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Messages - Kelfka

#1
Ideas / Re: Raiders to Betrayers
November 04, 2013, 03:57:14 PM
Turncoats during raids would be quite something. They turn off the power just prior to the raid and your automated defences don't work anymore.  ;D FUN!!!  ;D
#2
My 2 cents:
Pirate Kings have more freedom for character creation.
So I ask: Did the chemicals have any other effect  on him?

  • Super hearing: just like the Dare Devil
  • Super resistant to chemical weapons (if any in Rimworld)
  • Thickened skin: acting like armour
  • Natural infrared vision
  • Green skin
#3
Creative Rewards / Re: Ship and planet name ideas
November 02, 2013, 11:45:44 AM
Quote from: Zannick on November 01, 2013, 09:02:25 PM
I disagree with the reasoning here. For a consistent world, the ship probably wouldn't have been named something that foreshadows its demise; how would the namers have known?

Note also that it might not even be a realistically interesting name. Most commercial airlines don't name their planes today (as far as I know) aside from serial numbers and general body type classifications like "737-800".

I think what Salt meant by foreshadowing is that name of the ship should be a reference to a real tragic event. For example if it was named the "Electra" than it would a reference to Amelia Earhart's plane that disappeared in the Pacific in 1937.
#4
 ;D Congrats Tynan!!!!  ;D

[attachment deleted by admin: too old]
#5
Creative Rewards / Re: First draft on possible character.
November 01, 2013, 10:27:08 AM
Plz believe me when I say I never played Portal and I didn't know who GLaDOS was.
But the similarities are a little creepy.

I hesitated with "always be there" and "always be with her". I wanted to keep the Big Brother thing and not motherly love. So I kept "always be there".
It's a little typo that will be corrected. I would like to claim a Neil Armstrong moment but unfortunately I didn't go as far as the moon.  :(
#6
Ideas / Re: Death is not the end of the game.
October 31, 2013, 10:30:24 PM
That's pretty much what I had in mind if there wasn't any people left. The colony deteriorates due to lack of maintenance and natural events.
Until some one comes along and makes it its home.
Raiders don't have to automatically take over the base if you loose. They might very well chose to set everything on fire and leave.     
#7
Quote from: AspenShadow on October 31, 2013, 07:55:18 AM
??? I have no idea where you got this information Kelfka. Children will be VERY unlikely and I disagree with having them included personally speaking as well.

But the canon already has well-established xeno-humans, spliced humans, augmented humans, Transanimals, and their less intelligent cousins: the Optianimals.

Here:
Quote from: Tynan on October 26, 2013, 12:32:22 PM
Quote from: AgesBeyond on October 26, 2013, 11:01:28 AM
Hey there, I read through the longsleep revival briefing and thought the idea of transanimals overthrowing their human creators was a pretty interesting concept. With a Pirate King tier donation, would it be possible to create a reasonable transanimal leader that still fits in with RimWorld's lore? Thank you!

Sadly no, just because transanimals aren't really on the horizon for actually being in the game.

And here:
Quote from: Tynan on October 26, 2013, 06:05:47 PM
Quote from: SleepyFox on October 26, 2013, 01:50:09 PM
What about, say, ears and tails under the 'Fashion-driven genetic modifications' area when it comes to flavor for a pirate leader? Since I don't expect that you'll actually see them so they wouldn't need to be put into the game as an art asset. (...yes my pirate queen is supposed to have fox tails and fox ears... but it's negotiable)

In general I'd prefer people restrain themselves from this sort of thing. These kinds of gene mods really should be handled by a real game system which represents them in graphics and gameplay, and that hasn't been developed yet. Also, this isn't really part of a character backstory, it's part of a character description (see the guidelines for info on this). You'd be struggling to comfortably fit this under the 50 word limit.

However, since you're a pirate queen, I'l probably allow this if it were subtle. I really just don't want 200 people sending in all sorts of weird xenohuman/genemodded/transanimal characters; if that happens we'll have to disapprove a lot of entries. However, Pirate King backers are allowed to be slightly weirder if they wish.

I know that xeno-humans, spliced humans, augmented humans, Transanimals, and Optianimals are an intergrated part of the RimWorld Univers. But for now the ones who would need extra graphics and coding will not be included in the game.

As for the kids. The game is meant to be played in 3 to 4 hours. I don't think the player will have time to manage them. They would also need extra graphics and a different coding, as children do not behave as the adults do.
#8
Ideas / Re: Ideas for Different Storytellers
October 31, 2013, 10:41:04 AM
Quote from: British on October 31, 2013, 08:41:38 AM
So only 3 colonists from start to end ?
Reality Sophie:
It's a reality show! The people are locked inside the base and you must manage them and keep them sane and alive a long as possible.
Love triangle, accidents, murder, food and power management.

Towery Tom:
Tower defence mode. Pre-determined waves of animals and raiders. Survive as long as you can. 
#9
Ideas / Re: Death is not the end of the game.
October 31, 2013, 10:07:10 AM
I'm not sure the player would want to switch right away. You maybe have 10 guys/gals that are good at shooting but raiders aren't known for there growing, cooking and research skills. You better hope the farm boy survived the attack and can be re-recruited or you're going to have a food problem.

