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Messages - Workload

#76
Ideas / Re: Penalty for underground base
November 10, 2013, 07:12:08 PM
Guys pretty sure Tynan wanted this game somewhat hard and for you to lose at some point. That's why there's more then 1 mode if its too hard play the chill or peace one.
Later when the game is finished there will be many new events so you won't get the crop sickness and walls blowing up as much. The game logic can only hit you with so many events at once, at least on normal. So we are trying to think of new events that Tynan can make easily.
That's why this is a suggestion forum right?
#77
Ideas / Re: Console for turrets
November 10, 2013, 04:35:47 PM
Quote from: Galileus on November 10, 2013, 02:56:33 PM
This is THIRD turret problem topic. Was it really necessary to post it?

As for the idea, it's a linear change in turret's cost with a "replace colonist with a turret". Both of these are very bad. One - you don't balance a problem like that with linear cost adjustment - I wrote about it three times now. Two - the catastrophic failure of this plan - is replace colonist with turret mechanic. Plant 6 lanes of 6 turrets, plop 6 colonists in safehouse with consoles, make them change consoles every now and then or haul someone to bed if he gets shocked. Add fuelling and you're at square one. The same old problem is in there, unresolved.

Solution needs to address the problem, not the numbers.

Your right about it not really being a balance. But it does give a chance to set fires in your city and kill or really hurt someone.
I only post this cause it's a neat idea for turrets and give more feel to the villagers instead on turrets auto killing.
Plus it fits well with the theme of colony that crashed landed from a space ship. Anyways I find people with good guns can do a whole lot better then turrets..... if your smart you can move them back when there about 60% hp and move someone else up with higher hp, easy tactics never lose a guy.

Also safe house with consoles, then gun gets blown up, fire starts while in a gunfight so deal with the enemies fast then put fire out or take some people off drafted to deal with the fire before it does a lot of damage. Again people could just place these consoles away from everything to min the damage. Still a risk that someone dies from shock.
Care less about balance just would be really cool way for guns to work.
#78
Ideas / Console for turrets
November 10, 2013, 02:49:27 PM
Edit: This is not about turrets balancing at all.   

Turrets are good the way they are though on the other hand, I see a person controlled turret from a console could be a lot cooler and more fitting that your people came from a spaceship.

A console would need to be linked to the same power flow as the turret. To be able to select the link turret button, can be place beside the power on/off one.

For the turret to work.

Before      A - power

After        A - power
               B - linked to a console
               C - a drafted person then told to man the console with the right click button. They just stand at the console facing it making it seem like there using the turret.

Then the turret should act the same as it did before but need these three laws to work.

Also If a turret is killed there's a chance it can short circuit or set fire to the console. Or even shock the user, Killing or dealing a lot damage maybe depending how much power is in the batteries.   
There shooting skill should go up very slowly or no at all when using turrets or make it a different skill like research.

Just image it you came from ship and that's how most turrets work on be space ships, console bays with people inside shooting outside just make sense if they still use that tech. Goes with the theme of rimworld

This could just apply to other things. Sam turrets, Cannons 
Let me know what ya think
#79
Ideas / Re: Penalty for underground base
November 10, 2013, 02:11:03 PM
Earthquake would be very awesome for balance. Plus rock slides that could cover your doors so it will take time to get them out, this can happen from earthquakes.

Mud slides from rain maybe?
#80
Ideas / Re: Your Cheapest Ideas
November 09, 2013, 03:32:07 PM
How about a really easy event to make. Lab accident while someone is researching set fire or knock out some people for a day. I would say illness but that's not cheap the fire and pretty sure the knock out is somewhere in the game.

Also make the AI enemy shoot mines and give the mines 5 10 hit points

Maybe a bomb squad team with 1 sniper to 3 grenadier that try to attack your walls.

Raiders with a miner maybe to dig in the stone. But there is tricks to stop miners just putting sandbags along the whole wall might stop this.
also sure people will not like there map getting chewed up by the ai
#81
Ideas / New Enemy - Automatons / Robots
November 09, 2013, 04:31:02 AM
To bypass some funneling tactics with walls. Maybe add some robots that love power and will come in small numbers. To take power out your batteries, from directly or even any power lines, walls. They will leave early sometimes when they had there fill.
Give them shields if possible that slowly refills when only taking power, can also make then stun or turn off things linked to that power source while taking power. Could also make things short circuit to start fires in your base.
Give them 80 to 100 HP and Shields 100 - Bullets do less damage to shields. Fire could be bad for them if no shields also
Ok range gun
A Solar Flare can be really bad for them shutting them down but they could be advance and still be able to work.
#82
Ideas / Re: My proposal for the turret problem.
November 09, 2013, 03:47:28 AM
Hmm I can't figure out how to work the quote on here.
To Preduno yes very right about that but it does take a unit to use it so your down 1 person per turret, Making your front lines weaker of people

Also making them get no or 50% of shooting skill points
Oh and if the gun it gets smash it can blow up the console to set a fire but make this kinda rare 10% more if you like. Adding this can make a big impacted on a battle making a risk to use turrets.

I'm all for harder gameplay
Please let me know if there's more flaws to this. Cause I didn't think of the console blowing up till you told me it be cheap if they were far away safe :)
#83
Ideas / Re: Your Cheapest Ideas
November 09, 2013, 02:41:53 AM
Is EMP grenades out of theme with rimworld?

#84
Ideas / Pop up turret
November 09, 2013, 02:35:10 AM
Maybe a high lever tech and very high cost in power and metals. So same as other turret but they pop up when there's a target in range and take some time to return underground. If damage they can't go under ground or come up. Same for power. Not sure it to make them walkable if there down. If walkable people can cheap out and use them as gates so that wouldn't be good. Don't see this happen for a while just getting the idea out there.
#85
Ideas / Re: My proposal for the turret problem.
November 09, 2013, 02:25:32 AM
Hi everyone my first post on here, hope my spelling is not to bad. Anyways I was thinking about the turrets and to make them more fair I suggest maybe making it so your people have to man a Turret Console, linked to one or two turrets.... I think one would be best. This still can be good cause when the gun is down you still have a unit with full HP. To link a gun to a console just add link button in console menu beside the power button and the console should have to be connected to the same power grid in somewhere as the turret. Though a Turret Console would have to be made but shouldn't be have to code.

For a turret to shoot all it need for logic a, b, and c are set then the gun can work as normal.   Same as before Just it only needed A. to work

A   . Power
B   . Linked to turret console
C   . A unit drafted and told to man the Console


If the someone gets hurt on the console they will get off.

Let me know what you think about this.