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Messages - Mucephorous

#1
I admire the ambition, however the existing forum is hardly active enough to warrant another.
#2
General Discussion / Re: FRINDLY MODE
November 04, 2013, 11:03:30 PM
Nope, as far as I know, on passive mode, there are no raiders, play classic if you want a more balanced experience :)
#3
Ideas / Re: My suggestions for the game so far
October 30, 2013, 10:15:40 PM
as far as the 'landing pad' is concerned, you can create a drop point for stuff I think, so that you know exactly where it's coming down. Seeing environmental effects that could demolish or make you rethink how you design your base would be nice
#4
There isn't much of a dilemma, the delay isn't down to the developer and I think it may be wise to wait anyway, lack of content in early alpha can put a lot of people off so waiting another couple of weeks will see a more polished/fleshed out release.

I have had access to prison architect for a long time and I floated away from it early on, I could see the potential, but so many of the future possible scenarios I had in my head were clearly not gonna arrive any time soon (Introversion are notoriously slow in development, but it always works wonders in the end). I've gone back several times and as more content has been added and is working as intended I've played for longer and identified more bugs, being a more helpful playtester.

I understand the frustrations but I think you'll be more than happy when you receive closer to a playable game than an engine demonstration. I hope so at least as I'm one of the people waiting :)
#5
General Discussion / Re: Reducing the pace of combat
October 30, 2013, 06:43:53 PM
I really like the idea of a half/quarter speed option, not so much for tactics (pause is far more useful in that regard) but for deeper drama and storytelling. If you're watching stuff play out slowly it can reveal little details and add to the richness of a scene, offering something more akin to written fiction than a regular video game or tv/cinema take on things.
#6
General Discussion / Re: Why did you back Rimworld?
October 28, 2013, 11:11:26 PM
I saw a youtube video of it and thought it looked interesting, first thing I've supported on kickstarter and feel like it was the right thing :)
#7
Ideas / Re: Alien factions and raids
October 28, 2013, 08:49:23 PM
I think the current 'no aliens' fiction works, all those traits you described can be human traits as much as anything and isn't it more interesting to see humans doing questionable things than easy to blame/stereotype aliens?
#8
Ideas / Re: Drug system?
October 26, 2013, 05:56:27 PM
I like the idea of having drugs production/refinement/use in the game, I don't see how they could be illegal within the lore though, there are no real authorities that cover the galactic community, just local ones mostly restricted to a single star system at their most expansive. I'd like to see however some sort of Colony Government/Policies that would allow you to make any stage of drug production from growing to harvesting to usage either legal or illegal.

For example, you could be happy to grow and refine drugs for sale, but don't really want your colonists using the stuff, so you set production to legal but usage to illegal. This of course shouldn't stop colonists dipping into the stash and becoming addicted, but would allow you to justifiably arrest and detain them for any 'treatment' you see fit  :)
#9
I like this, it would add a nice variety of combat scenarios and more importantly player choice. Currently you can't really avoid raider attacks altogether, and neither should you, but they appear to play out very similarly every time with just numbers and equipment varying. This would definitely spice things up.
#10
Hi, new to the forums, haven't created an introduction but will soon :) I have a few ideas I've been thinking about since reading this.

The Alastair Reynolds influence on this game really got me interested, one of my favourite authors, especially the revelation space series.

I'd like to imagine that once this Rimworld may have been a valuable and frequently visited location, a long time ago. The reason it's still populated and ships still arrive is the time it takes a light speed signal to travel. Many ships may have set course for this system fully thinking it was a civilised gem amid the desolation of the rim. Any number of events could have rendered this system barren/hostile. Turning back isn't really an option when travelling a fraction of the speed of light, so you're stuck where you're going.

To explain the raiders, people paid to get to this system, it's current state of civilisation is of no concern to the people flying the ships, they dump their sleepers at their target location and dont give a damn thereafter. These poor souls aren't as resourceful as you and develop into raiders.

Perhaps with a gas giant this system may have once been a popular Helium3 mine :)