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Topics - Negocromn

#1
...or at least make it save the current game before loading another.

As things are right now there isn't really much difference between a normal game and a permadeath game.
#2
Ideas / Walls shouldn't block vegetation spread
April 27, 2016, 11:56:42 AM
Right now you'll create huge barrens by walling yourself, doesn't make much sense.

#3
General Discussion / A thousand turtles
April 26, 2016, 03:52:56 PM
One of the dumbest ideas I ever had, this was incredibly hard and incredibly boring.

Thank god it is over.


#4
The game doesn't show any real info, the brawler bonus is listed as a factor on the hit chance calculations but it doesn't modify the final result, as in, the hit chance shown for brawlers and non brawlers of the same skill is the same.



#5
General Discussion / my first named tortoise (rare)
April 21, 2016, 09:54:39 PM


I was very surprised when it happened, at this point I was sure turtles couldn't nuzzle and be named. It happened on day 168, I think it was my ~400th turtle born.

#6
General Discussion / "The Turtles of Pain"
April 16, 2016, 06:36:28 PM


irony overload
#7
My idea here is to introduce a new mechanism that is as reasonable and as conservative as possible, to help combat the issue of frantic trading of shots in melee, making high skilled close combatants more durable, capable and cheaper overall and also more distinguishable from their low skill counterparts. The Melee skill itself would greatly increase in value with this change.

Alright, for this, we are not considering atribute or brawler bonuses, we are going to assume the hit chance derived from melee skill is the only variable and that the numbers given are completely accurate. We are also going to assume the method used itself is possible.

When a pawn attempts to melee attack another pawn that is not using a ranged weapon, it suffers a penalty on its hit chance per the following formula:
FHC = BHC - EMS²/1000
FHC ≥ 33%

FHC = Final Hit Chance
BHC = Base Hit Chance
EMS = Enemy Melee Skill


Which means pawns with 0 skill, pawns that are using ranged weapons, animals and so on will be hit with no penalties same as before. Also, the penalty is very very low in low levels and only starts to be actually powerful in the last top levels that are very hard to reach and maintain in unmodded RW.
Chances to hit of attacker of skill 0, 1, 5, 10, 15 and 20 using this system:
    0       1       2       3       4       5       6       7       8       9      10   
0   33%     33%     33%     33%     33%     33%     33%     33%     33%     33%    33%   
1   72%     71,9%   71,6%   71,1%   70,4%   69,5%   68,4%   67,1%   65,6%   63,9%  62%
5   82%     81,9%   81,6%   81,1%   80,4%   79,5%   78,4%   77,1%   75,6%   73,9%  72%
10  88%     87,9%   87,6%   87,1%   86,4%   85,5%   84,4%   83,1%   81,6%   79,9%  78%
15  93%     92,9%   92,6%   92,1%   91,4%   90,5%   89,4%   88,1%   86,6%   84,9%  83%
20  97%     96,9%   96,6%   96,1%   95,4%   94,5%   93,4%   92,1%   90,6%   88,9%  87%

    11      12      13      14      15      16      17      18      19      20
0   33%     33%     33%     33%     33%     33%     33%     33%     33%     33%
1   59,9%   57,6%   55,1%   52,4%   49,5%   46,4%   43,1%   39,6%   35,9%   33%
5   69,9%   67,6%   65,1%   62,4%   59,5%   56,4%   53,1%   49,6%   45,9%   42%
10  75,9%   73,6%   71,1%   68,4%   65,5%   62,4%   59,1%   55,6%   51,9%   48%
15  80,9%   78,6%   76,1%   73,4%   70,5%   67,4%   64,1%   60,6%   56,9%   53%
20  84,9%   82,6%   80,1%   77,4%   74,5%   71,4%   68,1%   64,6%   60,9%   57%
#8
Integrated as they are, partially or even conceptually.
#9
I've heard about tons of games but I have only played DF, RW and Prison Architect, if I have played another I dont remember it.

PA is pretty good but is almost not the same genre I feel, got bored kinda fast.

So, any game out there you feel it's in the same level or better than RW?
#10
Alright, here's my idea.
For this, we are not considering manipulation bonuses or brawler bonuses, we are going to assume the hit chance derived from melee skill is the only variable and that it is completely accurate.