Quote from: AspenShadow on October 31, 2013, 08:22:46 AM
I'm liking the idea a lot  ;D

But I'm hoping this will be an unlockable option somehow as opposed to something in straight from the beginning. When all your colonists are dead you now have three options: Keep Watching, End Game, Death is only the beginning...

It would indeed be a nice achievement reward.
#10
Creative Rewards / Re: Ship and planet name ideas
October 31, 2013, 09:45:09 AM
Quote from: AspenShadow on October 31, 2013, 07:04:00 AM
Ps. HMS means Her Majesty's Ship and I doubt people would remember or care about the monarchy millennia after its death.
I know. 8)
Don't count the monarchy out just yet. RimWorld is filled with planets in the medieval era. And if they can revers engineer star travel fast enough (without destroying themselves in the process), the monarchy might still be running strong.
#11
Creative Rewards / Re: Ship and planet name ideas
October 30, 2013, 11:29:50 PM
Quote from: salt1219 on October 30, 2013, 07:24:02 PM
I still would like the name to foreshadow the crash in some way.  Maybe I should look up the name of Amelia Earhart's plane.

What falls better to the earth than an angel? So how about the HMS Fallen Angel

More seriously, I've pulled some synonyms of the words isolation and accident. Because that is basically what happened to the survivors. I got interesting results and highlighted my favourite candidates.

Isolation     
aloofness, desolation, detachment, disconnection, exile, insularity, insulation, ivory tower, loneliness, quarantine, remoteness, retirement, seclusion, segregation, self-sufficiency, separation, solitude, withdrawal 

Accident
blow, calamity, casualty, chance, collision, crash, disaster, misadventure, mischance, misfortune, mishap, pile-up,     

Antonyms to accident would be hilarious considering the situation the refugees are in.
blessing, boon, good fortune, good luck, lucky, success, calculation, decision, decree, intent, intention, necessity, provision,
#12
Ideas / Death is not the end of the game.
October 30, 2013, 01:03:57 PM
What if the RimWorld story was really about the colony and not the characters and the game continued even after everybody died.

The first people arrive and start building the colony. Disaster strikes and every body dies.
Why does the game have to end there?
The game fast-forward events until the next batch of refuges comes along. They find bones and a half destroyed colony. They start where the other refuges left off and try not make the same mistakes. Suddenly, pirates come along and enslaves the entire group.
Why does the game have to end there?
The Pirate King liking the place decides to make the colony his new base of operation. The steady flow of slaves coming to the colony is lucrative. With his funds he decides to build major defences. Every thing was going fine until the squirrels revolted and ate everyone.
Why does the game have to end there?
200 hundred years pass. The colony is in a state of disrepair. Three refuges crash land and find a old pirate base. The base is sealed. They will have to dig tunnels to find what is inside. What will they find? Salvation or disaster?
#13
Ethical questions aside, as far as I know there will not be children in the game.
And at least for the foreseeable future there won't be any sub-human, trans-humans or human-alien hybrids.
#14
Creative Rewards / Re: Ship and planet name ideas
October 30, 2013, 11:55:58 AM
Since you get 3 random characters at every beginning. The ship's name mustn't be to meaningful or to specific to it's function.

- WarPath, Sword, Invader: Military vessel
- Cloud 9, Pleasure House, Happy times: Cruise liner
- Black skull, Blood bath, No mercy: Pirates
- Hawkins, Marie Curie, Curiosity: Research vessel
- New Horizon, Enterprise, Seeker: Exploration vessel

Quote- The HMS WarPath crashed on the moon and only a accountant, a farmboy and a junky survived.
I would have difficulty believing that not a single soldier survived the crash. But a farmboy and a junky did?

It's obvious that if the ship has a specific story and function than an appropriate name would do just fine.

As for the Icarus. I really like the name. But I feel a ship with that name would be 3000 years old. Since there is a strong possibility that one of the first real Earth space ship will be named Icarus.

A ship named Minnow would be funny. Small and out of its league, it never stood a chance.
#15
Creative Rewards / Re: Back Story Mercinary Tier
October 29, 2013, 09:00:36 PM
My humble opinion. I tried to cut as much words as possible so you can add more info.
Childhood (Son of a Hunter huntress)
In the harsh and plentiful mountains of [insert name here] Jon was raised by his parents the old fashioned way. Learning to set traps, track,shooting was empathized highly by mother, tend wounds if incurred, and cook as well. His mother empathized on trapping, tracking, shooting, cooking and healing. The mountains of his youth where harsh but giving.

I went from 40 words to about 25. Still plenty of space to add info.

Adulthood (Mountain Man)
Furthering in the skills taught by Mother and Father Jon started to to grow board by the same game year after year, season after season. Now a man and a professional hunter, Jon wanted more that the familiar game and felt he had to leave. As he came to manhood and time to leave home he knew this was not the mountain for him. He saved up some Imperials [Coins?] from his surplus meats and furs and bought a ticket to the big city, and from there for a shuttle ticket to a new world filled with exotic games.

There is a limit of 50 words per section childhood and adulthood.
I went from 73 words to 41.

Hope it helps