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Messages - Nemo

#1
Ideas / Re: Abandon "Research"
November 12, 2013, 11:28:51 AM
QuoteAre you saying without actually seeing particle A you can't read particle B's state?

yep though to be fair a lot of people think entanglement makes FTL communication possible as the physics explaining why this measurement is needed is a little dense (meaning physicists don't talk about it much to the public).

NB: quantum computers could be made but the only ones the've made are quantum annealers like a hybrid ask them the right question and there ain't a classical computer out there that could beat them.

Also you'll probably be able to tell when a true quantum computer is made as banks will probably freak out due to there encryption being rendered completely useless
#2
Ideas / Re: Abandon "Research"
November 12, 2013, 08:05:59 AM
you can't decode it (if you put it into a decoder it would just cycle endlessly) you can only guess at what the rest of the data is. So yes you might be able 'guess' that the home world said 'hello' but due to the exponential increase in possibilities of what the data could be it quickly becomes next to impossible to guess once you get to the size a the average sentence.

you would have a 1/949 chance of getting the above right (and thats a very conservative estimate)
#3
Ideas / Re: Abandon "Research"
November 11, 2013, 06:27:17 PM
the entanglement they observed was that the quibits were entangled with each other so they would all solve the problem together increasing the processing power and to give the answer they had to drop out of entanglement (otherwise no information can be extracted).

FTL entanglement : yes you could send a bit (or a few) but any attempt at transfer (also requiring entanglement to cease to be read) information would only produce meaningless data as the state of all (home world +rim world) quibits need to known to produce information which would have to be sent at the speed of light and voila causality is preserved.

NB: data = 0110000101110100 or information = half of the binary of the word 'data' but you wouldn't know that until you have all the data
#4
Ideas / Re: The Research
November 11, 2013, 07:14:48 AM
How about more general story like events e.g.

research 'campfire': many champion it's invention few mention how much time has to be spent looking for fire wood to keep it going.

- would unlock a range of items e.g. torch, stove etc. + vice pyromaniac

research 'first metal': after many a lump of slag and burnt eyebrows we finally smelted some metal. Mostly copper and tin but it's a start!

- unlock metal goods level 1, cups, pipes, pots (for cooking), conductors (with high crafting skill), better mining picks, lamps + vice asthmatic

Basically each research would affect a group of items (e.g. mining picks dig 5% faster) and unlock others but each progression unlocks a different set of items

e.g. 'first metal' unlocks lamps level 1 (burn out after an hour and refuelled everyday) but to get a level 2 lamp (burns +5% longer) you have to research 'making swamp gas' from a different section of the tree.

Think it would give it a more story like element.

Also would like to suggest vices which are hidden traits that only get revealed when technology is researched e.g. colonist bob is perfectly good hardworking colonist then distillation is invented and guess what he's an alcoholic and now he can brew as much moonshine as he can get away with (gets drunk trait randomly)
#5
Ideas / how should rimworld tech develop?
November 08, 2013, 03:11:16 PM
Was having a look around the forum and whenever research comes up it tends to be a bit nebulous so thought I would do a poll to see what people thought

NB:
-deja vu tech: meaning colonists literally reinvent everything from blooming smelter to vacuum tubes. no deja vu means colonist use knowledge to skip things e.g. straight to transistors or mini blast furnaces

-outside help: can buy tech from traders, scavenge it from ruins or parts from your old spaceship, ruins can provide blue prints etc.

-high tech guide: 'so you need to rebuild civilisation?' wiki, range from e-book to actual kit that contains reusable sensors (to check you furnace is hot enough, water pure etc.)

