
#9
Ideas / Re: Procedurally Generated Diseases
June 26, 2017, 08:32:29 PM
I'm completely for the idea of new and funky diseases, but Idk about randomly generated diseases. I mean, surely this could create some extremely unbalanced strains (Unless there was some sort of lethality points distribution system in place).

#10
Ideas / Re: Mark for smelting
June 26, 2017, 05:56:34 PM
Simple and effective, I like it. +1
#11
Ideas / Re: Suggestion for ending (ship launch).
June 26, 2017, 04:33:42 PM
This has already been put out there yes, but it's not a bad idea, I like it. I think it may be a while before Tynan addresses our endgame sighs though. Mainly because most colonies don't make it past 2 years.

#12
Ideas / Re: Musical Intruments
June 26, 2017, 04:29:44 PM
+1. We need a music source in rimworld, colonists could write, create (Unlock) and preform special acoustic pieces if they spend enough time on them. Even jukeboxes! I want a god damn jukebox in my bars!
#13
Ideas / Re: Add guards to rimworld
June 26, 2017, 04:26:56 PM
Although guards are a good idea, and I would like to have them to make my colony look fierce, they would make the pawn redundant. This is why we have turrets anyway; to guard.
#14
+1 Me like.
#15
Ideas / Re: Tents
June 26, 2017, 09:04:55 AM
Yes! We need some form of light redeployable housing.

However I think tents should be a form of furniture that can be deployed, that can be made out of materials like wool, cloth etc. Anyone inside the tent should have a comfortable temperature modifier that makes pawns more resistant to the elements. Tents should basically be just beds that are slept in outside and don't add lots of mood debuffs.

But if we are going to make tents using construction tools at least make the walls thin. I hate roleplaying with tents because of this, no tents walls are a meter thick lol.

Literally Unplayable.