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Messages - Monkfish

#1
Ideas / Re: Weapon Misfires/Jams
April 06, 2015, 01:01:32 PM
+1 for random misfires and rare potentially fatal catastrophic failures.
#2
Ideas / Re: Abrasive Mood De-Buffs
April 03, 2015, 03:55:03 PM
Excellent point. +1
#3
General Discussion / Re: RimWorld change log
April 03, 2015, 12:20:09 PM
Quote from: NinjaPirate on April 02, 2015, 06:41:01 AM
In a game with narcotics, addictions, prisoner management, arms and armour, and blood-spills aplenty, why give sex a fancy cover-up name?
This. In a game as violent and (often) unforgiving as Rimworld, it is absolute nonsense to censor "sex" because somebody think of the children, and pandering to the thin-skinned prudes who can't handle mentioning or talking about who and what we are only furthers the damaging effects not talking openly about things has on society.

#4
Ideas / Re: Fire: Too much
April 02, 2015, 03:07:24 PM
I don't consider fires threatening unless I've only got one (of three) colonists that can firefight. Even moreso when they're 79 and made from dry biscuits. Half of the fires that occur in the home region are caused by rain and can be ignored. It's only really a ship part event or something short-circuiting and exploding all over the place that causes any concern.
#5
Ideas / Re: Furnace Generator
April 02, 2015, 12:50:43 PM
I like these ideas. Particularly being able to burn anything I fancy feeding into the damn thing. I also like the idea of smoke/soot/some other ailment as a negative to using non-renewables.

+1
#6
Ahh, that's the topic I was looking for! ;D

Anyway, I quite frankly couldn't give a shit if a child growing up in 4yrs or whatever feels ridiculous to some when we consider that colonists can land on a planet having survived a catastrophic deconstruction of their space ship and immediately be able to magic up complicated structures and machines out of some scraps of metal on the ground. If we're going a pull an "aah, but x" argument card for an idea, it's only fair and reasonable to apply that card to the game as a whole and see if the argument still stands on its own merits. Something being seemingly ridiculous on its own suddenly isn't so ridiculous when compared to the context of the entire game.

Anyway, it's not like 4yrs game time is a short period that would be missed if you blinked or scratched your arse. 4yrs game time at 1x speed is 64hrs (2.66 days) in real time. That's a lot of time when it comes to gameplay and I've sunk less time into £50 AAA title games that I've completed, so 4yrs gametime really is a fairly reasonable representation of new-born to adulthood without making the player wait 18yrs (that's 288hrs or 12 days realtime). Even running at triple speed, you're still looking at almost an entire day of gametime to bring a newborn to adulthood.

EDIT: As for skills and traits, the obvious solution is to have the child's skills be the aggregate of their parents' traits and skills, with some random variance thrown in for shiggles.
#7
Quote from: Kegereneku on April 02, 2015, 09:28:21 AM
Basically what was said by BetaSpectre
Nope.

Beta makes the mistake of considering a proposal implemented 1:1 with how things are IRL. Whilst some things can be replicated somewhat faithfully in a game (such as bullet ballistics), other things need mild to heavy concessions in order to maintain gameplay whilst retaining plausibility and bonus/malus for whatever that thing is. I touched on this briefly here and I'm sure I've made another post specific to this suggestion elsewhere, though I can't find it. Anyway, my point is that expecting someone to wait 18 (in-game) years for an in-game infant meatbag to not be an infant meatbag is wholly unreasonable and it's a bit asinine to use that as an argument against an idea in principle. Any idea suggested on these forums could be utter dogshit or utterly fantastic, and most of that is dependant on how it's implemented rather than the idea itself.

Now I'm done rambling, I'd suggest a somewhat compressed timescale for children in game...

Yr 0-1 - Sex happens and a sex trophy is created. The screaming meatbag sleeps most of the time and screams for food the rest. Confined to a cot/bed, it often wakes its parents up.
Yr 1-2 - Meatbag now a toddler. Occasionally dribbles. Confined to parent's room. (I'd suggest minimum furniture requirements for baby making. A cot and a changing station or something. Maybe somewhere for FUN to happen.
Yr 2-3 - Meatbag is now approaching their teens. They run around the base making use of FUN things and getting under the feet of people. They can be drafted but cannot participate in combat (think "go to your room, the adults are doing dangerous things"). Multiple children in one colony would play with each other (hide and seek could probably be coded in fairly easily)
Yr 4+ - Fully grown adult. Now a full colonist that appears on overview 'n' ting.

What the above would produce (timescales open to fine tuning) is a somewhat representative growth period for a child (as opposed to a full-grown adult insta-generating out of its mother, or the polar extreme of forcing the player to wait 18 game years for it to become usefull) that could include a variety of perks and pitfalls (as parenting so often does). This obviously creates a bit of :-\ when looked at in the context of regular colonists ageing, bit this is, after all, a story teller first and a thoroughbred simulation never, and I'd much rather children implemented as above than not at all.

