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Messages - Antares [UK]

#1
Ideas / Re: Fences
November 08, 2013, 09:24:16 AM
Nice idea. I was also thinking about patrol walls (to become available under later researches), but not entirely sure if that would really fit in the RimWorld environment. Nonetheless, having at least some fences would be great.
#2
Ideas / Re: Security staff.
November 08, 2013, 09:10:18 AM
There is already a game with similar graphics to RimWorld, which focuses on prison management  ;)
However, I do personally agree that a security guard / interrogator / executor role would be useful.
#3
Ideas / Re: Colony types and local humanoids
November 08, 2013, 09:05:43 AM
Quote from: NephilimNexus on November 07, 2013, 07:58:14 PM
May I direct everyone's attention to "StarTopia" and then make the following suggestion: Steal Everything.   ;D

No, no, no. Please do not use the term "steal", refer to it as "inspiration". These are technically the same thing, but the second one sounds more ethical! :D
#4
It is a dream colony - Just me, mad-scientist, and army of my droids: protecting the base, growing crops, mining uranium and building more droids!
#5
Ideas / Re: Colony Log
November 07, 2013, 04:48:05 PM
I am not technical, but under one of the recent updates in Minecraft, Mojang added a "Diary" object, which allows you to keep quite an extensive ".txt" log. Either way, I like the colonial log idea.
#6
Ideas / Re: Colony types and local humanoids
November 07, 2013, 04:05:27 PM
I was thinking more of large on-shore "Deep Space 9" type colonies rather than a "Martian Hotel Giant" or "Kepler-22 Farmville" :)
#7
Ideas / Re: Colony types and local humanoids
November 07, 2013, 01:12:06 PM
Hi, I know what you mean and mandatory "Star Trek Online" like missions would be highly annoying. I should have made a clear proposition of all these missions being optional and several missions to be available at once. If ignored, new optional mission bundles would appear 10-30 minutes later.

Like, you can ignore them if you want to play a sandbox or accept them if you lack of imagination :) Just brainstorming.
#8
Ideas / Colony types and local humanoids
November 07, 2013, 06:08:18 AM
Dear co-colonists,

I have recently seen a play-through of the RimWorld and I must say that this game looks like the most perfect game of the space genre. I was so inspired by this wonderful work that I have created a list of diverse ideas that I would be excited to see adapted. The list is quite long, but as Mark Twain stated in his letter to a friend back in 1890s, "I am sorry for writing such a long letter, I have not had time to write a shorter one" :)

Hope that at least some of the ideas below will inspire the Ludeon team.

__________________________________________________________

List of ideas:

- More rooms/buildings/facilities:
> Different types of laboratories (to examine local humanoids, flora and fauna).
> Infirmary, maternity, surgeon rooms and morgue.
> Restaurants, bars, canteen & kitchen.
> Bathroom facilities.
> Biospheres (gardens - yield and oxygen).
> Nuclear & anti-matter energy generators.
> Various defence mines (stun or lethal with varying impact area).
> Rails and mine-carts for both, mines and base-to-base transportation.
> En-suite hotel-like rooms to accommodate important colony guests (admirals, diplomats and polititians that may wish to meet the colony leader to form a some of agreement for mutual benefits in nice or dirty way).
> Assembly lines and hangars for: space, ground, underground and sea travel; all of which will be particularly useful when colonising large-scale planets filled with local hostile humanoids, rebel camps from your homeland and pirate bases).

- Water supply:
> In deserts - water wells; in arctic - melting platforms; in tundra - wells, rain collectors and water atmosphere absorbers.
> Use water to support bathroom, refectory facilities and biospheres.

- Ability to capture (enslave / adapt & educate) local humanoids.

- Add a cloaking generator to disguise from local humanoids and pirates with less advanced technologies.

- Receive missions, which will the allow colony to specialise in one of the following areas (each to have certain  pros and cons):
> Science - your colony becomes a vital part of the universe researches. Main duties of your personnel will involve study of natural sciences, colonial economic optimisation, studies of colonial (and xeno-) psychology and sociology.
> Military - your colony becomes one of the imperial outpost. Your men should be ready to out-stand rebel and pirate attacks; face armies of local humanoids and protect VIPs who require a political asylum.
> Industrial - your colony will specialise in extracting natural resources in new ways and producing the most powerful weaponry, reliable construction materials and spacecraft parts, all of which may eventually anger the local humanoids (if ones are present) and result in increased pirate raids.
> Tourism - your colony will generate more cash than any other, but you will require plenty of bedrooms, bars and entertainment (Zoos from local fauna, SPA, rehabs (infirmary) biospheres with exotic plants (which were grown in laboratories or collected nearby), cloaked view points to observe local humanoids and animals). The main policy of such colony is ensure safety, smile and keep the base clean. Remember, visitors do not need to see or even know if some pesky rebel was killed in the desert nearby.
> Medical tourism - your colony will be known for being the best place to make a plastic surgery, go through a rehab or make a deep inhale of the local CO2 atmosphere. Some VIPs may want to visit the colony to change their appearance as part of the political asylum and they will need heavy protection during the stay.

- Local humanoids:
> Present / not present.
> Difficulty: Tribes or low-intelligence / Medieval state / Analogue of the 21st century.
> Hostile (will die to protect their fatherland) / Neutral (will attack only if you start abducting them or collecting too many natural resources / Friendly (will close a blind eye no matter what).
> Diplomacy (willingness to negotiate, cooperate and form (more or less) mutually beneficial agreements and policies).
> Several types/races of humanoids (1-2 random race options per planet terrain type; each race with their unique abilities).