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 - Joedoe1025

#1
Ideas / Re: My proposal for the turret problem.
November 12, 2013, 01:03:20 AM
Ok I will admit I have only read the first two pages of the thread but i think i got the gist to put in a few suggestions.

Firstly, i do agree that "auto" turrets need to be either a researched (Late game) item that isn't as reliable as it is currently. (Accuracy penalties, and damage nerf among other possibilities) by requiring research and producing a sub-par turret would be fairly balanced for a unmanned machine.

Secondly, Bring in different defensive elements. I liked the idea of pillboxes/bunkers as well as high-ground to increase range and damage factors. This allows more variety in utilizing the colonists in a effective manner. Hell, a manned 'turret' sounds perfectly acceptable to me with a few limitations.

Thirdly, make said defenses something that CANT be manned at all times. Something akin to a 'stand down' vs a 'scramble!' state where it takes time for colonists to get their defenses up and running. (IE takes time to load and prep a MG or maybe a Gauss cannon requires a charge prep time)

I feel that Turrets do indeed cheapen the feeling of RW a bit however i don't think they should be completely cut since they feel very much in-universe and lore friendly. by scaling them back and focusing on new elements that require colonist input, it brings a much needed balance.
#2
Ideas / Re: Scrap Recyclers!
November 12, 2013, 12:38:11 AM
I agree with this notion. Not only does it give us a way to remove debris (Praise the gods  ;D ) but also gives additional tech. Also its STORY friendly! if you were a struggling colony in the midst of space you'd recycle every bit you could.
#3
Ideas / Re: Enemies: Suggestion & Discussion Thread
November 12, 2013, 12:35:19 AM
Not a bad suggestion but i suggest a few nerfs just cause this guy could easily kill off the ENTIRE colony. Removing invisibility and a damage reduction would do the trick
#4
Ideas / Re: Your Cheapest Ideas
November 12, 2013, 12:32:05 AM
Quote from: Seppukun on November 11, 2013, 07:59:44 PM
Quote from: Matty on October 27, 2013, 12:28:16 AM
Not sure on the coding capabilities (or if it's been said)

-What about a fire hydrant or sprinkler system where if placed, fire has a 50% chance of going out. Or something to that effect.


I had this same idea earlier today because fires in RimWorld are the bane of my existence.

Ditto, A fire suppression system is almost a MUST for this game. I built a mountain stronghold and lost half of it because a stupid boomrat decided to go off. There are situations where Fire is even more dangerous then the raiders.
#5
Ideas / Re: Got an idea for a Storyteller incident?
November 09, 2013, 02:09:30 PM
Quote from: AwMeGawd on November 08, 2013, 05:44:56 PM


Rescue a colonist - A colonist and a group of raiders spawn on the map for a while. They don't attack existing colonists. The players choice is to use resources to kill off the raiders and free the prisoner.

Missionaries/ Aid agency  - When colony resources are poor maybe a group of well wishes just drops off supplies.


Both these ideas are great but here's a bit of a spin on both

Slave traders: Planet bound raiders with several slaves (3 to 5) that can be freed with the death of the raiders, however slaves under the control of the raiders will also be forced to fight you so use caution if you want to free them all.

Research team: A team of researchers have arrived near your colony and are requesting protection for a set time limit. Raiders/aliens ensue and you can either protect them or let them die. Successful defense results in a tech boost and possibly a scientist (low to moderate chances)

Medical Ship Crash: A medical ship has crashed close to your colony leaving many wounded (some dead) refugees.  You must provide aid to as many as possible until assistance arrives (Three days to a week) rewards vary based on degrees of success (ranging from medical packs (High chance) to medical personal or thankful refugees (Low to Moderate based on success rate)
#6
Ideas / Re: Your Cheapest Ideas
November 09, 2013, 01:51:50 PM
Here's a few suggestions primarily pertaining to the combat aspect of the game.

1. Bunkers: A build-able structure similar to Starcraft bunkers in that they can house a few colonists while repelling hostile forces. limit of 2 colonists and said colonists cannot utilize grenades.

2. Alert system: A set of sirens that when activated will immediately put colonists in a limited range immediately into DRAFT mode and await orders. The reason i suggest this is because A: it prevents random, non military colonists from running up to a sentry turret that's about to go kaboom or into oncoming fire. and B: allows for a quick organization of forces to work during an emergency.

3. Cave-in charges: specialized mining charges that when placed in places with an overhang (Structures or under the mountains) causes debris to fall in the immediate vicinity in order to damage and block off access through tunnels. Medium level research and fairly high materials cost.

4. "decoy" explosives: Dummies dressed as colonists that can draw the attention of raiders but will explode when HP runs out. useful for delaying and elimination of raiding parties