Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Lothar

#1
Ideas / Re: My proposal for the turret problem.
November 11, 2013, 06:59:14 PM
well for stealth mechanics you wouldn't really need a knife just some frag grenades to throw in the bunker, I agree with everything else though.
#2
General Discussion / New purchasing option
November 11, 2013, 06:34:04 PM
Tynan (sorry if i spelled that wrong) i have a few buddies that are fascinated with this game from the streams i have shown them but they have had bad experiences with paypal. Are you looking at any other payment options at the moment? i am assuming not but my buddies were wondering so i decided to ask.
#3
Ideas / Re: Abandon "Research"
November 11, 2013, 06:28:03 PM
While i like the idea you have presented i don't feel like it fits into the game that much even though i believe it could add some depth to the game because you could then add more to each character. Say a mid world nerd in their youth turned into corporate hacker in their adult life, and you would need some like that to decode the information. I think it would be better if research required blueprints of some kind that you could get from an industrial trader or something to that effect.
#4
Ideas / Re: Your Cheapest Ideas
November 11, 2013, 06:19:59 PM
A mass grave option would be nice something that you could fit maybe ten bodies into or so because these singular graves take up quite a bit of space.
#5
Ideas / Re: My proposal for the turret problem.
November 11, 2013, 06:14:35 PM
Quote from: murlocdummy on November 11, 2013, 05:18:33 PM
Quote from: Galileus on November 11, 2013, 06:54:41 AM

murlocdummy -  rock-paper-scissors balancing? You mean perfect imbalance? Holy shit, boy, tell me you understand concepts of depth-per-complexity-per-buck and negative possibility space and I'll jump into your bed like a 20yo virgin on cok...a cola.

And seeing on how you catch on these things - would you mind terribly if I would ask you for a quick look at my sabotage idea?

The perfect imbalance of your saboteur idea isn't quite there, since it relies on having to teleport the unit into the base.  I think that having a Stealth skill for Assassins would be more useful in terms of adding complexity to the game, but allowing for sufficient depth that doesn't rely on coding deus ex machinas.  Putting too much effort into simply creating events, rather than creating a new gameplay mechanic that naturally creates those events is a recipe for a design disaster, since it requires the development team to continuously have to create new events from scratch every time they want to make something new.  The whole success of Dwarf Fortress stems from the fact that it uses an intense number of calculations that the game processes at each time click in order to create events and situations without the creator having to individually code the event, its time, and its placement.  This, of course, requires several GB of RAM just to run a game with byte-sized text graphics.

Adding new gameplay mechanics throw entirely new cogs into the machine.  This not only causes newer, and more complex gaming strategies to emerge from players, but also destroys any previous strategies that they came up with.  Charcoal destroyed the need for torch hoarding methods in Minecraft, but added the ability to farm your own light source.  The spy decimated the stranglehold that engies held in creating impenetrable no-man's lands in Team Fortress 2, but added an entirely new character to use.  Despite being newer, more complex gameplay mechanics, they added greatly to the depth of the game by allowing the player to play around with and discover new methods of gameplay.  On the flip side, a great failure in adding complexity without adding proper depth for the player would be Dwarf Fortress, which is so ridiculously convoluted that new facets of play are totally and completely lost to players.  The fact that, to this day, only the most dedicated players could figure out, and only barely use and mitigate the Dwarf plague and infection mechanics is one of the many testaments to this kind of failure.

In order to think about adding elements to a game, it's important to think about what kind of effects can be predicted will happen, as well as adding a level of unpredictability that allows players to discover new playstyles on their own and reinvent the game on their own terms.  It's the success story of Minecraft, and giving Western players freedom, or at least the perception of it is exactly what Western customers want.  As for South Asians and Orientals, their psychology is completely different, and that warrants a discussion on a completely different thread.

Minecraft's method of giving players a perpetual perception of freedom was actually quite ingenious.  Notch essentially took the Infiniminer idea of infinitely generating worlds and made it into an actual world.  Players in most cultures would be able to play any given Minecraft game and get a sense that they're on an actual world.  Not a game world.  Not a world in the confines of a narrative.  And actual world that they can explore and there will always be something around each corner that the player hasn't seen, felt, touched, or lit on fire and exploded.  Especially the latter.

Again, I point to the benchmark game, Dwarf Fortress, with its Adventure Mode.  Despite the gameworld being limited, the sheer vastness of it allows for a feeling of exploring a great expanse of endless possibility.  The ultimate answer to negative possibility space is to create an algorithm that fills that negative possibility space with...more space.  Raiding parties that constantly change tactics, automatic equipment generation systems, a tech tree generation algorithm that generates incremental upgrades using the base upgrades implemented into the game, and being able to dig into different levels of ground and/or expanding outward with scouting parties.  The only thing that I haven't seen already implemented in a game is the tech tree generation algorithm, but for everything else, it supports the creation of a whole new world/world of play experience for the player to explore every time they are done exploring the current one.

