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Messages - cina901

#1
Ideas / Re: Your Cheapest Ideas
May 11, 2017, 04:00:53 PM
Re-do pawn deaths. I guess that witnessing the death of an enemy or a visitor/trader isn't that big of a deal, but when it comes to colonists... that awful notification sound, the sterile white text in the above screen and your pawn just flipping from vertical to horizontal just doesn't do justice to the emotional investment this game is capable of generating towards your characters.
#2
Ideas / Re: Your Cheapest Ideas
January 05, 2017, 04:45:19 PM
craftable neutroamine
#3
Ideas / Re: Your Cheapest Ideas
January 04, 2017, 05:26:11 PM
Exactly! Flu, plague, malaria should be the ones in my opinion :)
#4
Ideas / Re: Your Cheapest Ideas
January 04, 2017, 05:08:26 PM
precise number of raiders, pieces of art and other stuff that right now is still displayed as "various"

diseases should be gradual in spreading, not sudden and inflicting all at once multiple colonists
#5
Ideas / Re: Your Cheapest Ideas
December 23, 2016, 06:48:01 PM
paths on which grass doesn't grow anymore made by your colonists after stepping for a long time on certain precise routes
#6
Ideas / Re: Your Cheapest Ideas
December 22, 2016, 04:50:42 AM
Being able to see the original faction of a colonist after recruiting/finding him and the day in which he was converted
#7
Ideas / Re: Your Cheapest Ideas
December 21, 2016, 07:00:53 PM
Textile reusability: What happens when a colonist wears a 49% or below gear? he gets the tattered apparel thought. Solution: tailor some new clothes. From mid to late game however you end up with so many tattered clothes that you dont even worry anymore about selling them. You just burn em. I say you get to scrap them and gain a small amount of "textile" (not necessarily the original one and maybe even damaged), that summed up with other scrapped textile gives you the chance to retailor them in a new clothing piece.

Spirituality: Even though already in the game under the form of "praying" or "meditating", I imagine a future form of Rimworld in which religious colonists (religious being a new trait) gather around specific items (trees, animals, art pieces, clothing pieces or new "spiritual items" yet to introduce) and gain mood buffs (or debuffs) after interacting with them. I think of it as the marriage mechanic used in the current version: moderate mood boost in dealing once in a while with the sacred item, huge mood loss if somehow this item is lost/sold/stolen/destroyed. The religious colonist can designate a new sacred item to worship, or follow worshiping an already existing one. He gets a mood boost in recognizing others worshiping the item, a mood loss if other religious colonists abandon worshiping or die as religious affiliates.

Thoughts mediated by colony wealth: Wow: just shipwrecked on this abandoned and unknown rimworld, I have no idea of what i'm going to do to survive, i know nothing about these other two people crashed here with me, it's snowing, i'm freezing, there's a bear just behind that tree and i'm vomiting my interiors out. We really need to build ourselves a shelter. Here we go, this will do. NOPE. HATE IT: i'm not spending the night in a shared, cramped and dirty environment like this one. mh mh no sir. I'm going out on a daze guys see you when im collapsed on the ground starving to death while the colony is razed by a party of space pirates.
Colonists thoughts should be mediated by colony wealth and overall beauty: the more those elements rise, the more a colonist is legitimized to have more superficial and not-immediately-survival-related thoughts. Maybe introduce new negative thoughts for the beginning of the game, such as "miss my past life" or "miss my family", but ..repulsive bedroom, ugly environment, slept outside, in darkness.. You shoud be glad you're alive! Only once a colonist realizes that they are actually doing well (food, medicine, industry..) he should start complaining about his personal bedroom or the quality of his rec room. I believe it would just feel more real.