Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - alfons100

#1
You know what'd be a neat event, that usually happens for lategame colonies(Or if you're lucky, early in), a Refugee chase quest, except there's a whole group of people being chased, usually 2 to 5 people. These people already has opinions and relations built with eachother, usually +30, +60 or even a lover, there can also be some people who are enemies with eachother who arrive.

Adds some spice with some fresh new characters, of course, the raid you recieve is a little stronger than a single Refugee quest.
#2
General Discussion / Re: To RNG or not to RNG
July 21, 2018, 05:45:23 AM
Quote from: Namsan on July 21, 2018, 03:44:25 AM
I think armor change on 1.0 is making RNG more important.

Prior to 1.0, armor was always reducing incoming damage.
If someone had 40% armor in their head, damage from autopistol bullet becomes 6 or 7.
Therefore, his brain won't be destroyed by single pistol bullet.

But in 1.0, Armor is now heavily affected by RNG.
There is always a chance to receive full damage from bullets unless your colonist have 100+% armor.
So even weak attacks like autopistol can destroy brain, because autopistol has 10 damage, and brain only has 10 HP.
It makes the game more unpredictable, but it's also making far more RNG deaths.
Perhaps old damage reduction is still present in the game but it is its own stat, no? Padded armor/Clothing reduces damage, but does not deflect, Flak deflects, but has less damage reduction once it pierces.
#3
I still would like to see Social-drama causes being made more severe, maybe that people get a Social opinion debuff from things like, other people mutilating a bodypart(breaking it) in say, a fist fight where one breaks their finger.

And I still haven't seen a review in the Opinion system you mentioned, is that planned for later or?? I have never ever seen 'Started social fight, Reason: Butchered Humanlike' or anything like that. Shouldn't it be a bigger factor that people are actually outcast savage brutes? Instead of a meek -10 from human butchery, it should be -35, eating human flesh should be -25, and organ harvest is -15 that stacks up to 3 times.

I haven't seen murderous rage much around that really prioritize killing people (Maybe it's luck. Don't take it as a serious complaint). Maybe there is a rare variant for Social-fights (That are like at, -80 opinion) it will instantly trigger a murderous rage against that person which becomes a fight to the death unless stopped with an arrest attempt.

EDIT: Oh and, how come you don't see the Ancient Soldier enemies a whole ton, armor is revamped a lot, but you rarely find enemies who uses it so you can easily gun them down. Maybe there is a sort of Ancient Soldier raid that can happen, mostly with drop pods.

#4
Quote from: XeoNovaDan on July 14, 2018, 06:05:33 PM
Stay away from clubs and maces though; they are basically traps in their current state.

Hello darkness my old friend
#5
And another minor thing that'd be a nice change, yeah, we get that barracks do not allow for privacy but people *really* do not like Barracks except when in a prison, come on it's not that bad you dumb pawns. The least thing  theBarracks could do, is to give immunity to 'Disturbed sleep' to make it desirable sometime.
#6
Would you choose to have your dog be sold to another faction who, will use it for mostly good intentions (Still would feel terribly sour.), or have it absorb a grenade while it was munching on the colonies corpses as you watch with your own eyes as it dies.
#7
I noticed the sneaky change that Uranium was buffed as a material for weapons! Now it has way superior blunt damage and the Cooldown isn't as painfully slow, also even matching damage with Plasteel. Now I have to play around with it some more to see if it is useful enough. Still a terrible armor material.

But blunt weapons still aren't super useful, despite their new stun ability. Since full covering Power armor isn't exactly a common threat where the mace actually really shines, and spears are seemingly better against Mechanoids (They hit the Artificial brain more often), blunt weapons can be good but the moments they are still remain limited since those moments rarely show. Power armor is outrageously rare in raids (as far as I have seen). I think there should be a raid variant where they come more armored than usual, or that their raider equipment budgets are raised, but the amount of raiders are less?

Also nice that you are reviewing the Opinion system, it feels a little barebones. The flavor when they chat is hilarious, same when they insult eachother, but I can't help but feel like more could be done. More reasons to why people hate or love eachother other than talking about stuff like Animal Sexuality or eating without tables.
Maybe there can be that they compliment peoples services they provide, like holding somebodies Excellent+ weapon, getting well tended by somebody (100% tend quality or something), these buffs are relatively small, but a doctor would be a little extra respected, don't you think, but an organ-harvesting doctor, not so much.

#8
The Social penalties for doing immoral actions should be made more severe, Tynan. Right now, killing someones friend, butchering them and *eating them* is all not as bad as being a little ugly. Even in a place like the Rimworld thats very illogical.