This guy knows whats up, I don't know much about game design but this made a lot of sense to me. That being said i do like The devs idea of  having to go out and take out raider camps because they are shelling the hell out of my base. It would add a lot of tension to the game when that was going on, but if we had a stealth skill with the assassin maybe we could use that to our advantage and use him to try and sabotage said artillery? That i think would be the best solution right there because it adds the tension of losing a colonist while also neutralizing the turrets in a fashion when you are not defending.
#6
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 07:21:22 PM
Quote from: ShadowDragon8685 on November 10, 2013, 06:37:42 PM
Quote from: Galileus on November 10, 2013, 06:35:45 PMI think I'll just imagine Shadow whining on X-COM being unbalanced in Ironman Mode because his people get shot at. That should lower my blood pressure! :P

You know what's a good game of X-COM? Turtling through the level, moving from cover to cover, annihilating sectoids and mutons as they come into view, and if you do manage to drop everything in the crapper, saying "fuck that" and reloading.

So why for fuck's sake would I play in ironman mode? Huh?

For the challenge? that's the whole point so your people actually mean something it makes you appreciate each person and makes you play differently than you would if their lives don't matter.
#7
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 06:27:17 PM
Quote from: Produno on November 10, 2013, 05:42:48 PM
Quote from: Lothar on November 10, 2013, 05:37:38 PM
I didn't read all five pages of this so forgive me if this has already been said. Why are the turrets not manually operated? You should be able to put a colonist in a seat on the turret and allow him or her to fire it and without the colonist it does not work. To me its an easy compromise because then you can only build so many turrets due to only having so many colonist and it still puts you on edge because your colonist could die if it gets blown up.

This idea seems to be the favourite and i think this plus increasing the price of a turret dramatically but then balancing the hp or stop it from exploding (so people feel confident enough to use them) could be the first steps to help solve the problem. Though this would probably take some time for Tynan to implement.

@shadowdragon
Just plonking a colonist in a turret the way it stands now wouldnt work, other balancing issues would need to be addressed too like i mentioned above so stop freaking out man.

Ya relax a little bit shadow there would obviously have to be other balances to it like the hp of the turret would have to be increased so it does not explode after two shots and such. As it stands now though the turrets make it so there is no risk to your colonist which from what the dev has said is not what he wants the game to be about. He wants you to be scared of losing your colonist and having a mine field with 20 turrets after just does not do that.
#8
Ideas / Re: Bringing back some old gameplay features....
November 10, 2013, 05:38:23 PM
I could agree to it being an option because i know not everyone will want to play with that.
#9
Ideas / Re: My proposal for the turret problem.
November 10, 2013, 05:37:38 PM
I didn't read all five pages of this so forgive me if this has already been said. Why are the turrets not manually operated? You should be able to put a colonist in a seat on the turret and allow him or her to fire it and without the colonist it does not work. To me its an easy compromise because then you can only build so many turrets due to only having so many colonist and it still puts you on edge because your colonist could die if it gets blown up.
#10
Ideas / Re: Bringing back some old gameplay features....
November 10, 2013, 05:32:42 PM
Mumble i would have to disagree. I was playing the old build (even though i couldn't figure out how to get the oxygen to the rooms) and it only cost me a little bit extra metal and maybe took  two seconds away from a normal play through for me and what i would normally do. I don't know for me it adds to the immersion to the game and  realism which is something I am big on.
#11
Ideas / Bringing back some old gameplay features....
November 10, 2013, 01:48:19 AM
I do not know how many people have access to the old prototype models of Rim World but i was playing the old Eclipse v177 i think it is and Tynan had in there a air making machine and it is required for rooms and stuff for your people to breath oxygen and such. Also he had air containers that would store any air you had been able to produce. I personally think this should be added back into the game because what are the chances of you landing on a habitable planet? very, very, very slim, it also adds another aspect of the game making it a bit harder for those who want a challenging experience. That is just my two cents what do guys and gals think?
#12
Ideas / Re: Death is not the end of the game.
November 10, 2013, 01:37:31 AM
the story teller could be some like " Old Pappy " or Randy randoms cousin " Rambling Candy " i don't know i'm not very good with names. This idea is epic though.
#13
Bugs / Re: no traders?
November 06, 2013, 06:25:47 PM
Quote from: Bobthefarmer1 on November 06, 2013, 01:27:23 PM
Quote from: Tynan on November 06, 2013, 01:01:07 PM
This turned out to be a serious bug with Cassandra which blocked all events at high populations. It's fixed now! I'll push a new public build soon.

This is why i gave you 75 dollars thank you for paying attention to your community it is appreciated.
#14
Bugs / Re: no traders?
November 06, 2013, 12:41:08 AM
I think that is an eventual add into the game if the dev has time. I am glad to see im not the only one with this problem i hope one shows up at some point.
#15
Bugs / Re: no traders?
November 06, 2013, 12:36:25 AM
That's a really good idea, have something turn all your extra guns into metal. that would be awesome!