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Messages - tocsin1990

#1
Ideas / Potential Room Designation: Zoo
July 05, 2017, 03:35:41 AM
So, I was thinking about how all of the animals that I have generally just sit around doing nothing, unless they are specifically trained in hauling, and I got to thinking, what if there was a way to designate a room as like a Zoo, where tamed animals can go and be designated as like an entertainment structure.  They would need to be fed, and you could add items into the enclosure that the animals could use to sleep and such, and pawns could come to the enclosure and "observe" the animals for a small positive moodlet and a joy bar increase.
Essentially, a room where animals can go, and trade individual animal functionality for pawn benefits.  Maybe a bonus to the joy gain for seeing harder to train, "wilder" animals (based on the wildness stat).
#2
Ideas / Re: shelving increases max stack size
May 26, 2017, 12:06:09 AM
also +1.

Right now, shelves are pretty much useless, as far as efficiency goes.  It just doesn't make sense that an entire shelf should only be able to hold a single pistol.
#3
Ideas / Building Roads
May 25, 2017, 10:45:32 PM
Now that roads are officially in the world, I think it would be cool if a well established colony could go out into the world via caravans and build their own roads.  Maybe have it require temporarily settling on a tile, and building a 3 or 4 tile wide stone path, uninterrupted, from one end of the map, and when it is built a road tile appears on the world map, and can be traveled on.  These can be stacked, so that, theoretically with enough resources, one could make a road from their colony to a neighbor, for faster trading.

I think this could be a really cool way for well established colonies (with an overabundance of resources) to spend their resources in a way that would have a tangible effect.  If my colony is self-sufficient, and I have like 2000 rock chunks hanging around from my strip mining for components and uranium, I would love to put a few colonists to work for a year, and use all those rock chunks to make a tangible benefit.
#4
Off-Topic / Re: Corrupt-A-Wish
March 03, 2017, 12:49:55 AM
Granted, but you are a Child of the Atom, and you slowly succumb to radiation poisoning.

I wish Bidets were commonplace in American bathrooms.
#5
Ideas / Re: Your Cheapest Ideas
January 16, 2017, 12:00:22 AM
Quote from: NeverPire on January 13, 2017, 04:43:50 PM
Mountain bases have already too many benefits, meteorits like explained increase much more their benefits compared with normal one.

I mean, if we are looking to nerf mountain bases, just creating a red level event "Earthquake" that randomly causes overhead mountain roofs to collapse, like maybe 1/8 of them in an earthquake, would raise the challenge significantly.
#6
General Discussion / Sea Ice Tribal Challenge?
January 12, 2017, 05:12:30 AM
Now that the Sea Ice community challenge is starting to be slowly conquered, does anyone think that a sea ice tribal start would be a winnable scenario?
#7
Ideas / Re: Your Cheapest Ideas
January 09, 2017, 03:13:27 AM
I'm pretty sure someone has already mentioned it (not reading through over 200 pages of posts) but it would be really nice to have a floor type that slows movement, rather than speeding it up.  like "sand" or "glue", something that works in place of the "alternating sandbags" system we have now for slowing approaching raiders.
#8
Quote from: Thirite on January 05, 2017, 11:20:54 AM
Quote from: MikeLemmer on January 05, 2017, 01:36:41 AM
Another bad idea: have a random chance of the entire planet just blowing up each year.
Uh oh! Asteroid about to impact your colony! -20 debuff "Existential fear" to all colonists until the asteroid hits. Better make those last hours count.

Just saying, but this, as a smaller scale event (like impacting a range of 6-9 world tiles), that forces a colony to pack up its stuff into a caravan and move in a hurry, actually sounds like a pretty cool idea.

or, maybe, make it so that the asteroid landing, if you don't move, crushes everything that isn't under an overhead mountain, and buries the entire Z level in rock.  Then, if any colonists survive, they need to dig themselves out before they starve.
#9
I think this is getting itself off topic again.  lets look at the base issue.  if gender dimorphism were to be added into the game, which abilities would be best to affect this?

Personally, after thinking on it for a while, I'm actually leaning more towards it being an increase in a health stat, rather than a skill or trait.  like, adding a +10% manipulation for females, and a 10% moving for males.  Manipulation affects a large percentage of the "detail oriented" skills, like crafting, cooking, shooting, farming, and research, while moving is a much larger benefit for "strength oriented" skills, like melee, hauling, and construction.  10% is a small enough benefit that it can be easily outpaced by skill or drugs, yet a large enough benefit that, at least when trying to get the most efficiency out of your base in the beginning, gender would be something to consider in planning.
#10
I can agree, less because I have this bug, but because 1024x768 is still a really big window size for my average gaming.  I would love to see some UI options that let me scale down to 640x480, or even smaller.
#11
So, I think the majority is in agreement that "its something that should happen, eventually, but doesn't need to happen yet."  at least on gender dimorphism.

