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Messages - Penguinmanereikel

#61
Ideas / Re: Rescuing Enemy Prisoners
July 22, 2017, 01:18:46 AM
Quote from: JimmyAgnt007 on July 20, 2017, 12:51:39 PM
Id also like to add that if the enemy is holding one of your people for ransom that they will be in their base when you go attack them.

Yes, also that.
#62
Quote from: A Friend on July 16, 2017, 11:42:24 PM
That's already been discussed numerous times in the previous pages.
And was there a verdict on whether or not it was a good idea?
#63
Ideas / Re: Wild and Wacky Biomes
July 19, 2017, 02:17:54 PM
Quote from: Names are for the Weak on July 13, 2017, 12:51:58 AM
Garden of Eden: All the soil is fertile, there are no predators, and ambrosia grows like raspberry bushes. However, raids are far more frequent.
Let's call them something more technical sounding since this is a Sci-Fi game: Edenic (ee-DEH-nik) Gardens, or something like that.
#64
Ideas / Rescuing Enemy Prisoners
July 19, 2017, 02:03:27 PM
I thought of a cool idea where enemy bases would also have prisoner cells/barracks in them, and if they survive the raid until the last enemy is downed/dead or have their cells opened, there would be a chance for them to join you. If they don't join you, they'll just run away to the edge of the map.

To add onto this, there could also be events where a friendly faction requests that we free their member(s) from an enemy faction of theirs (currently every faction is only enemies with the pirates) and are rewarded if they live and escape the map! In these circumstances, the prisoner will not join if you free them.

I'm not sure yet, but do prisoners in your colony escape if raiders destroy their walls? If so, then some enemy factions may try to raid with the intent of freeing a captured member.

Moreover, there could add the ability to demand ransoms from other factions. Maybe we could also have the ability to choose our price and the faction will pay based on how good the deal is. The bargained prisoner will then be set for release and payment will be delivered by transport pod. There would also have to be some time between when we are allowed to demand ransoms from the same faction.
#65
Ideas / Non-imprisonment recruitment of visitors
July 15, 2017, 06:52:07 PM
Do you agree that there needs to be some kind of mechanic to encourage visitors to join our faction without capturing them and recruiting them? Like, there could be a minor chance that visitors who stay by the base for a while may join the colony before leaving, and perhaps relationships will increase that chance. Or we could have Social skilled people encourage people to join. Or both.
#66
Ideas / Re: More scenario editor controls
July 15, 2017, 06:48:03 PM
+1
#67
Ideas / Re: Horses please.
July 15, 2017, 06:46:50 PM
I'm surprised why a game about space cowboys doesn't have horses.
#68
So currently, our basic system of factions is just 5 factions: two Outlander Unions, two Tribes, and a Pirate Faction. But eventually, there should be complex faction relations, where some friendly factions will have hostilities towards non-pirate factions, and friendliness with said non-pirate factions will decrease our relation with those that hate them. And inter-faction relations don't have to be mutual, thereby further complicating it.
#69
I think a name like Stoneskin or Rockskin or Ironskin would be better. Stoneflesh sounds kinda gross.
#70
Ideas / Re: Colonist Health Bar Width
July 15, 2017, 06:05:25 PM
Seconded. More importantly, the health bars need to be brighter colors, as to help see that someone's injured and how much. Moreover, we could make it so that we can see the remaining health of colonists with damage.
#71
Ideas / Re: Orbital traders HQ
July 15, 2017, 06:03:09 PM
I don't think they ever need to land. Plus, this is OP. And why wouldn't you just land your colony right next to it?
#72
Ideas / Re: New Types of Mechanoids
July 15, 2017, 06:00:09 PM
Quote from: dkmoo on July 14, 2017, 06:48:51 PM
Quote from: Penguinmanereikel on July 14, 2017, 05:27:23 PM
Quote from: dkmoo on July 14, 2017, 03:16:18 PM
FLYING MECHANOIDS!!!

Can move thru any terrain or structure but receives no cover bonus. Its attacks can also partially bypass target's cover bonus. Targets get cover boost from roofed area  :) :) :)
I see what your vision is, but there's nothing in Rimwold that actually flies. I think we need flying birds before we try to wait for flying enemies. lol

Well, there are "flying" mortar shells so I think the base mechanic is there. Hopefully tynan can build it out in a later alpha.
I'm not sure if the mechanic of mortars is actually the same thing as something flying over everything. For all we know, it could be that the point of explosion is predetermined, set off at a certain time (found by dividing the distance by the speed of a mortar) and a sprite of a mortar flies over everthing on a higher layer. I could be wrong, but I don't think it's the same thing as a pawn existing on a higher layer.
#73
General Discussion / Re: Manual reconnection
July 14, 2017, 05:37:48 PM
New idea for Rimworld
Manual Reconnect for electric appliances. Select an appliance and be shown the range in which it can be connected to a conduit. Power layout will be shown and we then select a tile in the range containing a conduit or cancel. Next to the Manual Reconnect button will be the Auto-Reconnect button, which connects to the nearest conduit. It could also make a noise to indicate that it couldn't find a conduit.
#74
Ideas / Re: New Types of Mechanoids
July 14, 2017, 05:27:23 PM
Quote from: dkmoo on July 14, 2017, 03:16:18 PM
FLYING MECHANOIDS!!!

Can move thru any terrain or structure but receives no cover bonus. Its attacks can also partially bypass target's cover bonus. Targets get cover boost from roofed area  :) :) :)
I see what your vision is, but there's nothing in Rimwold that actually flies. I think we need flying birds before we try to wait for flying enemies. lol

Quote from: Razzoriel on July 14, 2017, 04:12:31 PM
- A scout-like mechanoid with a weak attack, but fast movement speed that uses shock to disable pawns (i think there was a mod that added this).

- Zerg-like mechanoids, with weak firepower and more fragile, but quicker than a scyther.

- Androids.

- Shielded, melee scyther-like mechs.
I feel like melee mechanoids will be the first out of any of the other ideas we come up with that will be implemented in the game first. They're a pretty simple concept. Also, I understand that only shocking pawns would keep them from being OP, but it doesn't really make sense why they would only shock you and not melee you to death.
#75
Ideas / Re: New Types of Mechanoids
July 14, 2017, 10:15:50 AM
Quote from: Nainara on July 13, 2017, 09:13:16 PM
I think some mechanoids should come equipped with a self-destruct for when they get downed.
Not a bad idea. Plus it actually makes "Shutting Off" Mechanoids actually useful.

Quote from: Blastoderm on July 14, 2017, 01:11:37 AM
I'd rather see mechanoid colonies, with some drone units and guards. I mean if they land they should wipe some colonies, like tribal ones, so there must be some mechanoid presence on the planet. Nowthey are mostly entombed in various locked areas.
Not a bad idea either. Plus, it would be interesting to put Mechanoids on the defensive. Maybe every Mechanoid base could house a special object, like an AI Persona. But if they were a colony-based faction like Outlanders and Tribes, that would mean that you could wipe them out.