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Messages - deslona

#1
So basically you are saying that in the base scenario. The ship blew up not because of 'unknown' reasons, but someone was trying to stop us from spreading and infecting the galaxy?
With regards to the tribals, maybe they saw our tribe rejecting the culture and traditions and expelled us...

This idea is creepy, and definitely needs expanding and depth.
#2
Ideas / Re: Achievements
March 06, 2017, 02:18:08 AM
Unnecessary and unneeded. I love achievements. But there is no value added in this kind of game.
#3
I agree that the fixes should be released first. This should be an A16.1 release. Bug fixes allow veteran players get used to the adjusted systems on their own merits. Which can provide valuable information about balancing which can be addressed in the A17 release, which would contain new features that will break other things - there are always big bugs after a big release, no blame. That's just the way it is these days, we are still in alpha. Not all mods will need to be changed. And there is no pressure on the players that may not want to update to do so. They could wait until the A17 comes out. Same with modders. I wont hate it if my fav mods wont update just for the A16.1. I completely understand the desire to wait it out for the 'real' update.

TL:DR - small update with fixes now
#4
General Discussion / Re: Mortars: Useful or not?
January 12, 2017, 07:49:21 PM
I like the idea of mortars or some long range heavy hitting weapon that is expensive to use. However, in Rimworld I find it cumbersome, wasteful - due to inaccuracy AND time. I find a more effective strategy against siege raids and ships is to just send snipers and whittle them down. When the siegers attack pull my forces back into an ambush.

I tried attacking with mortars on a pirate base, once. While the idea sounds cool, I found it also very ineffective, again, snipers and long range weapons fire faster and are more reliable. Against tribal bases it would be more worthwhile - because there are more targets bunched closer together. And you can allocate more people to ambush when they try to stop you.
#5
Ideas / Re: Caravan forming needs reworking.
January 12, 2017, 07:39:08 PM
Where the caravan decides to form up is a big factor. But I agree, it is the complete neglect of their other needs. By loading the caravan closer to the stockpiles it will save a lot of unnecessary walking time which is unrealistic. (You don't stop the truck to load your product on the other side of the street if you don't have to.)
The caravan should continue to load up even if one member has a break of some kind. Then move out together once things are resolved.
#6
Ideas / Re: A hate of Infestations as is
January 11, 2017, 11:10:06 PM
There is no other active hostile event in the game that gives so little reaction time after the fact. Even hostile drop pods in your base have a longer delay. There needs to be a gap in reaction time or a more gradual build-up of attacking bugs. Such as 1 after the initial 2 seconds then another one 10 seconds after continuing for about a minute or so of play time.
I like some of the negative mood fungi ideas. If a time 'under deep mountain' hasn't been cleaned for a long time and a random variable (x) occurs a fungi may spawn and start to spread. Either forcing the player to allocate resources to maintaining a clean mountain home OR ignoring the area/threat at their peril. Thus giving the player agency over the situation. OR alternatively encouraging it by forcing travelers into their hall of madness. Which is similar to how infestations work now.
#7
Solution:
Remove the cannot haul skill and make it into a forced game trait. (Could be done with other things such as cleaning).

Make hauling into a skill that has a value for example 1-4 (or whatever number).
1 - lazy ass pawn that hates hauling and will do it in the tiniest increments possible.
3 - Average pawn as it is now.
4 - a person who hauls efficiently and to maximum capacity every time, maybe even OVER capacity.
The numerical values would be hidden but could be described by new traits (or lack thereof)

New trait - Hauler XX likes to carry things around. + 25% hauling capacity.
#8
I like this but it should be limited to a special event or special pawns with particular backgrounds (researched based).

Similar to the escaping colonist event - player receives signal from a mad scientist being chased by pirates.

HOWEVER to prevent 'gaming' the system, the rescued colonist will reveal their secrets after a week or so - after they 'trust' the colony. Whether this be a hidden reveal or not should/could be random.
#9
Yes, please give an option to have it the way it was (pre A16). So players have a choice on how to view environmental beauty settings.
#10
General Discussion / Re: I think I've Been Scammed
January 03, 2017, 12:41:24 AM
Wow, the description of the medicine has nothing to do with how it works at all. Or how it should be applied..
#11
I agree that there are situations where I feel the need to 'trick' the game into getting a desired outcome. This usually involves more micromanagement. Specifically through hauling assignments.
There are other situations too, where that neurotic, abrasive, chemically interested glitter world surgeon just isn't WORTH it... you know?
Really every pawn is valuable, but some are not valuable enough. I guess that says something about us more than the game though.
Mechanoid raids do need fixing. For the exact reason stated before. Scyther speed and centipede speeds are too far apart making an effective attack impossible.
#12
Ideas / Re: Trading Spot
January 01, 2017, 06:26:23 PM
There is a mod that does this. But I agree. It should be in the core game. I hate having my pawns load the caravan or going outside the base to trade/collect trade items.

https://ludeon.com/forums/index.php?topic=25579.msg259985#msg259985

As for abuse, if several caravans die, make it so no more will come (No we don't want to go to your colony, it isn't safe).
#13
Ideas / Re: Riding Animals
December 30, 2016, 09:22:55 PM
5 snipers on wargs, so they would be mobile and shooting at the same time (maybe with some aim penalty).
Maybe also a new riding skill factored in..?
It would probably need to have a personalized 'mount'. How would the colonists do it automatically though? If you have to manually click every colonist onto a mount that will get very old very fast. I think this would be better for caravan speed than on a map (though I agree it would be fun).
#14
General Discussion / Re: "Repair" Needed or not?
December 29, 2016, 01:53:19 AM
I understand why it was merged. But I disagree with it. I would much prefer a diving option to skills for pawns - should a player desire it.
Like separating construction from repair. Butchering from cooking meals. We already see this with the smithing/tailoring and crafting skills. Why not make a list that can expand further if a player wants it?
At least, PLEASE bring back repair. :)
#15
I agree with Meridias. I cannot see how implementing this will make the game 'more fun'. I doesn't add to complexity as there is no exercise or weight gain mechanic. So the point is mute as it is something that the player cannot control directly or indirectly. It is (initially) totally reliant upon the RNG gods. And I don't think the game should move closer to RNG.

How will this mechanic make the game more "fun"? Realism or reality isn't fun all the time and there are practical/coding limits ofc.