-Limit: done a bit of research to get a rough idea of what could be possible. First option is bumped up to just allow radio and solar power (yep solar power was invented that long ago). Last option is for those who want a softer sci fi theme
#6
Ideas / Re: Will Research for Food *Sadface*
November 07, 2013, 08:21:00 PM
How about some of the more advanced tech requires a scientist to repair (+research points to build) and ultratech benefits are going to need a scientist to make sure that psychedelic energy generator blob thingy doesn't blow up while it's on (perhaps 1-3 scientist needed for monitoring depends on balance needed)
#7
Ideas / Re: Illness - Health
November 02, 2013, 09:46:47 PM
Illnesses would be a good way to add more story telling. Getting worse over time as you are exposed to more of the planets environment

Perhaps diseases have a different (hidden) cost to heal depending on: doctor skill + medical equipment you've built.

Also could have quarantine beds which ill people stay in until it's passed, cured or in a body bag. Plus have quarantine level setting e.g. 'hot room' doctor only comes into give them food to 'bed rest' anyone can visit but higher risk of it spreading.
#8
Ideas / Re: Your Cheapest Ideas
October 30, 2013, 01:06:28 PM
-assignment objects e.g.
warning siren looks like a speaker tower and when built allows you to select 1-5 people (can change them later) and when activated automatically drafts them and orders them to the speaker (would solve finding your best fighter every time raiders say hello)

Planning table (could use a better name) you can select 1-5 jobs that will be top priority when activated which colonists will complete up till a break down (+ penalty to loyalty when activated)

battery packs cost materials to make but if a colonist get one (from equipment bench) and puts it next to a unpowered item the item gains power for a few hours (depends on game balance needed)

-Lore stuff

paste dispenser = mushroom cultivator. Basically mushrooms that feed off on inedible stuff and turn it into stuff you can eat (though you'll probably get sick of it quick). Mainly as this is something nasa is looking into. Colonists would have carried the spores in there space survival kits.

Traders = automated traders. A) who would want to spend 20+ years traveling some where to trade with a back water where your more likely to get attacked by raiders than make a profit
B) makes more sense as to why they can't pick you up there not programmed to. get picked up by a slaver automatically in the slave hold and branded until you get sold (and yes the slave buyers have heard the I'm not a slave I just did it to get off planet excuse)
C) could allow some cool stuff with trading with ships sent from extinct civilisations (just set themselves to default 'trade' mode.

(Also I think it would be fun to give the option to ask for help only to be told... your call is important to us and we will put you through to a help desk in.. calculating 8 years (light speed) please hold the line. (Maybe if you could have the colonist who did this automatically have a break down :-))
#9
Ideas / Re: Manufacturing System
October 26, 2013, 10:07:22 AM
how about a crafter system?

-crafting bench
-resources = organic, metal, chemical
- each resource has a grade 1-8 representing tech level e.g. grade 6 metal = titanium, superalloys etc. while grade 1 organic represents bone, hide (leather grade 2) etc.
- each item in the game has a crafting cost which will have to be met to produce it
- the maximum points a person can produce is dependant on there: crafting skill, grade of materials used, ingredients and time.
- e.g. starting with level 10 crafter (which I know is impossible) you would be able to just be able to build some basic pre industrial age goods (would take a long time) with grade 1 goods. Oafs would have a skill limited at level 3 and would only be able to produce basic farming tools when you get mid grade materials.
- ingredients represent ('special' materials such as silicon for steel) involves going to an area and gathering (number of times this has to be done depends on crafting cost)
- the grade of goods can be upgraded (has crafting cost) but building certain buildings allows you to instantly upgrade grade 1 goods for a small cost e.g. syn gas plant to grade 5 (oaf can run it just not build it)

other stuff
- higher grade stuff is valuable pirates would try and steal it but can also sell it to traders
- stuff can be converted to materials early guns would probably be more valuable for the goods that can be made from their metal (gun or new surgical tools, water pump, gas lamp?)
- organics from animals or trees, metal from mining and chemical from doing both
-power sources decrease the cost e.g. connecting hydraulic pipes or power conduit to the table can take third of half off the cost
-research e.g. punch card, CAD, intelligent system decreases the cost