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Messages - Marauder

#1
Basically functioning the same way stock piles do, except they'd take less space and allow for injured/downed enemies. As of right now after checking for survivors worth recruiting one has to wait for the others to die from their injuries or put them down one by one by hand.

Instead we could have a type of stockpile/pit/mass grave/ditch in which they get thrown alongside the corpses automatically. It would make burning them all to get rid of the corpses when there is no need for kibble a lot more efficient and quicker.
#2
Some of the colonists portraits should NOT align with the others. Being either slightly to high or slightly too low. Maybe one being tilted a tiny bit. Same goes for other things such as walls. Every now and then a block should be slightly moved off center so it does not properly close off with the others but stands out. Rebuilding it should NOT fix it.

Same for a chair that is a tiny bit closer to the table or a tiny bit further back. A stack of wood logs that is slightly off center and thus does not fit in the wood logs around it etc.
#3
General Discussion / Re: RimWorld Lore Discussion!
March 23, 2017, 11:55:17 PM
Why do people assume that "Core Worlds" means galatic core? While some Sci-Fi settings do call them such, most of the time the Core Worlds are the core of whatever Empire/Species is being talked about. I.e their highest developed, highest populated worlds, often times including their homeworld. With the "Rim" not being the galactic Rim but the outer extend of human expansion. I.e the Rim of the space humans have settled so far.


As for "AI" going rogue. First of all it would need to be etablished just how intelligent the AI Hive truly is. Whether it posesses the ability to reproduce units such as Scythers and Centipedes. Pretty much ALL the Robots we've seen are ANCIENT. More often than not they appear to be simple remnants of a conflict long over.

Remember pretty much all the worlds in the game appear to be "fallen" worlds rather than truly be entirely unsettled ones. Basically worlds that were devastated by some kind of conflict long ago. Which means these mechanoid hives aswell as insect hives are "less rogue" than simply "left overs" acting independant because whomever once held control over them simply is not around anymore. With the tribals whom are the most likely to be what is left of said civilizations having regressed so far it is unlikely they could still have any kind of control mechanisms or access codes needed.

For these Mechanoid Hives, we are either trespassers or hostiles being in a place where we really shouldn't be. Possibly still carrying out commands thousands of years old.
#4
Quote from: Serenity on March 21, 2017, 07:41:14 PM
It takes a long, long time for people to die from toxic fallout
If they settle in for a siege or actually prepare before their attack, it might happen though. At the very least they wont be particularly healthy. I had them die of heatstroke en masse during a heatwave in extreme desert.
#5
General Discussion / Re: Cotton is better than drugs
March 21, 2017, 08:08:49 PM
Quote from: Shurp on March 21, 2017, 04:45:18 PM
No, I'm not advocating snorting cotton :)  I'm talking about Rimworld economics. Yes, you can easily make a ridiculous amount of money growing smoke weed. But what are you actually going to do with that mountain of silver you get?

Running a cotton economy makes for a better balanced game. Set your colonists to make dusters and parkas to keep them busy. They'll build skill for making charge rifles later. And now that all traders accept clothes for sale you can also turn all that smithing experience into a regular modest silver income.

As an added bonus, you'll never have to worry about naked colonists again!
Tile the animal pen.

No seriously. I am using my silver to tile my entire base right now. I start with a checkerboard muster for the looks. But my end goal is to tile my entire base in silver/gold. What do you have against that?
#6
General Discussion / Re: Too much beavers?
March 20, 2017, 08:42:23 PM
Quote from: b0rsuk on March 20, 2017, 09:41:06 AM
A colony the size of a castle should require several competent builders to maintain it.
Why? Honest question. How does this add "fun", "excitement" or much of anything? It sounds if anything like something really, unfun. Building upm, structuring, improving and defending the base are fun parts. Having a huge number of Pawns who are caught up with constant maintenance. Not even to a realistic degree but an excessive and absurd one it would add very little but add a "cap" as to how big a base can grow before maintenance and repair would bring it down. Both of whom are automatic processes and do not take player input but merely take up "work time" of pawns.

Heck break downs and actual repair are greatly exaggerated to begin with. Adding things like chairs breaking, chairs whom depending on quality can last longer than many humans irl. With many other items only breaking because of planned obsolescence and such. Really does not seem to improve the game in any kind of way.
#7
General Discussion / Re: Too much beavers?
March 19, 2017, 08:05:48 PM
I don't mind Beavers. It's basically free leather and meat delivered right to my base.

QuoteIn general I think it's too easy to wall off and build a fortress. Too easy to build, too easy to maintain. But that's not all. There aren't enough incentives to see sunlight. The map is not interesting. No fishing, minerals can be mined and forgotten about. Farming doesn't use all that much space, and farms can be completely walled off.
I think you guys are approaching this from the wrong angle. It's not "it's too easy to build a fortress and bunker down, we need to punish it harder and break it down!" it's "Why do people feel the need to do so in the first place?" People dig in and hunker down because they HAVE TO in order to survive.

They abandon much of the map because of how long it takes for pawns to get there in the first place. On larger maps even a fast pawn will pretty much turn around the moment they reached whatever it is you are constructing because their bars are empty and they want to go to sleep.

Even then, the player has extremly limited resources in terms of pawns. Pawns are the most important resouce the player has and while they can be replenished the player can not take 1:1 losses against the Ai. Even 10:1 will mean the player is being bleed dry. As training and getting a new pawn up to par, after recruiting them takes time and effort.

Fighting the AI, whether animals, mechanoids or humans has to be done in as unfair as possible a way to curb losses as much as possible, keep permanent wounds down who can easily cripple a pawn and to try to avoid entering a downwards spiral.

QuoteI've come to loathe thrumbos.
Jogger/Fast Walker - Find some blocks to run around while another pawn shoots at them with any ranged weapon. Slowly whittling it down. Cheap? Yes. However the only way to deal with them.

Quote from: Stormfox on March 17, 2017, 01:36:10 PM- Furniture breakdowns. Sometimes your chair breaks a leg, and it has to be repaired. The door to the barn gets stuck once in a while. Those double beds cannot take the strain of its lovin' occupants forever :-)
That is really not an event that takes any kind of player influence. It merely drains resources. Similar to break downs do now. Pawns fix them automatically given the resources exist and if they don't you likely have worse to worry about.
This is the easy variant of the normal breakdown event, working in the same way but with stuff that does not take components to fix.