Childhood. Done.
#8
General Discussion / Re: Alternatives to killboxing
April 01, 2015, 11:06:37 AM
I think the starting security turret should simply be a machinegun on a tripod that needs to be manned for it to operate (and it also wouldn't require any power). Later down the line/tech tree the turrets could become automated.

Whether they would also require feeding with bullets in the same way mortars do, I don't know. Ammo has been left out for all other projectile weapons bar the mortar and I suspect that's because it would be a massive pain in the tits to have to produce ammo in any quantity.
#9
Ideas / Re: Your Cheapest Ideas
April 01, 2015, 10:11:47 AM
Quote from: AllenWL on April 01, 2015, 12:53:28 AM
And a few more.
I think there should be a 'work region' of sorts, and pawns will only look for work in that area, unless told otherwise(ex: A cook will only look for food in the work region. Even if there is a shipment of meat outside the zone, they won't go for it. Haulers will also not go get it, unless you tell them to manually.)(of course, some jobs, such as hunting, will not be effected by this)

Also, pawns should only seek food from the home region. When I unforbid those survival meals that fell off a pod, I don't like only having one brought back because everyone all went out to eat them.

Finally, I think it would be nice to have a 'forbidden' zone that pawns will not go to for any reason. Maybe have it be possible to choose which pawns go in, so we could, for example, make a room for collecting and butchering human corpses, and forbid all pawns but our psychotic cook from going in.
These zones have been suggested several times. Also, an update to the change log says that colonists can be assigned to production tables. Which is nice.




IDEA! (unrelated)
Colonists, when going to bed, lock the door to their room so that they can have undisturbed sleep. Perhaps an "allow colonist locking" option on doors would be an effective way to control whether a door is locked or not (for example, if you have communal rooms you wouldn't want the first colonist in locking everyone else out).
#10
Quote from: Kaballah on March 31, 2015, 10:54:30 PM
Tsk, why would you not also build the dining table inside the freezer!  INEFFICIENT!
Pfft. Just turn the whole base into a freezer.
#11
General Discussion / Re: Botched Surgeries
March 30, 2015, 07:40:48 PM
Botched ops, eh? This one was in for a kidney removal...



#12
General Discussion / Re: Lack of DRM
March 30, 2015, 08:50:19 AM
Quote from: MarvinKosh on March 30, 2015, 08:19:21 AM
I was introduced to Rimworld by Ben, Tacos and Hotaru. Not a hard sell after that.

Granted, watching someone else play a game is not the same as playing it yourself. But you can make a value judgement based on what you see.
I made a value judgement based on the videos/information on the website, having accidentally stumbled across it (likely by way of Prison Architect; I was playing that at the time and Rimworld appealed to me for obvious reasons), and just outright bought the game. I've bought many games in Early Access like this where I've seen videos of the game being played and thought "yep, that's something I could get into", closely followed by "and that's a reasonable price to pay". Cher-ching.

#13
1) Yes, unless the room is refrigerated.
2) Yes. Select stockpile and click "Rename" button
3) Not an automatic one, though there is a switch that will toggle power to a circuit.
4) Cooking
5) Hunting designations are likely just a red version of the green "cut plants" designation
6) So, like an unfinished wiki wiki? No. ;D
7) I've had no issue posting multiple bills to the stonecutter's table. You're likely doing something wrong.
#14
Ideas / Re: Gravestones need a "Buff"
March 28, 2015, 05:11:39 PM
Quote from: Mathenaut on March 28, 2015, 10:02:27 AM
Does this mean we can make gravestones with art and write epitaphs? :D
Ooh, that'd be good. Perhaps colonist graves could be marked by a wooden cross initially, with bills added to the sculptor's table to add a proper headstone with details of the death, like sculptures but perhaps a bit less weird. The headstone could provide positive joy to optimists and the like.

Quote from: Johnny Masters on March 28, 2015, 02:30:09 PM
Quote from: Monkfish on March 27, 2015, 11:08:39 PM
It's likely that graves have low beauty as graveyards aren't the happiest of places and being ugly would upset the colonists eventually. This could be changed in A10 with the new joy system. Graves should have little to no impact on beauty but suck the joy out of colonists.
I'd even argue that cemeteries could provide some beauty, because there's some pretty ones out there. Then, they do are a gloomy remainder of death so there should be some penalty if kept close to busy areas. Also, besides not being funny, i think there should be a joy activity related to graves, such as mourning or bringing flowers (or just saying a few words) at random times or in death anniversaries, which should bring some joy.
You're correct, though I was commenting on how the mechanics are currently working. Until A10, joy can only be expressed by mood and beauty seems a sensible way to do it.
#15
Ideas / Re: Start out with a visible shipwreck
March 28, 2015, 09:47:58 AM
Quote from: Tynan on March 28, 2015, 02:32:37 AM
It's actually something I've wanted to do for a while; it's just a matter of finding the time to actually do it. But yeah, sounds like a great idea.
Aww yiss!