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Messages - G34R B0X

#1
Ideas / Re: What do you want in alpha 9/10?
January 28, 2015, 12:55:31 AM
i want the Ability to capture Scythers.... maybe not use them as full functioning members of the colony, but more like a dumb pet. Scythers should only be able to Haul, clean, chop wood and mine. There hauling should be higher than a humans as well.

You will need a Reeducation Uplink to convert them to useful members of your socitey. They should be non Combat units, and you can only have 2 per Scyther Uplink ( name? ) which needs a A.I. Core to build.
#2
Ideas / Thoughts on making endgame better
December 24, 2014, 10:43:38 PM
For me,  the most fun in Rimworld is that first 4 months. That period of time where, your struggling and you are not sure if you are goning to make it or all die. Right now I feel bored at the end game , once my defenses are set up and my colony is self sufficient enough to never starve I lose interest and start over. Now I don't want to sound ungrateful I love this game! So I'm looking for ideas to make the game more enjoyable towards the end other than making a complex turret defense game.

What makes a new city? Industry, comers , economics . What if ince you get on your feet you could set up trade posts, or taverns. It would give trackers a new purpose, buy your goods ( which would be set in a specific stockpile for selling) and open up the option for new crafting, Brewing alcohol, building weapons, tailoring clothes for trade.  An end game building could be a space port , bring loads more travelers to buy your wares. Turing your colony into an actual city. Of sorts.

Also it would add a new type of raider. The bandit, who is more focused on your stockpiles and not just killing your people, he carries a sack and loads up on stuff, early game he steals your food more than wares, causeing you to defend from him so you don't starve.

These are my thoughts, it's late  so have a good nigjt

#3
Ideas / Re: What do you want in alpha 9/10?
December 24, 2014, 10:27:36 PM
I'd like a colonist editor, don't get me wrong I'm all for random, it gives flavor to the game but every single one of us pushed that random button till we get the one we want.

So what I imagine is two ways to do this. One, you would still get a random colonist there stats random like normal, but with the option to  add X amount of points ( x needs to be worked out .) and possibly like 3 flames .

And for the second option your given an amount of points that you distribute how u see fit, and given. 5 flames to disperse. Flip side , you do NOT get to pick your traits. After you drop you see what traits you're stuck with.
#4
Ideas / Re: Your Cheapest Ideas
December 22, 2014, 08:17:17 AM
Bare with me here, im going to ramble on, just worked 18 hour shift and im slightly intoxicated.

-New ore Types
    Lets call these " Shiny things" basicaly a cash crop, but can be used in some crafting

-Traveling merchants
    It would be hella cool if instead of just orbital sales a man with a cart being pulled by a muffalo passes threw and you can trade with him, make it so only certin things can be traded with this man ( Bows and pillas for sure! no one with a space ship wants to buy my crappy bow when they have Artical Rail guns) it wouldnt be that hard to code, just have it so you right click on him with a Colonist and boom Drop down menu to trade! all items in all stockpiles available  so no shuffling to get the things you want to sell outside. And food is something the he is allways looking for or selling.

-Equipment slots
     Ok, i want to start off by saying i do not like haveing to build or by pickaxes to be able to mine, or any other things that would make my basic gameplay overly complicated. With that being said, i feel Equipment slots would be awesome, all items would "help" or just add a % boost to what ever it is your doing. Im seeing 4 slots, Two that could be work related :Examples, Spices for you cooks to make a little bit better food, Diamond tips for your pick axes to dig better Gloves for that little warmth boost, or a Surgeons kit for your doctor to help speed along the health of your people. Two more for personal items with diffrent boosts. Maybe jewlery that could give a small happyness boost or an item that helps win over prisoners Maybe a gasmask that would cut down on dead bodies smell and help keep people from going insane handling them. Some of these equpiment ideas should have a limited use and be used up after X amount of times. Im not a coder but i dont see this being hard to implemnt since all you would be doing is modifying the speed or Effectiveness at what ever it is your doing.

