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Messages - Fodd

#1
Excellent - thanks for the update Tynan! Will continue lurking . . . . . :)
#2
Another +1 vote for Archeology - Sounds like would be LOTS of fun, and feels like it would be very easy for the AI story teller to slip in to the undiscovered part of the map or activate at an appropriately calm (or already on the precipice of disaster/extinction) moment.

 
#3
General Discussion / Re: Rimworld has been greenlit!
October 17, 2013, 06:01:01 AM
Fantastic news. Congratulations Tynan!
#4
General Discussion / Re: Why did you back Rimworld?
October 13, 2013, 05:14:55 AM
Well, they had me at "Influences/inspiration from Dwarf Fortress" and in space. Then i heard the music, and I was suddenly "MINE!!!!"
#5
General Discussion / Re: What is/is there an end game?
October 12, 2013, 10:12:00 AM
(Sorry for the long post - TL;DR - just very excited about the game!)
As an alternative option for “end game” mechanics, (and it depends on how much of a “meta game” Tynan wants in there) but as an option that jumped into my head:

1 - The game runs as is (with all the AI director events, etc) and the player decides to build the “escape ship”, and launches it and off it goes. At this stage, some of the colonists are left behind (and Tynan, I think, has hinted this “left behind” concept is planned to have !!fun!!, potentially even settlement ending, effects).
If the player “completes” this several times (say, 3).

2 - When enough have made their way back to “civilization”, where/whatever that may be, and so the existence of a “viable” human survivor’s enclave is known.  At this point, a MegaCorp of some sort would send an emissary, and set up a deal, either with the colony that launched the 3rd escape ship, or as a triggerable event once a new colony gets to a certain size (if launching an escape ship kills your colony). The deal is for a certain (horrendously large) volume of goods, the MegaCorp will tow a space station core into orbit (or sell the designs to make it). The goal then becomes to get sufficient materials off planet, either just with the one colony, or with several spread over the planet, if Tynan lets you have several active colonies (as saved games) on the same planet. It should probably be difficult for the player (since chasing this metagame mechanic would be done by a player looking for new challenges), so the player needs to “Launch” the goods, instead of having one of the travelling merchants picking it up. So they have to have enough colony development and size to have a basic space industry (and hence being attacked/challenged by appropriate scale/level of baddies). If you need a mechanism/story for this, say it’s because the big Cargo MegaCorp Freighters are run by computer (i.e. no/minimal crew or life support) and are too big/not programmed to enter anywhere near a poorly charted sun’s gravity well. To pick up the MegaCorp cargo, the player needs to get it launched to the edge of the solar system (where the Freighter travels). That would also explain why the travelling merchants won’t pick up passengers for transport back to civilization, cause they can’t get away from the solar system either, they just sell to the Freighters . .

3 - When you, through whatever system, get enough “paid” or delivered into the MegaCorp’s account, they deliver the starting module. The player then has the option to play on a “space station” map, and try to build that up, in that environment, with all that entails (minimal easy-to-aquire resources, food shortages, any power outages would be survival critical, no ability to hide in bomb-proof mountain sides, meteor showers blowing entire sections off/up). Enemies attacking you in orbit would likely bring ships with them, with appropriate levels of fire power.

4 â€" if you somehow survive all that, you can start selecting to send colonists to new (more challenging or different challenging) environments. Feel life is still not challenging enough? Target an ice world (no/minimal light for growing and power). Target a lava world (mineral rich, but no crop growing, no water and everything keeps catching on fire. Any above ground movement will need metal paths built). A planet with toxic gases in the atmosphere (anything above ground keeps breaking all the time, colonists keep getting sick and you’re in constant need of a doctor). Want an extra challenge? Instead of colonists, send political exiles (i.e., no supplies, no tech, no food. Equivalent of a “one pick embark” from dwarf fortress). If you want a reason for the player to be pushed to accept these challenges, say the harder planets have materials needed for starbase expansion (exotic materials for larger power generator, or for a field generator to increase structural strength of station or the weight of its own expansions will tear itself apart, designs from alien tech in a ruin on a planet which will allow a shield to protect against meteor shower). If you want a reason for a “1 pick” mission, say after population gets above a certain point, you start having coups all the time. You need to show authoritive power (get rid of dissidents) but not be a complete bloodthirsty murderous dictator (you need to give them a “chance of success” rather than just execution). So, I guess a “successful” 1 pick colony would effectively be a penal colony? And at that point you start getting more and more dissidents exiled to you.

5 - I guess the next step would then be taking the penal colony residents, and trying to take back over the star base . . ? 

So, if you want to chase an "end-game", then you work your way through the above. And if you want to play on a vanilla planet, just enjoying where the Narrator takes you, then just keep making small colonies on the first planet. The main thing behind the above would be to give a “storyline” reason for the player to be able to push the difficulty (planet/starting equipment). Of course, if Tynan is just planning to give you the option to “Set up game starting parameters manually” right from the start, I guess you don’t really need it  :).
#6
General Discussion / Re: Rimworld pre-alpha soundtrack.
October 11, 2013, 06:42:58 AM
YAY! More More MORE!! Very much looking forward to the full selection!
#7
Stories / Re: Oh, the colony of survival.
October 07, 2013, 05:44:06 AM
Very nice Drabus. Although the firepower of the raiders sounds really intense, but I guess it's more a issue due to the colony being at breaking point just before their arrival?