How about pre-generated mine shafts long ago abandoned that would lead off the edge of the world and raiders could use these to get into a mountain base? Or some other kind of constant threat within the mountain that wouldn't be too bad but something to watch for. I know it's been said before, but I really like the idea of abandoned mineshafts, they could even have useful stuff in them. Or there could be prebuilt mountain bases in the mountain already that if you opened one up the people living there would leap out and attack you.
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#2
Ideas / Re: How to bring the colonies out into the open again?
October 24, 2014, 02:56:52 PMQuote from: Noobshock on October 24, 2014, 11:44:53 AM
Not that I particularly enjoy repeating myself but penalties for tunneling in aren't going to stop people from playing hyper conservatively, because the causes for that phenomenon are much stronger drives than any relatively soft penalty you'd impose on mountain bases.
In order to force people out as it stands, you'd have to make mountain tunneling so punishing that it would be borderline nonviable and detract from player choice overall. The real problem lies in exacerbated combat lethality, weapon range trumping almost everything, and lack of options to replace colonists. That's what needs to be addressed one way or another. If you want to keep high lethality and tension during combat, which can be a very good thing, then you need to provide extra ways to recruit/replace colonists. The rare slave ships and incapacitated raiders aren't enough for most players to want to risk their colonists in an "open" fight.
This is why I liked the idea of being able to build robots that would do manual labor for your colony. They could do just about anything mindless. But social, hunting, and defending the base would be barred from them. They'd also be pretty expensive or have various levels of them (EG a metal-only-costing one that can only perform one task selected when created, a plasteel, metal, and AI core costing one that would do all of the mindless tasks - through priority table - but still couldn't fight, and then a much more expensive one that could fight as well but still couldn't do social). It would also be nice to have a stealth mechanic with perception as a new skill. Then we could build cameras to spot raiders sneaking into the base to steal stuff and have some of the colonists on guard duty. Better yet, said robots could have to charge in sunlight periodically to keep going and if they ran out would have to be hauled into the sun to recharge.
#3
Ideas / Re: Your Cheapest Ideas
October 24, 2014, 02:49:19 PMQuote from: Mystic on October 18, 2014, 06:08:36 PMEnergetic should be called insomniac, and it might increase the MBT with Listless decreasing it.
A pair of new possible character traits:
Energetic: shorter sleep times, and as a result is able to work more hours of each day
Listless: longer sleep times, and as a result must work less hours of each day
#4
Ideas / Re: Your Cheapest Ideas
October 23, 2014, 02:54:12 PM
I would highly recommend making the trading screen a little more obvious as to what you drag to buy or sell. I would also like to see a "Buy all" or "Sell all" option. Possibly the ability to type in the amount I want to sell. If I've got 2000+ cloth to sell I don't want to wait for forever selecting them to be sold.
#5
General Discussion / Re: List of Games
October 23, 2014, 02:45:00 PM
It is a testament to the player base that nobody actually started flaming one another and instead sat and waited for everyone to start flaming each other.
#6
General Discussion / Re: Replacing shoulders
October 23, 2014, 01:00:46 PMQuote from: Levin on October 23, 2014, 04:52:56 AM
RimWorld changelog
Oct 22
Refactored and cleaned up stat categorization and display.
Bionic arm replaces arm from the shoulder on down, so can heal/replace shot-off shoulders.
Skill degradation is slower.
LL cleanup.
Wohoo! Tynan delivers
Gotta love it.
#7
Ideas / Re: AI expanded
October 23, 2014, 12:54:05 PM
I was kind of thinking it would be cool if you could build robots or androids that would assist you and be like half-colonists. Perhaps AI cores could be one of the required materials to make such a robot. Each one would be built for a singular purpose (cleaning, hauling, growing, ect...) and would be pretty useless in a fight. Also, sometimes raiders will capture them and run off with them.
#8
General Discussion / Re: Just found this game...
October 22, 2014, 03:20:27 PMQuote from: ShadowTani on October 17, 2014, 05:45:23 PM
Get food, power, trade and lodging needs covered fast, it's better to set up several temporary solutions than delay them until you mined out, days later, that grand dinning hall you want in the middle of the mountain (speaking from experience, lol). You shouldn't delay too long with any defense measures either. Getting cotton production going early will also help kickstart your economy.
Definitely do not wait. I set up two little dinky turrets on my base for defense a few colonies back. I was just hitting the late game and though, hm, I should set up some more defense. Stupidly I took down my current turrets and started building the new ones. None of the new ones were finished when a lone centipede attacked (I also didn't quite have enough metal for them all). Everyone died. Loosing is fun.
#9
General Discussion / Re: Visitor interaction?
October 22, 2014, 03:09:56 PM
Sounds like a good suggestion - https://ludeon.com/forums/index.php?board=6.0.
#10
Ideas / Re: The weapon system and naming/categorisation
October 22, 2014, 03:04:16 PM
To add to this, it would be cool to have the weapons themselves have random modifiers and a way to re-do those modifiers. Similar to the reforging in Terraria. You could have a pistol with +20% to range and -10% to firing speed, or +2 bullets fired with -30% damage. Then at a machining table you could add a bill to reforge 'X' weapon (X being pistol, R4, club, ect...).
#11
Ideas / Re: Fill in Steam Geysers?
October 22, 2014, 02:59:16 PM
I don't know about blocking them up, but I would like to see them generated a little more smartly. I have had geysers right next to mud or other unmodifiable terrain and that's just lame.
#12
Ideas / Re: Limit Solar Flares? (Bad Interaction Between Hydroponics & Devilstrand)
October 22, 2014, 02:52:39 PM
I was thinking two levels of solar flares. Little ones would only disable everything with an energy requirement of greater than 151, and the more rare big ones would disable everything.
Y/N?
Y/N?
#13
Ideas / Re: Making medicine!
October 21, 2014, 06:42:06 PM
I'm not too sure on the botany idea, making medicine is much more complicated than plants. There's gauze and scalpels and testing equipment in addition to drugs. I agree wholeheartedly on being able to make medicine though and I also feel that we should have a large section of research available that once finished will allow us to make guns and armor at a machining table (power armor should require plasteel). Either that or trade ships need to come by much more often. I hate having the money for medicine and needing it to install the bionic arm I got and not having the medicine to do it. I hate having unarmed (or club-wielding) colonists and sitting on a pile of money.
#14
Ideas / Re: How to bring the colonies out into the open again?
October 21, 2014, 03:34:34 PM
I have an idea that I've been kicking around for a while and I think it is applicable to this issue. Food is great and all, but what about water? I was thinking of adding water pumps that would need to be built with at least a little bit of metal (though you could build wood or stone based ones) and have to be built next to water. I'm not sure about pipes or anything like that, but the pump would need to be powered electrically and would fill sinks, or fountains with gallons of water that your colonists would need to drink. They would require far less but would need it far more often and would die much faster from not having it. You could have a bill added to a fountain to create bottled water which could be stored and carried as gear and bottled water would sell for very cheap ($.50) and water tanks that would store excess gallons from the pump(s). This means that your colony would be required to have and protect water pumps outside of the mountain or you would have to buy a lot of water all the time or both. Even better, an extra bill could be added to utilize berries or other foods to make flavored drinks. These would make the colonists thirsty faster, but would grant a mood boost.
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