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Messages - ComradeCrimson

#1
Ideas / Re: Your Cheapest Ideas
October 11, 2014, 04:29:32 PM
I'd like to see themed raider factions both for serious story reasons and shits n giggles.

Imagine: A faction of anti-slavery activist group/revolutionaries who, if you buy/sell slaves, will attack you and try to liberate/kidnap your slaves. Or if you don't involve yourself with slave trading they may even help you.

Or for more of a joke faction, psychopathic clowns that come in trying to murder you. I'd also like to see more uniform enemies attacking like established private armies with their own uniforms perhaps, or something akin to that.
#2
Ideas / Re: Equip both a melee and a ranged weapon
October 07, 2014, 04:17:07 PM
I think this should only be for certain weapons and weapon combos though- I do not think having a sword an a minigun being wielded at the same time is a good idea, nor is having an AK assault rifle and a spear a good idea.

Bayonets attached to rifles and assault rifles work, and if you have pistols, and at the most, Uzi's and other one handed guns you can wield a saber or knife or club and such, but not a two handed weapon like a zweihander or some such.

But having a pistol and saber/chainsword in hand would be cool- then you can REALLY have commissars.
#3
Off-Topic / Re: whats the story behind your username
October 07, 2014, 02:26:03 AM
I'm a filthy communist, Crimson is my favourite colour and ComradeCrimson sounds badass. Simple, effective. Plus I never seen it used before, somehow.
#4
Ideas / Re: More indepth healing system
October 06, 2014, 10:55:37 PM
The way I see it medicine/medikits represent all of this- but I agree there should be different ones less so for "realism" and more for practical efficiency. So here's what I say- different levels or tiers of medikits, small, medium, large. Small would just be your typical first aid kit complete with gauze, bandages, linen wraps, disinfectant, scissors, maybe pliers and some other small tools and cotton to soak up blood. Maybe splints too, but its not hard to make a splint from almost anything. Minor wounds, cuts, scrapes, bruises, fractures and minor burns, that sort of thing.

Medium kits would (and this is all description wise) have more advanced tools like scalpels, saws, painkillers, antibiotics, proper crafted splints, and more of every material and more tools. Deeper cuts, bullet wounds, severe bruising, maybe a broken bone/limb, moderate burns.

Large medikits would be like a doctors bag worth of stuff and would have loads of different things available to treat colonists and would be something used to treat serious wounds, like lost limbs, open heart surgery, severe blood loss, cardiac shock, major breaks/multiple broken bones, failing organs, that sort of thing.

That way the system is kept simple but still gives you a better degree of imagination and immersion then just a single medikit- as well as a means to streamline your medical supplies efficiently.
#5
I've found it quite startling that the culture of these Rimworld colonists is so open to slavery, especially given some of them come from worlds not too much unlike our own and galactic travel seems fairly common. It's also somewhat disturbing organ harvesting is so readily accepted, even if it kills a patient. Points like these have been brought up before like in this thread: http://ludeon.com/forums/index.php?topic=6593.15

But here's my thoughts on the matter. I think that depending on the social background of characters, where they grew up/lived prior they have a tolerance level or some such to actions like this, as well as killing, etc. A man who was a vat grown soldier and fought on some utter hell hole with trenches and barb wire might not care as much as a guy from a midworld who became a librarian if you're nicking organs or selling prisoners.

Besides that personality difference thing (which I think is rather complex to implement) I think there should be a penalty to buying slaves, not as big as selling one would be but its still dealing with the practice. Harvesting organs should also result in a lot more negatives, ones already discussed in said thread. Further thoughts on it lead me to this; it should be ONLY slave traders you can sell organs to or more nefarious traders, who'll accept it. There should also be penalties to faction relationships if you are involved with slave trading and mass organ harvesting, as some factions may be more egalitarian then others.

But there should also be other options of attracting colonists to balance this out too, and this is my idea on it. Besides capturing people, helping out factions, being friendly and getting a good reputation- or a very antagonist reputation in some instances, should attract people to your colony. If you're a big bad raider den you should attract real hardcases and such, but if you are more benevolent, more average folks may who up (who may be better workers then fighters.)

