Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Mattorious

#1
Ideas / Now that we Have Beer... Taverns!
February 19, 2015, 04:08:03 PM
Taverns
"A tavern is a place where madness is sold by the bottle" -Jonathan Swift

A tavern would be a late-game source of income for your colonists and an opportunity to increase relationships with neighboring colonies. It would also be a viable way for socialites to gain experience points, and it would provide an actual monetary benefit for growing hops. Due to the lack of supply on the Rimworld, the beer would be more expensive to tavern customers than traders.

Mechanics of Taverns

A tavern would consist of three main mechanics:

1. Bar - A place to store beer.
2. Tavern Table - Functions like tables, however instead of colonists hanging around it, it would be visitors.
3. Bartender - Essential for a tavern to work. A visitor would que up at the bar, and the game will log a request for a nearby colonist with the "Bartender" job ticked to come and give a visitor a beer from the bar. The visitor would leave silver($10-$25), and a hauler colonist will take the silver to a stockpile.

Consequences

As with anything, there would be a few consequences with this system:

1. Occasional Drunkenness - Some of the tavern's customers would be prone to getting drunk if they order too much. They'll vomit everywhere.
2. Barfights -  A random event, sometimes a visitor will get a little too tipsy and decide it would be a good idea to attack some of his clan-members. You could wait it out, or step in and take him down. If he is put down by your colonists and is still alive, you can Rescue him with no long-run consequences or Arrest him with long-run repercussions (However, the clan would not become outright hostile immediately, it'd just be like -20 relations). If he's put down by his clan-members, they'll leave and carry him with them.

TL;DR: Mattorious wants to sell beer. Let Mattorious sell beer. Thanks.

-Mattorious
#2
Ideas / Re: Zombies
February 18, 2015, 12:11:13 PM
Quote from: Johnny Masters on February 18, 2015, 11:44:35 AM
So i'd say they could easily fit rimworld...
I sense an argument on the horizon...

#3
Ideas / Re: Vents
December 12, 2014, 08:31:00 AM

I approve of this idea. It would make the game just that much simpler and more intuitive.  :D
#4
General Discussion / Re: Exploiting Heaters for Profit!
December 11, 2014, 04:17:58 PM
Quote from: fraz on December 11, 2014, 03:50:41 PM
I suppose the same thing has been possible for as long as we've had lockable doors, simply by starving them to death.
Yup, but this is quicker, and doesn't leave your colonists stuck inside your colony as long.
#5
General Discussion / Re: Weaponised Heating?
December 11, 2014, 01:03:54 PM
Alright guys, I've tested this, and I can firmly say that this works to a degree. For instructions on how to set up a weaponized, friendly faction killer, (Without penalty!) check out this thread.
#6
General Discussion / Exploiting Heaters for Profit!
December 11, 2014, 12:50:03 PM
Okay guys, I know this was rather quick, but I've found a way to exploit heaters for free goods and stuffs.

Step One
Make a smallish space out of fireproof materials, and put heaters in each corner. (Optional: It'll work with one or two heaters, but four makes it easier and quicker) Set your heaters for 140c. (285f)


Step Two
Wall off your space so the room is like an entrance or gateway to your colony.


Step Three
Invite Guests!


Step Four
Lock them in!


Step Five
? ? ?

Step Six
Profit!

This process won't work for raiders as they'll just break the doors down. But when you get some neutral friendlies... Well... :D

<sidenote>If you want to get the loot quickly, best thing to do is to break down a wall. The temp inside will equalize instantly</sidenote>

#7
Off-Topic / Re: Woo! 100 posts! :D
December 11, 2014, 11:52:40 AM
#8
Off-Topic / Woo! 100 posts! :D
December 11, 2014, 09:45:46 AM


Boo-ya! 100 Posts!



(Yes, this thread has no reason to exist. :P)


#9
Quote from: Snowpig on December 11, 2014, 03:45:54 AM
i consider the colonist with the highest Social skill as leader. Because he is the guy who talks to traders/prisoners/other factions.
Ditto. I'm quite happy with roleplaying the leadership position at the moment, but a leadership system the way the op suggests would be nice. It would add quite a bit more depth to the game.
#10
General Discussion / Re: Weaponised Heating?
December 11, 2014, 09:15:21 AM
Quote from: milon on December 11, 2014, 08:25:39 AM
This would work well for "friendly" visitors
Wait wait, I think you're on to something here. What if, during a neutral colony visit, you trap them into a room with temps over 100c? Would that be a way of exploiting the system for free loot?

Discovery requires experimentation. :D
#11
General Discussion / Re: new alpha :D
December 10, 2014, 02:15:41 PM
Gif party! :D
#12
Don't have any sendowl dl's left. Really hoping it gets updated before I get home from work.


EDIT: Updated gif to show how I really feel. :D
#13
Off-Topic / Re: Quick! Take my insurgency!
December 09, 2014, 10:47:21 AM
Here's the process:
https://support.humblebundle.com/hc/en-us/articles/202712460-Gifting-Steam-Keys

EDIT: According to my account, it looks like you've claimed it.
#14
Off-Topic / Re: Quick! Take my insurgency!
December 09, 2014, 10:31:01 AM
A more tactical Counter Strike basically. Really fun.
#15
Off-Topic / Re: Quick! Take my insurgency!
December 09, 2014, 10:21:06 AM
It's how it works. Humble Bundle needs to update their things, but I understand if you don't want to take a risk. If you have one, you could just use a dummy email. (what I do when I don't wanna give sites my real one).

EDIT: Be aware though, it sends the steam keys to the email you give it.