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Messages - billycop32

#1
Off-Topic / what do you play?
February 01, 2017, 01:03:33 AM
Did Y'all miss me? well here is another poll for ya!

I want you to think of your top 5 favorite COMPLETED games(I might do a in development spin off later.)
look them up on google and find who made them(the studio name.) I'm curious to see what everyone plays,but I'm not gonna dare to list off every game in existence (looking at you, whoever made the snake and kingdom hearts game... >.>' )

I'll start off with adding my personal top 5 studios, and as people add theirs to the list I'll update the poll. If one of your studios is on the list, vote for it! everyone gets 5 votes.
#2
Ideas / Re: Mining camps/ second bases
December 13, 2016, 05:13:53 PM
^kinda like a away mission. maybe the equation below could be a starting point?(warning: math ahead! :gasp: )
so let's say you send a group of 4 pawns on a mining mission
pawn 1 mining skill: 20
2: 16
3: 14
4: 10
for math's sake, let's assume each skill level means 1 more square(35 metal) per day can be mined.
20+16+14+10=60
60 X 35= 2,100 per day!!!!!

yeah don't get your hopes up. I ain't done yet. (muhahahahahah)

now let's say the area in question is mountains. hard terran to work with, so let's add a 20% base deduction to that.
20% of 2,100=420. let's just blaze that off
2,100-420=1,680.

1,680 is still a good haul for a day. too good.....(muahahcoughahahah)

what is the ore availability like in that area?(side note: this percentage should go down by 10% as mining is done.hehe.)
looks like someone has been here before-it is already down to 60%, which means we gotta slap another 40% off of the remaining 1,680.

40% of 1,680= 672
1,680-672=1,008
Good haul, and I'm done playing evil.

thanks to the declining ore availability, it should make metal harder and harder to come by without long missions as the game goes on, as local areas are depleted beyond use able levels, without having to make more than 1 simulation going at the same time.

You could even add events like mine shaft collapse or unexpected ore discovery that could  hinder or help the player.
#3
Off-Topic / Re: Good game app (offline)
December 11, 2016, 01:12:06 PM
check out the flow free series. the daily challenges is what I do first thing while I carpool to college. I find doing it helps keep my mind sharp (I also later found out my college's electronics professor recommends that game as a training tool for circuit layout. so it is a little educational as well....very sneaky.....)
#4
Off-Topic / Re: The Music thread
December 03, 2016, 07:39:32 PM
I'm tempted to take every youtube link in this thread and turn it into a playlist.
I wonder what that would be like.
#5
Quote from: CodeRen on December 02, 2016, 01:46:29 AM
Babies/children having a 0% chance?

Look what he said about kids here recently: https://twitter.com/TynanSylvester/status/794003347376377856
https://ludeon.com/blog/2016/01/progress-continues/ -- Here he says he hasnt added kids YET

Stop spreading misinformation. He said no to Z levels flaout. NEVER said no to babies.
I'll make a note to put THIS IS OPINION in front of EVERY point from now on.
I never misquoted him in my reply, in fact the only "quote" I used was to show he doesn't like saying what features will be added or when. I'll leave you with this definition, in the hopes you don't misuse it again mate :)
Quotemis·in·for·ma·tion
noun
false or inaccurate information, especially that which is deliberately intended to deceive.
#6
I kindly refer you to the "frequent suggestions" pinned thread in the suggestions board for babies/children
https://ludeon.com/forums/index.php?topic=12024.0
Tyran does not like saying what features will be added, or when, so these questions are kinda mute. I'll still go over each one and give you my opinion of their chance of being added.

1: watchtowers are unlikely, I'll explain more in number 5

2:see above link, this is a feature asked for and discussed multiple times. the chance of it being added are close to 0%

3: having two weapons has been debated for and against for some time. you can probably find mods that support this already, and I would't be surprised if ty adds them.

4: (again, OPINION) this one i'd say yes. between the nature of space and how much time has passed, it would be logical for rimworld to have them. the mod community is on point for this one, and has added it already. tyran has also hinted at the possibility of different sentient species being added through the information screen on the colonists.

5: siege weapons are already in the game. (mortars) and both sides use them. as for walls being impervious, that would promote too much turtling,so don't expect it. rimworld is already having issues with turtling players staying inside mountains, so adding more items such as invincible walls or watchtowers that add more "fort" probably are counter to removing that.
#7
Ideas / Re: Another motive for a raid
November 29, 2016, 03:54:25 PM
colonists and allies get graves in a tomb for my colony. enemies always get burned.
my more expensive sarcophagus pieces get reserve for my VIPs though, should they fall.
+1 to this event, it might happen immediately after a raid too.
"the enemy calls for a cease fire. your colonists watch with respect as they gather some of their dead and leave" (this event can't occur for pirates though)
#8
mod only. that kind of stuff just doesn't fit into villinia rimworld.
other than that, +1
#9
General Discussion / Re: Predicting the name of Alpha 16
November 23, 2016, 03:52:07 PM
wheeling and dealing

didn't say what we are gonna deal though huh? drugs? slaves? justice?
find out in the next update! :D
#10
locking this thread up. see ya in part 3 if you wanna continue the chat!!!
#11
so.... here we are. this poll is aimed to be more funny then a full poll, but feel free to suggest additional options.
Personally, I'm glad we got trump over Hillary, but that was one bitter horse pill to swallow. how do you feel?

also, on a side debate: do you really think California will try to leave the union? could we really separate?

remember, play nice, you can always take those negative emotions and sick em on your vict.....colonists.
#12
General Discussion / Re: Collaboration with Insectoids
September 16, 2016, 01:27:53 PM
congratulations, you have become a truly demented rim world overlord





welcome brother
#13
General Discussion / Re: Uh-Oh!
September 16, 2016, 01:00:45 AM
poor mood x3, not to mention a number of what looks like dead cats and wounded colonists....
ouch....
#14
Ideas / new sub-board "raw experience"
September 15, 2016, 04:43:39 PM
this would be a sub board to the suggestions page, where players can tell about a experience they believed should not happen or needs to be changed, and even put a link at the end of the story to a proposed solution in the current suggestions board. this would accommodate tynan's desire for "the raw experience" that you can read in this article:
http://kotaku.com/the-designer-of-rimworld-is-here-to-answer-your-questio-1786629134# (credit to Jimyoda for bringing this article to my attention)

Quote from: TynanPlayer suggestions themselves are usually more useful as clues to player experiences. I try to look at the suggestion and work backwards to determine: What is the experience that created this perceived need? What negativity or unwanted occurrence happened that gave rise to this suggestion? Players rarely recount raw experiences; they almost always give proposed solutions, but as a designer it's the raw experience that I need because that's what I'm unable to produce myself.
#15
Ideas / Re: Field Hospitals: WW2 Style!
September 15, 2016, 04:18:21 PM
Quote from: O Negative on September 15, 2016, 03:07:51 PM
Interesting idea.

However, why not just set up a sleeping spot nearby (assigned to medical), when you have a colonist bleeding out? It's worked well for me in the past.
the idea sounds like that, but allows for more perks, like the colonist can survive longer without treatment or it allows battlefield triage (batch up the critical wounds so they can make it safely to a proper medical facility.