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Messages - Ninjakitty66

#1
Colony Name: Starfall Valley

Pawn Kathy "Vampire"

Additional details: Healthy in every way so far, one of the first colonist and has fared well then the others. Former Assassin for hire. Likes to chew bubblegum, and be a harden badass.


[attachment deleted by admin due to age]
#2
Ideas / Reprogram/Repair downed Mechoids
December 29, 2016, 08:55:37 PM
Title says it all, of course I'd pictured that it would be a high tier research item in the tree. They could be used to defend the colony, not really worker types. Maybe use the centipedes as carriers for caravans, maybe even a option to remove the weapon to it in favor for more weight it can carry.

Of course it wouldn't be very balanced if you had like 10 or so, maybe require a AI core to reactive and reprogram them. This way it could be balanced since AI cores are rather rare.
#3
Ideas / Re: forced prostitution
December 24, 2016, 02:07:19 PM
There are some people that do a lot of bad that still draw a line in the sand. Some people don't mind murdering, selling drugs or stuff like that but some actually do not like the idea of raping someone, it really depends on the person. Raider that thinks like that would just likely kill her or ransom her.

Also I already see enough bad in humanity, just look at the news. It shouldn't be filled with so much realism that you would actually pick real life over playing a game to escape it for an hour or two. Not all simulators are 100% realism, also I'm not 100% against this I just prefer not see it a basic feature in the game. As I said some modder can likely easily make this for people who want it.
#4
Ideas / Re: forced prostitution
December 24, 2016, 12:17:28 PM
QuoteFor comparison, postal 2, a game which actually IS pretty morally reprehensible (this is a game you can use a cat as a silencer for a shotgun...) Actually has very good sales because, despite those whom say it is unforgivable, OTHERS see this, and it causes a backlash.

Postol 2 is meant to be a dark humor game, but it's mostly shooting people. GTA is pretty much the same, but none of these have anything about rape, maybe topic wise? (I haven't really played either.) But not an actual feature in their games.

There are always going to be those moral breaking games, there was even one released recently last year or so about some guy going on a killing spree. It's mindless murder but it doesn't do much beyond that. Most of these games draw a line in the sand, even if it's close.

I also very much the creator would like to put in rape features, not to mention a lot of higher priorities on his list. I don't care if it becomes a mod, which someone could make but I'd rather not have it waved in our faces as a vanilla game feature.

If it's made into a mod there's no huge backlash on the company or the game, it's just something someone made to enhance the game for them self and others whom may enjoy it as well. That way people don't want to cross that border don't have to deal with it or feel they need speak out against it.

#5
Outdated / Re: [A16] Combat Realism v.1.6.9.1 (21.12.16)
December 24, 2016, 09:49:28 AM
Quote from: ItHurtsToBeYou on December 24, 2016, 09:29:19 AM
I just installed and played with the A16 version but for some reason the loading bench does not show any ammo and I don't really know why. I'm not getting any errors when loading or anything CR is also at the top of the load order (after HugsLib)
So if anyone has any idea of what's going on I'd appreciate it.

UPDATE: Fixed it. CR just had to load later (I put it behind EdB and Misc Core)

I had this issue in A15 drew me crazy, searching all over the web. Finally found the answer (For my part at least.) Seems CR doesn't like Medieval Times or w/e mod for some reason it messed with the ammo crafting. If you have then you'll have to choose between CR or that mod, disable it and CR loading bench should work.

#6
Ideas / Re: forced prostitution
December 24, 2016, 09:45:23 AM
I have....


In games.
#7
Ideas / Re: Your Cheapest Ideas
December 24, 2016, 06:18:24 AM
Personal journals for colonists, mainly for you to write in, about their past and present events. Help you develop the character further then just controlling them, and having them run around till they die now they have a backstory!
#8
Would love a CR patch agreeing with the post above, but you know, priorities! Don't want modders to work themselves to death, also nice work on the new set of weapons. They scream Haloish to me :P
#9
Ideas / Re: Stealth system
December 24, 2016, 06:07:42 AM
Lockpicking skill should be added! Raid a base without firing a shot, lockpick the supply room, take what you can and get the hell out. Of course there should be some alert system if the lockpick fails or gets spotted.
#10
I agree with the weapons, as for the eye operation well that's another story. Seeing how the eyes are close to the brain, well I'd say it would depend on the factors mainly on whom is doing the surgery.

If you have someone with 0 medicine trying to install a bionic eye in someone, I expect them 100% to die. I think the factor would heavily depend on the person's medicine skill, I could be wrong but that's how it should be if not.
#11
Ideas / Re: Working Prisoners
December 24, 2016, 01:14:32 AM
I think it can be balanced, I mean at some point if you have nothing but prisoners working it's likely they will out number you. I'd picture Prisoners still get annoyed and debuffs to the point they will attempt to overpower you, so either way you might up losing the colony or having to kill all your workers. On the other hand with normal colonists, you don't have much to worry about such unless they go berserk.

Prison labor can be useful for new colonies or caravans, maybe add some events where prisoners side with raiders attacking your settlements/caravans. There a good few creative events that can be added for this feature. 
#12
Ideas / Re: Stealth system
December 24, 2016, 01:09:55 AM
I'd like to see some stealth feature like this, perhaps even some with like a Special Forces team. Maybe something that fits those Ninja-assassins/hitman backstories. Allow them to sneak into bases and kill people quietly or so, would be quite neat. Of course there would be a chance they would get spotted and be over powered so I think it's a good reward/risk.

Add silenced ranged weapons, or encourage the use of melee weapons in such a feature. I think it would be pretty cool, but I am biased I love assassin games/styles.
#13
Ideas / Re: forced prostitution
December 24, 2016, 01:02:07 AM
I don't think any game creator in their right mind is going to add any feature like this. It's in bad taste and it stirs a lot of trouble.

Mods are different, I don't like the idea of rape, I'd honestly rather not see it when I play Rimworld. Make a mod, have fun with whatever you believe. I'm as much as a Sadist as the next when it comes to this game but that goes beyond my borders and a good few others as well.

Rape happens in real life, yes but it doesn't mean it should be made light in an argument about adding it into a game. Cruel truth I know, but part of playing a game is to escape from real life for a time being. Lets not fill it up with a ton of realism details, otherwise you may as well not play and be experiencing the real world for those 2 hours or however long you play. This is for people that think like me, everyone has their preferences but overall I don't see the majority of Rimworld players enjoying this feature. Game is made to appeal to a majority, add something like rape to it in the basic game, I expect that majority to fall off.

TL:DR Make a mod if you want it, that way you can do as you please without hearing others bicker.

Just my two cent.
#14
Ideas / Re: Working Prisoners
December 22, 2016, 06:36:42 PM
I'd love to see this in the game, in all honestly set up a certain workzone (Mining, growing, etc..) with a special kind of zone or work that separates prisoners and normal pawns. Have the Warden(s) followed them and do a small patrol with their weapon out. I can see a few different things happening, prisoners get injured working, try to revolt, etc...

With Alpha 16, think massive prison colony somewhere remote. A place for all the other colonies to send their prisoners, sell them, ransom them, harvest organs, and work them! Maybe even in some people's minds they can work for their freedom after some time, releasing them. I can see a lot of fun in it.

#15
Outdated / Re: [A16] Combat Realism v.1.6.9.1 (21.12.16)
December 22, 2016, 02:41:49 PM
Still have pawns instantly building walls, at least for me.