Now, for the bigger part, at least that I see of this conversation, should be having body types and age be a larger factor in abilities.  There is zero way that an 80 year old woman with a bad back and unarmed, should be able to even land a hit on a 25 year old woman with a melee skill training, of any level.  this breaks immersion hugely for me.  I think that each level of overweight, or tier of old age, should have an across the board debuff on efficiencies.  Like, 70 year olds get 70% manipulation and moving, and 90 year olds get 40%.  Same with body weight.  overweight people should have 80% moving, and morbidly obese should go down to 50%.
#12
Quote from: Bozobub on December 31, 2016, 03:31:37 PM
Exactly.  It's glaringly obvious that this subject is a hot-button issue, and probably isn't the best PR for the game.

Would it really be?  There is more than one famous person who has said "Any PR is good PR", and that statement does have a substantial basis in fact.  Although, yes I do agree, adding this would create a backlash and generate articles about sexism or inequality, is that necessarily a bad thing?  For example, the whole "homosexuality being added" topic did generate a fair amount of "Backlash", but at the end of the day, it actually increased sales, substantially.  Sometimes, even if something generates hate, and can potentially turn away people who may have been "Triggered" by the topic (I'm not going to argue if triggering is acceptable in society, people have the right to be offended by whatever they please), the amount of people turned away will be far outweighed by the amount of people who will see articles posted about the game, on sites that would not have normally featured the game, and be drawn via curiosity to trying the game out, and getting hooked.

I mean, think about it.  We already have "Forced Cannibalism", "Killing puppies and kittens to make hats", "homosexual relationships", "prisoner torture and mutilation", and "extensive drug use, addiction, and promoting beneficial drug use", all in the vanilla game.  We aren't "trigger" friendly.  Tell me, is "Women and men are different" really going to generate more backlash than ANY of these other things?
#13
Quote from: Bozobub on December 29, 2016, 11:02:26 PM
SO, all men would mean "their food isn't cooked as fast"..?

Utter bullshit claptrap, sorry, although quite revealing.  There is NO female "role" for cooking, that makes them somehow magically better at the task.

I was using it as an example, but, in this case, yeah.  I mean, assuming you aren't rolling for a higher skill in cooking.  Not all colonists roll equally, and a good cooking roll FAR overshadows a base +3 cooking skill (a male with cooking skill 14 and passion will cook significantly faster than a woman with cooking skill 7, even with the trait.)  plus, if the skill caps out at 20, then a 20 cooking skill male and a 20 cooking skill female will cook at the same rate of speed.  Yes, a 17 skill female and a 20 skill male will also cook at the same speed, due to the gender trait, but at that point, are we really looking at a huge difference?+

However, even though the conversation tracked away from it, I think body type should play a HUGE roll in abilities.  a morbidly obese 80 year old should not be able to run even half as fast as a 20 year old fit person.  If there is one trait that should be minimized in a min/max environment, its weight and age.  maybe make heavier people yield more leather and meat, at the expense of being dead weight while alive.
#14
Quote from: Asrahn on December 29, 2016, 02:27:25 PM
Man, yes, exactly what we need; for min-maxing to be directly associated with not wanting women in the game. Can't see how that could create a negative psychological schema.

Thing is, would not having women in the game from the start really be a min/max?  I mean, assuming the ideas of each gender getting a select limited number of trait bonuses (like men for mining and melee {blunt force labor}, and women for cooking and shooting {agility based labor}) wouldn't the optimal min/max starting group consist of a specific mix of men versus women?  I mean, setting a group of all women would mean that hunting starts faster, but mining out the mountain takes longer, and all men means that the food isn't cooked as fast, and the hunting is a little bit messier.

Personally, I think adding gender traits could add a lot of depth to the game, it just needs to be balanced correctly, which, based on the game so far, Tynan seems like an expert at.
#15
I think this conversation has gotten a little bit off topic.  in response to the original suggestion...

I can agree, there are inherent differences between men and women, and not an insignificant one.  Yes, this gap can be overcome (a highly skilled female can easily overpower a low skilled male), but if all skills are considered equal, the male will roughly 90% of the time overcome the female.  even if the male is close in skill, but not quite equal, the male will still generally overcome the female in combat.

I could definitely see a translation of this in rimworld terms, as a straight +3 melee skill bonus for males, and a corresponding +3 skill in shooting for women.  It seems about realistic, that a woman with 15 skill in brawling should be able to wipe the floor with any male below a 12 skill, but any male with 13 or higher skill should have a slight advantage over the woman, in terms of combat prowess.

This, of course, could be directly nullified by certain childhood or adult backstories.  Maybe "vat grown soldier" or other military professional backstories could come with "gender based combat modifiers nullified", since professional military training before crash landing would more than make up for any gender based deficiencies.