If doing all those 3 would cause atleast -40 in colony-relation, this would make having psychopathes also be a possible hazard of them being seen as an outcast, then the 'Human hat factory' money meta will become a little less preferable.
#9
Hello, first time poster here, I just wanted to give some feedback for 1.0 and Rimworld as a whole prepare for a great wall of text

One is the balance around the materials on the game, right now it is simply always Steel, or plasteel when it is available. Of all the materials in the game, there is basically no blunt-resistant stuff at all. Yes I understand that you want that Impact damage is generally less resisted, as it should, but it still means that my melee fighters will always get one or two punches in fights despite being well armored.

Thats why Uranium should have greater blunt-armor properties since it doesn't have many good niches other than flammability compared to plasteel, not sure on what the exact number should be but it should be the best at doing that. As right now it has very little redeemable qualities other than great health and no flammability, so Plate armor out of uranium(Could you make flak-vests out of all materials or was that a mod?) would be more resistant to punches and such alike. But less towards sharp threats.

Also some sort of textile materials that are more impact resistant than others, maybe Synthread should be because I have realised that Synthread... is now a really bad material. Other than durability it seems. Would make sense since blunt damage is a very primitive damage source, so incase they were to get in a social fight, they'd be ready for that because it is a very 'casual' material.

Now, to keep the balance of blunt damage still being less resisted. A fully decked out blunt-defense set should still not have as much Blunt defense as a full Sharp-armor oriented set. If there's a raid where you can ensure there is little melee sharp damage happening and you got a sufficiently powerful Shield-belt, then such equipment would be appropriate.

Oh and another thing, regarding the weapon properties of metallic stuff. Plasteel is basically the best, no matter what. In my opinion, Steel, Plasteel and Uranium should be more balanced on focusing on it's own thing. Plasteel has a bit lower cooldown and is the greatest at Sharp damage, but the blunt-bashes are much weaker. Uranium is the KO-king while having okay Sharp damage but great Blunt damage, however, the cooldown should be around 115%, instead of 135%. Still having it be a Skill-requiring material. And steel is a nice mix between blunt and sharp. 100% attack speed like right now. So a Longsword that can do good pommel bashes and slices is possible. Hurray for variety.

---

And another thing related to armor, Social chat impact could have a little tweaking so it is dependent on material. So each textile got a social chat modifier. Now to balance this out the social chat impact values could be reduced in turn so it isn't much less or more than vanilla. Maybe Dusters/Jackets also have a little bit of Social-chat impact bonus so this doesn't only apply to cowboy hats and tophats. Like, 5% or so.

Rare and snazzy textiles got higher social chat impact, such as Synthread, Bearskin, Thrumbofur and similar. Maybe you can craft/buy a gold-sewn fabric which is really expensive but gives a large social chat bonus. Devilstrand may have lower because I can imagine it looking ugly. Also discourages having extreme formality policies where everyone is wearing the same red.  Materials such as Light-leather or.. uh, Human skin got lower than average. This gives choices in clothing materials a second option-thought if you want Insulation. Perhaps quality affects it too.

Lets say, A Cowboy hat has 10% base social-impact. Thrumbofur has a 200% modifier,
This cowboy hat now has +20% social-chat impact. Simply, really. Not sure if it is possible but perhaps Human-skin got a negative modifier? -50% or something.

---

And finally, the Social-system should be more punishing where immoral actions as organ-harvest, murder, cannibalism and such should have much larger reputation losses. Killing someones friend, butchering them, and eating them gives less goodwill with another colonist than being a little ugly. Yeah, right.

Maybe have more causes to like people as well? 'Cooked the colony a meal', 'Tended to me skillfully', 'Is holding X pawns weapon(excellent quality), surely, people would respect a doctor a little extra. If they're an actually good at it.

Combined with the Apparel social chat impact bonus idea, someone that eats people, butchers them himself, and wears Human skin, they will guaranteed to be disgusted and treated as an outcast unless they actually become buddies with somebody.

This is a suggestion I've had since ages, there should be variants to a 'Social fight'. Either they are triggering longer-lasting debonuses when it comes to interacting with the other pawn, or snapping and doing something short like a social fight. Some ideas could be:

Heated argument where they stand to argumentate for a bit, which has two possible results, they get on better terms with eachother, or it gets even worse.
Maybe this guy gets a mood debonus whenever he is in presence of the person they hate for a week(So having seperate Dining halls and rec rooms could be helpful)
Perhaps the person now simply will refuse to heal/rescue the other person?

This could also happen in the opposite way, where good friends may get beneficial bonuses from being pals. Such as sometimes inspiring a little XP boost in things they got passion in, Recreation gain from speaking with eachother, blabla. You get the idea.

---

Phew. That was a lot to write. It has been ideas I've been thinking of for a long time that touches less looked at parts of the game, in my opinion.

(Also, minor thing. The mace sprite still looks a bit out of place and a little too small. Now when there's so many sprite changes, the mace could definitely need one.)