When a pawn attempts to melee attack another pawn that is not using a ranged weapon, it suffers a penalty on its hit chance per the following formula:

QuoteFHC = BHC - EMS²/1000
FHC ≥ 33%
FHC = Final Hit Chance
BHC = Base Hit Chance
EMS = Enemy Melee Skill


Which means pawns with 0 skill, pawns that are using ranged weapons, animals and so on will be hit with no penalties same as before. Also, the penalty is very very low in low levels and only starts to be actually powerful in the last top levels that are very hard to reach and maintain in unmodded RW.
A little table to illustrate the final hit chance of an attacker with skill X vs a defender with skill Z:

Quote    0       1       2       3       4       5       6       7       8       9      10   
0   33%     33%     33%     33%     33%     33%     33%     33%     33%     33%    33%   
1   72%     71,9%   71,6%   71,1%   70,4%   69,5%   68,4%   67,1%   65,6%   63,9%  62%
5   82%     81,9%   81,6%   81,1%   80,4%   79,5%   78,4%   77,1%   75,6%   73,9%  72%
10  88%     87,9%   87,6%   87,1%   86,4%   85,5%   84,4%   83,1%   81,6%   79,9%  78%
15  93%     92,9%   92,6%   92,1%   91,4%   90,5%   89,4%   88,1%   86,6%   84,9%  83%
20  97%     96,9%   96,6%   96,1%   95,4%   94,5%   93,4%   92,1%   90,6%   88,9%  87%

    11      12      13      14      15      16      17      18      19      20
0   33%     33%     33%     33%     33%     33%     33%     33%     33%     33%
1   59,9%   57,6%   55,1%   52,4%   49,5%   46,4%   43,1%   39,6%   35,9%   33%
5   69,9%   67,6%   65,1%   62,4%   59,5%   56,4%   53,1%   49,6%   45,9%   42%
10  75,9%   73,6%   71,1%   68,4%   65,5%   62,4%   59,1%   55,6%   51,9%   48%
15  80,9%   78,6%   76,1%   73,4%   70,5%   67,4%   64,1%   60,6%   56,9%   53%
20  84,9%   82,6%   80,1%   77,4%   74,5%   71,4%   68,1%   64,6%   60,9%   57%

I think this would add some much needed differentiation between low and high level melee characters, and it would make melee in general cheaper, more reliable and durable too.
#11
So, one of the things that is bothering me the most in RW right now is the nonstop and ever increasing apparel micro, that mostly happens because your items lose absurd amounts of stats every day and every fight.

As it is right now, an 80% item is already so much worse than its original form that you're usually better off wearing a brand new one from inferior materials or couple lower quality levels. I don't really know the numbers and how it works exactly, but I tested a couple items and the stats lost/hit points lost ratio seems to be 75%. Flat. Which means you won't have to worry about changing apparel just when it gets really worn out or specially shredded in a fight, instead, you'll have to worry about it everyday, and the bigger the colony grows and the more people you try arm with decent equipment, the worse it gets.

I think having tiers of stat degradation per level of % durability would be the best, so from 100% to 50% durability you lose X% stats, from 50% to 20% 2X% stats, from 20% to 0% 5X% stats. Or something along the lines of that, ofc.

So, to put it short, I think deterioration is a fundamental part of the game, having to replace items really adds to the gameplay. But, it shouldn't be such a major chore nor punish the player that invests in apparel, it would be much more sensible if you only had to care about replacing actual low durability items.

Am I the only one that has a problem with this?










ps how do I use spoilers here x.x
#12
I've crafted some legendary/mastercraft plasteel longswords for my elite brawler squad, but, as I was afraid they would get worn out if used everyday like clothes, I started giving them to my pawns just when enemies appear. I have them equipped with standard steel top quality swords for everyday hunting and hauling.

Buuuut, the thing is, they have probably hunted a couple hundred animals over I don't how many days and the regular steel weapons are still 100%. Do weapons even lose durability for being worn/used? I think I'm being dumb here, doing a whole bunch of unnecessary microing...

#13
I was browsing the mod section and was kinda surprised to find among the game changing majority some pretty simple and elegant ones that actually fit really well with the base game. I can definitely see one or two being used by Tynan in the future, be it just their concept or the whole thing.

So, now I'm curious: have any mods made into the official game so far? If so, which ones?
#14
Ideas / Fallout/Dune Style Melee
November 14, 2013, 08:58:38 AM
I think the game could greatly benefit from having actual melee combat added.

My idea would be to combine the addition of powerful fallout style melee weapons, such as the Ripper, the Power Fist or the Super Sledge (something in the line, not them exactly obviously), with Dune's shielding.







In Dune, you can't use standard ranged weapons while your shield is on, the shields stops anything coming in or out at high speeds. Now, I don't want something as radical as in the books, were firing a lasgun at a shield user would trigger a giant explosion, let's just keep the melee only part.



With the right values on the amount of shield and damage of these weapons, it could become a great addition to the game. I think brawlers should thrive on skirmishes and small scale fights, but have trouble in big, open battles were they might drop before even hitting anyone.

I don't think the implementation of the melee weapons would be something really hard, as there's already a melee system were you interrupt people trying to shoot and what not, it would need art and animations + some number crunching. Shielding on the other hand would be a new mechanic and probably require extra dev time I guess? Still all in all I think its a feasible suggestion.