And maybe with research established and sufficient resources, you can transmit signals and even radio, television or whatever form of media you prefer to spread advertisements/propaganda of your colony to encourage others to join it. Having this ongoing should increase the rates people join you- but this may cost a pretty penny to maintain or setup. And it should also paint your colony as a big target to raiders, as you're essentially having a big neon sign of "come here!" to everyone.

Just some thoughts I had.
#6
On this note, it'd also be cool if healed visitors return and they have a boost to your colonist's happiness if they converse, or they might bring a gift or something as a token of appreciation. Reoccurring characters so to speak.
#7
I believe that while the difficulty settings of of random, classic, chill are fine along with choosing your location, there should be more choice on the type of dangers you want to face, like settings to choose how things are in your territory: Similar to how Tropico does it in a sense with random island creation. Mind, these are advanced settings and completely OPTIONAL. You can still have it random I say, just the option for this would be cool if provided.

You can adjust the savagery of your location, this will increase how wild and vicious the actual landscape and animals are, meaning more predators, harsher or more extreme climates and weather, and even viruses.

Adjustments for Faction amount or Faction Hostility- choose how many factions you want, and also how hostile you want them to be. Do you want an incredibly hard game with loads of raiders, tribals and mechanoids, or do you want friendly towns? Or do you want to brave this world alone and be the sole settlement, relying only on the far and few between traders?

And on that note: Trader Frequency- how frequent should traders come and go, etc.

And for a final note, and this is far future planning: I realize Tynan is developing this game to be in his own set of lore, but drawing from Warhammer 40K, Firefly, Cowboy Bebop, Starcraft and Space Westerns in general in a sense, minus the xeno presence.

What if we had an option for "State of the world?"

What I mean by that is, say the world is in a civil war or the attention of warring factions, of intergalactic nations duking it out and you might see or hear of factions fighting and other such things? What if this planet is essentially a goldrush planet where its on the rim and new resources are found here, and droves of colonists and colonies are being set up, all trying to get ruthless control over the planet or plots?
Nuclear war, recovering or in the midst of it?
What if there is a global pandemic going on or a global ice age/global warming spree? Just thoughts for the future.
#8
Here's my three suggestions to help this out, just thought of.

The reason why men moved out of caves was due to the inherit dangers with in it. It's damp, they are dark, and there is even potential gas leaks and cave ins.

Cave ins already occur. We could have caves, if the cave floors aren't paved over and the walls replaced with built ones, should have a damp or unclean affect that can risk sickness to colonists, and there should be pockets within caves where if you mine into them it'll unleash a pocket of poisonous gases and fumes. And on that note, there should be a musty/stale air effect that makes colonists unhappy. There should also be cases of flooding as well from liquids like water, maybe even magma flow depending on the geography.

With all of these, there can also be new utilities you can have to help you WITH caving on the other hand, or simply mining:

Canaries and other gas detection devices or alarms. Colonists could carry these birds or devices with them (as well as flashlights) and they indicate if gas leaks are imminent by the bird dying/being suffocated by the gas, giving ample time to get out of there, or the alarm for your device going off.

Some caves may even have radiation too because they might house nuclear warheads or radioactive leftovers of some civilization past, or even just radioactive materials like naturally occurring Uranium.

#9
There should be events where herds of migrating animals may come onto the map, giving the players both a chance to get food as well as a potential danger for their colonists due to the fact colonists could be stampeded over.

There should also be mating seasons with animals where you'll see males fighting and become more aggressive, resulting in psychotic breaks essentially from time to time and a massive influx of baby critters that result from the cycle. Mothers should also be very protective of their offspring and if one of the offspring dies it should send the mother into a rage against the colony, possibly others as well.

And for another idea- there should be predators on the map, where if you go near them or they see a vulnerable, lone colonist, they'll try and maul them to death. Having things like bears, packs of wolves, dingos, tigers, lions, giant spiders/ants, crocodiles/alligators, even flying birds of prey like huge eagles that could pose potential threats. The option to sell their furs and make rugs out of them too would be cool.


Also, the ability to tame animals and have them as pets or breed them for slaughtering, milking or fur would be interesting. I'd love to see dogs and cats in this game as well as other more exotic friends too.
#10
Quote from: Tynan on September 27, 2014, 07:54:18 PM
Good discussion to have. Thanks for bringing this up.