-More crafting ideas
     With the implament of Equipment slots i think its obvious to be able to craft all of these things your self. The skill at which your craft is would  determine the outcome of the boost the item gives to your colonist. Certain items would need the balance of two skills, like a surgeons kit, you would need to know something about medicine as well. or Mineing tool improvements you would need to know something about mining. All items you buy tho would be in the top 75% from traders. This also ties in with the wadering trader from before. An intergalactic trader might not care about some shoddy looking jewelry at a look or awful level, but that guy on the muffalo will gladly pay you somehting

-Gates
     This is something i have been dying to get. A three wide raise or lowerable gate, Tempature should be able to pass threw it no problem, it has to be powered. a Gate should have a LOT more health than a door dose  and the material you use should dictate how much. Solar flares would make them risky at times, but  worth it

-Barbwire
     An easy defense weapon, places down in a one square area, and slows anyone who passes threw it by 50% maybe a small damage output for attackers, and a gate option so your colonists can pass no problems. Something i feel the game needs as a defense option is the ability to slow down your attackers before they rush your turret lines.

-call to arms
     Works the same as draft, but you can dictate a predetermined location that all your people will flock to when theres an attack, this is something that i feel goes with out saying is Very important. when a group of bandits are attacking right damn MEWO, i dont want to have to second gusse where im putting everyone, i want them to be able to go there with a click of a button.

-Better turrets and turret systems
     Or better yet, different turret types. Maybe a flamethrower turret, that will burn people as they come into your defenses. Or a long range sniper turret. Something i think needs to be in tho, is how turrets work. A stage one turret is kinda high tech for a colony thats living in a one room rock house attached to a solar panel and a battery. Turrets are something you should have to work on to be automated. Maybe a few stages of them, but stage one should have to be maned like a mortar. Along side that, there should be an "assigned" button and a call to arms button options.

-Stages of tech and research
     Research is kind of something we do when theres no life pressing matters at hand, but it should be very important. More complex things in game should have higher level counterparts. Example, Solar collectors should work at a lower % and as you research into them they should getter better and better. you would not have to sell and rebuild, but once the research is done one of your people could just add on it it and make its output better. Items like the heater and cooler should be researched before building, like a tech tree.

-helping your friends
     The one thing that angers me more than anything, is when an ally is visiting and gets hurt. You should with out any doubt have the option to Rescue them, and have them thrown in a medical bed till healthy, which would give you more Ally points from your friendly factions.

-The wander
     Tho rare, a stranger with no connections to  any faction coud show up for a visit. one of your people could have the ability to offer shelter. The Wander could stay a few days and you could use that as time to try and convert him over to you side, or arrest him... which ever

thats just a few of the ideas  i have, going to bed now, Peace
#5
Ideas / Re: Your Cheapest Ideas
December 22, 2014, 07:31:10 AM
So some cheap ideas.
( bare with me i just worked 18 hours and slightly intoxicated but im going to ramble for a bit)

