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Messages - Alerter

#1
Ideas / Re: Ship part crashes containing space soldiers
September 20, 2018, 04:43:21 PM
QuoteI was thinking that they would only appear when the ship part is damaged (similar to mechanoids), rather than spawn immediately. Raiders arriving from the signaller ship would assume it was a signal from the colony and possibly ignore the ship part rather than agitate it.

Yeah, I also thought about that. The question is: how will space soldiers behave after appearing from the ship? Can they just defend it and sustain their needs, similar to mechanoids? Probably no. But even if they will assault colony right after their ship will be damaged, good timing can just force them to fight your next raid (which can be spawned by them). What I am trying to say is simple: in many scenarios those conditions can't really force players to destroy that ship as fast as possible, rather than just abusing it (unlike poison/psychic ships).
#2
Ideas / Re: Ship part crashes containing space soldiers
September 20, 2018, 04:16:47 PM
Good idea, but it requires too much balancing.

First of all, how will other factions/raiders react to those soldiers? Signaller ship part crash can probably just kill them after a few raids, potentially rewarding players with tons of resources for nothing in return. Jammer ship part crash and EMP ship part crash can be just annoying (tribe run challenge says hi), but not deadly (unless you're using hydroponics). Therefore, players can get a decent defense by just ignoring this event.

Also, those soldiers must have their source of food. Making farms is not going to work against a human players (there are there are too much options to burn/destroy it), so I assume that their ship should generate food for them (just like hive for insectoids). Or they will constantly receive cargo pods from their "dead civilization". It just looks strange for me: probably doable and maybe logical, but strange.

Anyway, that could be a nice addition to a RimWorld's story. There are definitely good points in your idea overall.  ;)
#3
Ideas / Re: Balance Chemical Interest/Fascination traits.
September 20, 2018, 03:28:56 PM
Quote from: Swarx on September 20, 2018, 02:41:24 PM
this would kinda defeat the purpose of it, personally i'd try arresting those pawns when they go on binges, and making sure they're not allowed any drugs in their non-binge state either.

Yeah, that's the problem. You have to constantly control their binges and prevent any possible addictions, because those pawns will ignore doses/schedules and will eventually kill themselves. You just can't allow them to do drugs. It ruins the purpose of chemical interest/fascination traits and those pawns just become teetotalers (combined with mood penalty from being imprisoned from time to time).
#4
Ideas / Balance Chemical Interest/Fascination traits.
September 20, 2018, 06:10:45 AM
Right now those are one of the worst traits in the entire game (probably right after pyromaniac). For me personally its not bad just because those people are constantly going on drug binges and ignore the policies (although it matters), but because those traits are simply threatening pawn's life. Tolerance is just going up so fast sometimes and you can't do anything about it. It leads us to addictions, organ damage (brain, especially) and death.

So here is what I suggest: if colonist has chemical interest/fascination trait, tolerance must go down much faster. They want drugs? Let them have it. But it shouldn't kill them while they do.
#5
Ideas / Re: More random world event :D
July 23, 2018, 01:28:52 PM
Good suggestion. I think those quest should also improve relationships with chosen factions.
#6
Ideas / Re: Don't drop weapon on downed.
July 22, 2018, 01:51:38 PM
So, even if you will have specific button to disarm prisoners... you really want to take plasteel longsword from 15+ melee skill brawler and hope he won't go berserk? Joke :))

Pawns can just drop their weapons once captured. This feature could make game way more pleasurable to play. +1
#7
+1
Good and simple. I hope this will be added.
#8
How about fallout of luciferium based gas (just like toxic fallout), which will cover some areas (or even entire map) and develop addiction? And what if this event will be global? Luciferium will become rare and expensive, many raiders with addiction will assault your colony just to steal another dose...
#9
Ideas / Re: Villager genration
April 11, 2018, 02:36:46 PM
Hi there!

There is a mod that can help (Prepare Carefully), which allows you to customize your colonists (we usually call them pawns btw). Iam not sure if this option will be involved in vanilla tho.
#10
I like deadly deadly things.  :)

But yeah, devs should fix that.
#11
Ideas / Re: Prisoner Idea
April 01, 2018, 06:21:39 PM
Quote from: sick puppy on April 01, 2018, 10:29:08 AM
wait you didnt know? it's actually a thing. i do that regularly on the save where i have luci addicts
Haven't thought about that actually. I always store tons of luciferium and then start using it later, so I rarely have problems with it in the first place. I know about such things like releasing enemies with wooden legs to kill them later with ease, but your tactic is just new for me.  :D
#12
Ideas / Re: Hand power generators
April 01, 2018, 06:09:34 PM
If only we could force our prisoners to do some "healthy activity" like that...
Anyway, +1 from me. But I think that those generators should have very decent energy outcome to be viable.
#13
Ideas / Re: Prisoner Idea
April 01, 2018, 07:18:58 AM
Quote from: sick puppy on March 31, 2018, 09:31:12 PM
- give them luci and let them go in hopes of them returning with more luci

You just made my day. Thats too perfect.
#14
+1 from me
Also, it would be nice if music could change in different in-game situations. For example: podcasts are playing most of the time, but game will switch to another song in the right moment (like battle-themed during raids).
#15
Ideas / Re: leadership
March 29, 2018, 03:11:12 PM
My friend, there is mod for it (psychology), which allows you to have mayor in your colony. Iam pretty sure there are other mods, you can just search for them.
Also, please be more specific in future posts. What traits leaders should get? Will it be beneficial for the colony and "healthy" for game itself? Right now it sounds like this: "Lets add something... like leaders! Yeah, definitely. And then it will do something!"  :)