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Messages - 6_Sic_6

#1
I just started the new scenario and I found something that felt a little bit off.

I killed a Muffalo, trying to make some tribalwear. As I remember, this item could be crafted at the crafting spot. Didn't found it in the bill list, so I tried with a tailor bench. The option wasn't there either.

I found it a little bit weird, so tried a Tribal scenario. The capability is tied to starting as New Arrival or as New Tribe. Is there any way now, as a New Arrival to make this tribal items? It is possible to change this via Develpment Mode?
#2
Ideas / Re: Thieves!
October 16, 2014, 08:21:13 AM
Yeah, it gives news objectives to the raiders. They seem stupid sometimes, going straight through the kill box. A few explosives and BOOM, an opened wall in your storage room, or a weak point that makes you lose your defensive advantage.

Maybe this thieves thing can be included in new recruited colonists or something. I believe colonists should have reactions about the things they see and do. For example a good guy that dislikes how prisoners are treated. He grabs some food, some equipment, a few silver, and leaves that horrible colony searching a better place to be.

#3
I believe we are focusing this topic on making the life underground harder, than making a interesting option living on the outside. Both ways may be right, if you add bad things inside the caves, you may think that its not so bad at all live under the sky. But give reasons to live outside it's cool too.

#4
Ideas / Different kind of traits, reactions...
October 15, 2014, 07:42:40 PM
Hi everyone, first of all, IDK if this topic has been treated before, sorry if it has been, but im not going to read every page of this forum... And sorry for my English, I didn't practice from a while.

These days I was reading a lot of Rimworld things at Reddit and I found several threads about organ farms, harvesting from prisioners and selling them at slave traders... Sounds amazing to me (well, it's really disgusting and obnoxious), because it adds new options to the game.

I didn't try this yet, but some people said that colonist suffer from penalties when we command this despicable tasks.

I started to think about this, about "who we are in the game". The colonists have to do this horrible things, even if they dont want to. We are like a boss, we give them instructions, and they only respond with mood penalties. If we push them to the limit, they get mad and we have to arrest them.

So, first I thought that they can feel free to leave the settlement if they think it's not the place for them. They need to do different things than getting mad when bad things happen.

And this organ farm thing is something that can be defended. For example, if a raider that tried to kill us gets wounded and arrested, and it's sold to a slave trader, you can think "It's horrible, even for a guy like him", or on the other side "He deserves it... I dont care. Actually I feel better"

And i get to the conclusion that maybe, the colonist needs more traits, for example, what they think about prisioners management, death penaltys. Other things, like religion may be included. Im not asking to just add more traits to the pool, im saying that only 2 are not enough. Only two traits cannot define a person. And also, they need more ways to react to things. For example, lock themselves into their rooms because they are depressed, leaving the colony because disagreement about the policies (grabbing maybe a few meals, stealing some silver...)
#5
IMO the problem right now ,with this inside/outside colonies is based on the threats of the game.

So, we have two choices, live inside a mountain, in a cave system. Sounds cool, safe, but enclosed. Or we can start our settlement on the outside, building structures, houses, walls... Both are interesting.

Always when we start a new game (in my case), we plan where we want to be. So we have to make the choice based on the pros and cons. And right now, we can eat, sleep, grow food, get resources anywhere. The game can only scare us with large raids, mechanoids... only hostile and combat dangers. And inside the mountain, we are far safer. The fate of the colony depends on this dangers, nothing else can stop us.

Rimworld need to focus on develop more dangers, real dangers, because without raiders, mechanoids, zerg swarms of squirrels, the game it's very very easy. Less combat and more survival, focus on managing our resources, trading, diplomacy... maybe more weight on relationships between colonist.

Of course, this needs to be added without overwriting. Sometimes I want to develop a peaceful colony focused on farming and a enjoying quiet life, and sometimes I want to survive against raiders, waiting for a harder assault, preparing my defenses, healing the wounded, and praying to survive just one more day.

(Sorry for my horrible English, so much time without writing...)