-New ore types. Lets call them shiny things. Diamonds or what have you.
#6
Ideas / Luxury trader!
September 14, 2014, 07:26:09 AM
So the hardest thing in rim world HAS to be, people going crazy over nothing. A new type of trader could be added, selling items like, luxury foods, drinks, wall paintings,couches and comfy chairs, and a whole swath of hodgepodge luxury items only he can supply u
#7
Ideas / Re: The Hive.
September 13, 2014, 05:02:44 AM
You ignore the Hive for a bit and don't notice that it found a bunch of agave fruit, now you have 20+ fire ants tunneling there way slowly into your mountain fortress, your colonists scramble to there weapons lockers as the constant scratching and clomping sounds echo the tunnels they claimed as a home... Outside the turrets are just barely holding back the waves of them climbing over each other to get inside... Than... It goes dark, one of the damned bugs must have but threw an electrical conduit, the barking of the full auto turrets stops. Everything goes quite and still in the dark except for the scrapping. Jimmy, that refuge u picked up from a crashed cry oops lights up his zippo lighter... No one speaks, no one moves, than the quiet is broken as something grabs Sarah and Chomps her in half,... The hungry mandibles of the fire ant gleam in the fire light, than something grabs jimmy, the light goes out... Darkness
#8
Ideas / The Hive.
September 12, 2014, 03:20:14 AM
The hive is an idea that popped I to my head after watching starship troopers. It will appear on the map, maybe a little hill looking thing, and continue to pop out ( for the lack of a better name ATM) Fire Ants. Which only have one goal, feed there colony. They will start locally to there best, graving anything agave fruit, dead carcasses ( this can help clean up the dead people to!) living muffalo, potoates, and eventually your colonists. The more food brought back to the hive the more workers it creates, to bring back more food. Fire ants can also Dig
There way though walls and mountains in pursuit of there Noms.

Fire ants should be weak, but plentiful, slower than your colonists, and Edible.! Any thoughts? I know this would be a pain in the arese to code so we probably will never get it, but it's a nice thought.

Other side note, maybe these will Appered in desert or arid brush land only. Have them biome based. Opens the idea for other biome based events.
#9
Ideas / Colonists morals. And other non combat ideas
September 10, 2014, 03:12:58 AM
So it's obvious the Dev wants the game to feel more personal, and make your colonists important to you. That is why he gives us names and a backstory. Something that would add a huge dynamic to the game would be every one having a moral set. As in, if you sell enemy's off
To slave traders, Jeff will leave. Or Christina dose not belive in reprocessed foods, will only eat meals, or will only eat meals made
By her self. It would add depth to a character and make
You have to balance there needs and wants to your play style.

Another option is wants. A colonist could desire to hBe more meat is his diet, in stead of haveing nothing but potatoes, and will refuse to do certain tasks till his wants are met.

Phobias is another idea. Not many colonists should get them, but they should be hindering. Jessica has a phobia of guns, she will not go anywhere near the turrets, mortars or a fire arm, ( certain radius) and this goes for carried weapons as well. Or colonist is deathly scared of
muffalo, will not eat/ or approach any that is seen. (X radius)

I'm a big fan of the no combat based aspects of the game. I belive we need to look at more than just more Enemies and bullets to have a rewarding game.

Sickness could spread, reducing efficiencies of work. Or a draught, could slow down any non Hydropoincs based foods. Speaking of water, Water purification should be a major thing, drinking unpurified water should help spread sickness. Hygiene should play a role in this as we'll

Bathrooms, this dosent need explaining, we all poop, but pooping outside makes me unhappy, i don't know about this one, just an idea, idk how in depth you want to get with plumbing.

Certifications, should also be a thing, and this ties into a tech tree which would drastically make the game more enjoyable. The point is to have random colonists crash land on a planet and start over, well I have utterly no clue how to wire up a house let alone build a geothermal generator. But en engineer would. Idk how, maybe the Data core crashed with the ship, but haveing the ability to study certain tasks to get better, like engineering, or practise, like shooting to get a marksmen cert. would be nice. And they would give huge bonuses. Some with an engine cert can build twice as fast ( which coupled with the longer build times as stated below would be huge) or haveing the marksmen certification would play in well with a bolt action rifle, dealing extra damage and possibly a One hit Kill.

Building technical items should take hours, to days. Plopping down that solar arty and having it up and going in 7 seconds seems awesome, but It should be a risk reward kind of thing. It should take a LONG time to build, maybe up to 3 in game days, so you have to balance out how u want your colonists to divvy up there work. All three could chip in to help, but no one is making brekfast than.

Suggested buildings or items.

Guard/watch tower: enlarges the radius that a sniper can fire, also adds bonuses to damage, and has some defense.