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Messages - Foul

#1
General Discussion / Re: Call for public testers!
February 10, 2015, 01:45:39 PM
I would be willing to test. I've followed Rimworld for a while now and know a lot of its gameplay systems inside out, probably 100 or so hours played and always keen for more Rimworld.
#2
Ideas / Re: What do you want in alpha 9/10?
January 13, 2015, 10:31:51 PM
I'd like to see the option to force prisoners into a cryo-sleep chamber. It would give me an incentive to heal them up, improve them with cyber-upgrades, then sell them off for a high price without having to feed them or worry about their door destroying moods etc.

Also, more cyber-upgrades would be fantastic. Its an excellent system I'd love to see expanded sooner rather than later.
#3
Ideas / Re: Your Cheapest Ideas
April 18, 2014, 11:45:42 PM
Not sure if these have been suggested over the last 50 pages or so, but a simple thing I'd like to see is an animal's soon-to-be corpse being automatically marked for collection when selected for hunting. Its extra busy-work to hunt the animal then have to manually select the corpse to retrieve and butcher it into food. To kill an animal without intent of collection is to fire upon it without the hunting designation, although that's a waste of fine meals. Hunting implies that you return what you kill.

Would also like to see some sort of "Forgotten Beast" creature that shows up and ruins your day, strength of ten men kind of deal, lots of meat if you butcher it etc. Perhaps poisons crops, withstands explosions or R4 fire etc etc. On that note it'd be nice to see raiders with different resistances and weaknesses (like thick slow armour, energy shields weak against fire etc) which would put an emphasis on building a rounded armoury and arming up dynamically for different threats.

Still on the resistances train of thought, perhaps there could be a raider unit that has a "shield generator" as a weapon, cowers among the bank ranks and protects other units from gunfire (like some Diablo 3 creatures do). Strategically it could push you into melee combat with the shielded unit or into flanking and locking down the generator unit.

Really digging Alpha 3, still the best colony game next to dwarf fortress and its only getting better. Cheers Ludeon!
#4
Ideas / Re: My proposal for the turret problem.
November 08, 2013, 02:11:17 AM
I agree with the idea that an A.I should be set up for tower-defense style gaming, turrets & endless raiders etc. This would leave more interesting gameplay scenarios to other A.I's outside of increasing waves.

The turrets should stay, if a colony chooses to rely on them and supply the power and metal to maintain them it should be a viable option. I like the idea of manning the turret for precise aiming and lower cool-down. There should always be more options, balancing out on a rock, paper, scissor platform. Not every colony needs to be death by inevitable overwhelming odds.

Maybe introduce a variety of turrets skins in an update, perhaps one with constant fire but low dmg, one that fires the rocket resource, or one that uses the heavy ammo to blaze up a radius ammo permitting. All I'm saying is its and idea to explore why people chose to play the game as tower-defence instead of cutting that game-play option entirely.
#5
General Discussion / Re: Why did you back Rimworld?
October 31, 2013, 10:34:33 AM
There was a Rock Paper Shotgun article about the game a month or two ago, then another about the kickstarter which is when I got on board.

I love Dwarf fortress and old bullfrog games. Rimworld has been a dream game of mine for years.
#6
Ideas / Re: Re: Your Cheapest Ideas
October 30, 2013, 03:53:59 PM
Heres some hopefully cheap ideas, haven't read every page so apologies for repeats. I'm no programmer, just a massive dwarf fortress enthusiast, enjoy!

EVENTS
- Orbital bombardment, like a lightning storm except targeted by an enemy scout spawned on the map. I image a raiding party appears and instead of preparing to assault your base, you have to go after the enemy before they "lock" your base co-ordinates (as in, start raiding by staying put and attacking with precise lightning strikes).
- Moon ants. Build dump piles over ants nests (like geothermal holes), quickly decomposes corpses in pile. Also eats raw food lying about.
- Acid Rain event, corrodes outdoor electronics, maybe research to nullify?
- Moontrolls. Appear and act like an enraged moofolo, but much tougher and targeted by autoturrets. Essentially a forgotten beast like encounter out of Dwarf fortress.

RESEARCH
- Ventilation power conduit for caves. No fancy programming, just an upgrade that pushes air through the power conduit and reduces the cramped debuff in caves/rooms. Maybe dust storms could blow dirt into power ducted rooms in an event requiring cleaning.
- Solar lights. No power needed, weaker/expensive compared to powered lights. Lovingly targeted by raiders.
- Flavoured paste machines, progresively higher food use per unit but offering various moodlet buffs/debuffs. The strategy would be to toggle paste dispensors output, balancing food stores against desired buffs/debuffs.

RAIDS
- Open communications with raid parties (Perhaps by building a loudspeaker beacon). If social is high enough, non-combat interactions could be possible. Intimidate some or all of them away, demand the give up a slave, or weapon etc, or give into their demands via a trade screen like interface. Low social could force them into attacking sooner, or leaving and returning with a bigger raid party.
- Trained giant boomrat like animal appearing in rading parties. Maybe a Moofolo donkey bomb melee enemy unit, explodes when killed.
- Assasin disguised as Moofolo, no notification, cuts power wires and kills colonists. Reveals and flees when attacked.
- Long range Emp rifle units, disables turrets, detects and disables charges.