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Messages - Penguinmanereikel

#31
Ideas / Re: Neolithic Mortars
September 02, 2017, 10:58:09 PM
When I say "Neolithic," I'm referring to the Tribal technologies described in RimWorld, like pemmican and passive freezers. Since the era of the game is set in the Wild West (1860-90s in our world), it's not too unreasonable that they wouldn't have this technology.
Yes, this technology is[/is] basically catapults, but they give a really complex and industrial feel than a simple giant slingshot.
Also, some say that it mixes the types of technologies together too much, then in that case, the slingshots could have damage, range and accuracy reduced to the point that many of them would be required to equal 2 mortars and they would be relatively closer to your base than a mortar. Additionally, their only food is a lot of pemmican and they would get new ammo delivered to them personally with longer intervals than in an Outlander or Pirate seige.
#32
Ideas / Re: Multiple Colonies and Management
September 01, 2017, 09:46:18 PM
Quote from: shentino on September 01, 2017, 01:34:08 PM
Not running all colonies simultaneously would lead to causality paradoxes. 
Agreed.
#33
Ideas / Re: Player Faction / Old Colonies
September 01, 2017, 09:45:08 PM
I don't think the game is advanced enough for that. Besides, they'd be a faction different from other factions because they would have, at max, 5 colonies on the entire map.
#34
Ideas / Neolithic Mortars
September 01, 2017, 09:43:27 PM
So I just had a random idea of having a low-grade neolithic mortar in the game, which would actually be a giant sling to pelt giant projectiles with/at us. It could also have special neolithic mortar ammo to go with it. This mortar could be limited in its range, accuracy or damage to a point that replacing it with an industrial mortar is preferred, but would be an option for tribal colonies and young colonies. They would also be the siege weapon for tribal raiders. What do you think?
#35
General Discussion / Your Strangest Bases
September 01, 2017, 09:35:36 PM
What are the weirdest, most eccentric and/or most esoteric bases that you've made in RimWorld? This can't include bases that are weird because of content from a mod, like guard huskies armed with sniper rifles. That would just make it too easy. (You can tell me if this rule is too strict.) It can be weird even in the simple things like building everything in one room to building your entire base as seperate buildings spanning across your local map (I don't mean multiple settlements, I mean 1 settlement with buildings all over it)
#36
Ideas / Re: suggestion: memorizing dead ones
August 30, 2017, 12:34:52 AM
Buddy, you do know that you can build a coffin which displays then name the contained person/animal, right? Plus, you could've built graves in a separate place for your colonists and animals.
#37
Ideas / Re: Suggestion: Tornadoes!
August 27, 2017, 03:01:10 PM
This is actually a very interesting idea, although I disagree with roofing falling, since we only get 1 kind of artificial roofing.
#38
+1
Except for pre-game world alterations.
#39
Ideas / Re: Buddy System.
August 21, 2017, 12:33:03 AM
Hmm...I'm forming ideas from this. Not ideas exactly to how you describe them, but maybe, if players are quite close, then maybe they will try to work and do joy activities together or near each other wherever possible. But obviously, their work is prioritized.
Although, this would likely require an intense overhaul in pawn AI in how they select what work to do.
#40
Ideas / Re: Combat Shields.
August 12, 2017, 01:04:37 AM
Quote from: Names are for the Weak on August 11, 2017, 11:53:19 PM
+1, for the most part. However, I say that when more primitive shields get damaged enough, you have to use materials to repair them, instead of them just regenerating on their own.
I disagree. We don't have any kind of mechanic for repairing items, so you'd have to wait until a shield breaks and then craft a new one.

But in any case, I also agree with the idea of pre-spacer shields.
#41
Ideas / Re: Prison ransom
August 07, 2017, 05:08:04 PM
I had think I had an idea for prisoner ransoms alongside my idea to be able to rescue prisoners kept in enemy settlements.
#42
Ideas / Re: More dumb work
August 07, 2017, 05:05:21 PM
There are already Clear Snow Zones in the Zone section.
And raids are supposed to catch you by surprise.
#43
Or*y event, where colonists come together and *** together.
They all move their equipped gear to their inventory and then everyone tightly around the party spot, and everyone will be "Lovin'" and get an "Attended Or*y" Mood effect and a "Got some Lovin'" Mood effect for every time they did "Lovin'"

This doesn't violate the forum rules does it? I tried to keep it as SFW as possible by censoring inappropriate words.
#44
Ideas / Re: Food Policy
August 07, 2017, 04:52:27 PM
Quote from: SpaceDorf on July 31, 2017, 04:47:09 PM
Everytime yes again,
also food types for animals ...
I am not sure if direct control of animals would be balanced. It's smarter to just have the current system of having Kibble placed in their zones.
#45
Ideas / Re: We need more energy weapons
August 07, 2017, 04:50:28 PM
If we have Charge Rifles, then we can add the Charge Lance and Charge Heavy Blasters that Mechanoids drop. There could also be Charge Pistols, or Charge Machine Guns.

Maybe there could also be Energy Swords, which are like futuristic Sci-Fi swords (NOT STAR WARS).