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Messages - fluffy_543

#1
Ideas / Re: Your Cheapest Ideas
January 13, 2015, 06:07:54 PM
Quote from: kasimirtlw on January 13, 2015, 04:41:21 AM
an infrared view of the map to see heat and cold  :)

This would actually look very cool and be useful as well.
#2
General Discussion / Re: RimWorld change log
January 13, 2015, 05:59:46 PM
Quote from: Dr. Z on January 13, 2015, 01:49:57 PM
QuoteTemperature now equalizes mainly through walls.
Instead of...Doors?

This is a good question. It's not clear to me how temperature equalization actually works. It would make sense for temperature to equalize faster through doors, especially when they are open.

What I would really like to see is different "thermal conductivity" values for the different kinds of materials. It doesn't even have to make physical sense, it would just be fun in the game. You could then control the temperature of your colony through the choice of materials: Heat conductors between warm rooms but isolators towards the exterior. This could also make choices like limestone versus slate more meaningful in the game.

While we're at it, could we get plants with different ideal temperature ranges? For example devilstrand could grow best at 30+ degrees, but not potates. This would make greenhouses more fun.
#3
Ideas / Additional non-craftable items
January 06, 2015, 04:40:41 PM
I like how stuff like guns and power armor are impossible to craft. It makes a lot of sense that a small colony out in the wilderness would be unable to build certain items and need to import them from more heavily industrialized regions. At the same time it's a bit silly that your colonists can build a geothermal plant or automated turret from scrap metal.

It would be nice to add a couple of additional non-craftable items:
- Processing units
- Sensors
- Pumps
- Motors

These would be be used as ingredients for high-tech buildings. You would start with only a small number of these from the landing pod and would have to trade in order to get more.

The fact that these resources are severely limited would create tradeoffs between stuff like turrets and powered doors. Or the player would have to dismantle his wind turbines in order to use those precious components for a geothermal generator.

It would also reinforce the lore of the game.
#4
Ideas / Re: What do you want in alpha 9/10?
January 06, 2015, 04:08:50 PM
Quote from: Claive on January 06, 2015, 02:58:53 PM
-Larger variety of events (including a herd of (animal X other then beavers) has entered the area)(Snow storm)(Tornado)(nano plague)(lice / pest infestations)(instead of pirates have a group of NPCs show up that subtly steal things left unguarded in an open stockpile)
Definitely! More events which are less focused on combat and more on survival would be awesome.

Quote from: Claive on January 06, 2015, 02:58:53 PM
-The option to "fill in" marsh or other un-buildable tiles
You can actually do this right now with fertilizer pumps! It's very slow and expensive but you can drain swamps.

If you look at the changelog this will actually be removed in the next version in order to make hydroponics the only way to farm indoors.
#5
Ideas / Re: Your Cheapest Ideas
January 06, 2015, 06:12:02 AM
What about boots and gloves? I think it's silly that my colonists are walking barefoot through the snow.
- Boots could also affect walking speed on certain materials.
- Using low quality boots or gloves in winter should cause frostbite. This would be difficult to treat and you might end up having to amputate limbs.

I saw in the changelog that apparel now has durability. It would be great if durability would decrease dramatically when shot at. This would make the clothes you strip from corpses much less valuable and make crafting more important for survival, especially in winter biomes.

Here are some more cheap ideas:
- Claustrophobe and agoraphobe traits.
- Bonuses when wearing matching clothes (like 100% synthread).
- A leather fetish trait ;)
#6
Ideas / Re: What do you want in alpha 9/10?
January 05, 2015, 02:47:41 PM
I think that the biggest thing this game lacks right now is a good diplomacy system.

Early combat is indeed entertaining but later in the game having to periodically massacre a bunch of strangers gets tedious. I also think that a game which claims to be about "story generation" should allow for more nuanced relationships that just neutrality and total war.

Ideally I would like for factions to have their own agendas and personalities and react to the way you play the game. For example:
- Pirates might be less offended if you sell people into slavery
- Some tribes might be prostophobic and dislike you if you use lots of prosthetics.
- If nuclear reactors ever get added you could have some factions be offended by that.
- Clearing lots of trees might upset others.