It is a tough balance problem to solve. I think the best, most obvious solution is to put players on the offensive more often. I tried to do that with sieges and the ship part, but I think it's not quite panning out that way with sieges. So maybe I could rework sieges and make them a bit more common, and perhaps add another kind of threat or opportunity that draws people out of their base. Anyone have any thoughts about what this could be?

Adding some further mood penalties for being underground for long periods may be a viable option as well. You can live underground, it's true - but it's really awful to be underground all the time.

My suggestion: Make mortar shells cost ammunition to fire for the players, and have besiegers have LOADS of ammunition as well as being able to produce it on a small scale to more or else replenish what the lose.

Acts as a double edged sword too and makes it even MORE a war of attrition.
#11
Ideas / Re: vehicles
September 05, 2014, 05:56:37 PM
What about trains or railroad type vehicles? You construct a railway line and then it can ship both goods, material and people across it and save time going across a distance. It'd also be a way to ferry large amounts of resources from your mines or farms out in the field- and present new ways to expand across the map instead of having your big mega hub become condensed and crowded.

Rail would obviously cost metal and possibly power, and the trains and carts would cost material as well- but it could be a very good long term infrastructural improvement to your colony, and something very well in theme of the pseudo Space Western with 40k influence this game portrays.
#12
Ideas / Re: Suggestions, lore and potato poetry.
September 01, 2014, 10:31:42 PM
This is a great idea and this man or woman should receive a glorious hug and internet cookie.
#13
Ideas / Re: Suggest A Personality Trait!
August 31, 2014, 02:32:39 AM
Quote from: Shinzy on August 30, 2014, 04:55:05 AM
Oh you don't need to hide it! ..We *all* want to be pirates!
OR is you a commie!!..oh that's not.. on the list
Former stormtrooper?

Aw gee I don't even know!
The wannabe pirate made me think of all those 'Wannabe real life barbie' peoples

A trait with some kind of lust to reform their bodies entirely to resemble something random
and then tries to amputate themselves accordingly
"I wanan be a centipede irl!"

I am not hiding I am a flat out full on Communist, that's a given.

As for a pirate... as cool as an eyepatch would be and as much as I sound like one, not too keen over it.

I'll just plain out say I am a fond admirer of plus size ladies ;3

As for more traits!

Jingo: Is very hostile and angry to any visitors to the colony, regardless if they are friendly or not and may attack them.

Redneck: Is happy if blowing stuff up/shooting a firearm, but unhappy if researching something/incapable of.

Bolemic: Will puke up their food after eating it, and cause messes.

Aqauphobic: Is afraid of bodies of water and drowning. Will not swim.

#14
The game is in Alpha, so we don't know how long colonies are going to last. And you may very well have a colony last an incredibly long time- especially with certain mods if you installed them.
#15
Ideas / Reproduction and Colonist population growth
August 30, 2014, 02:30:12 AM
I would like to see a few things added into this game.

Colonists breeding and having their own children/offspring, and then growing up to be colonists, and other methods of producing new colonists.

Cloning is one of them. Being able to produce clones (albeit, in a costly fashion with short lifespans) would be amazing. I'd also love to see a variety of traits affecting sex and reproduction and how it plays out, as we already have hints and fetish traits in game (like bestiality.) and so forth.

For natural reproduction? A bed and two fiesty male and female colonists who take well to each other is all you need. (and if their partners die, or children, they'll suffer mental breaks of severe unhappiness.)


For cloning? A cloning research laboratory and vats where you clone people, and the thing requires a LOT of power and resources to setup, as well as other materials and requirements that are to be thought of later as I haven't thought it all out yet.

Clones also have a chance to spawn with defects too, and the operation of the cloning vats ties in with RESEARCH skills, so all those researchers and scientists who already researched your important techs? Well they have a job now friends. Glory to our scientific proletariat!

As for sex itself, it could also be a good addition for the stress relief. Obviously the details don't need to be too explicit, leave it to our dirty minds for imagination. Non-reproductive yielding sex may also occur, such as between homosexual couples or one time occurrences.

Would be interesting to see ingame. And for those of us who are more conservative to this sort of thing, just have is so their room becomes all steamy and foggy so you can't see whats going on, plus that'd be hilarious.