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Messages - AteWithoutTable

#1
Narama was a nice place. It was a rather small and charming, it was home to a few colonists, some questionable pets and a prisoner ;
Stone (Geologist), Bacchus (Prisoner) Toki (Model) Pi (Researcher/Tamer) Stump (Chef) Jude (Farmer) and 3 boom rats (2 male 1 female)
Narama had just been struck by a heat-wave, being smart people Stone and Pi got to work on making some dusters and cowboy hats out of a recent Alpha beaver Migration. Everyone was really pissed off, tensions were bubbling just beneath the surface of the lake. People might have gone insane if it weren't for the cargo-pods full of smoke leaf joints and yayo crashing down on them. Thankfully, they didn't grow addicted to the drugs.
Narama was in dire need of expansion, the stockpiles were being filled with chunks, work was slow, and they generally didn't have enough food to feed everyone and the boom rats. They had had to kill the dog, Buddy, a few days earlier much to Stone's dismay.
In terms of defenses, Narama was pretty good. They didn't have any kill boxes or traps, but everyone was armed with a gun except for Jude, who used a plasteel gladius and a personal shield. Eager for wealth and expansion, The colonists lined up behind an ancient danger, and as Jude opened it all hell broke loose.
Despite my praying, there was a Centipede and a Scyther in there, the Centipede had an inferno cannon.
That Centipede, as if waiting for thousands of years for this moment, fired instantly into my crowd of marksmen, scattering them. In the confusion, Jude ran for the Psychic shock lance, she made it. To her dismay, it didn't work on the Mechanoids, so she began swing her sword at the Scyther while everyone was running around in panic.
Eventually they managed to pick up formation with burstys in the front, and snipers in the back line. It was just spread out enough that they wouldn't get all killed with one inferno shot. Jude wasn't being focused by the Mechanoids yet, even as she was swinging her sword at them. A few shots hit her, and she got downed, blocking the entrance to the room. The colonists didn't like Jude anyways, and didn't like her now since she was a meat shield for the very thing that wanted to end them. Back at home, the Boom rats didn't get the message, taking their sweet time getting to the ancient danger.
But then, PI died, shot by Stone in the brain. Because PI died, noone was skilled enough to become the Boomrat's masters, which ment that the Boomrats could not be used against the Mechanoids, which ment that the last-resort was essentially now useless.
The Mechanoids weren't even doing that much damage compared to the damage that Stone did. Stone was such a bad shot that he somehow managed to completely miss the Scyther, and hit Toki on the hand. Toki didn't appreciate this very much thinking something along the lines of "Oh no my nails."
Back home Bacchus was wondering where the colonists were. After being fed human-meat, he decided he was done and just booked it. Baachus broke down the door, and just went next-door to the pirate base.
Meanwhile Stone had "Accidentally" shot everyone atleast once in the foot, and the scyther had sniped them as well. Everyone got downed by the inferno cannon, and everyone died because of Stone missing his shot, and killing the one person who could actaully use the boomrats.
#2
Quote from: b0rsuk on March 11, 2017, 01:27:29 AM
I think these things should be based on your actions, not a label you use to call yourself. A dynamically changing reputation system.
[/quote
I do believe a reputation system in rimworld would be great, sort of like the social tab between colonists.
But with factions
#3
Creative Rewards / Custom Jobs?
March 11, 2017, 12:18:51 AM
Just as we can pay for our own Pawns in the game, why don't we add the ability to pay for our own Adulthood/Childhood occupations in the game as well?
Of cource it'd have to be approved, and you'd only see it if you enabled it, but still its a nice little tidbit to think about
#4
Concept
I feel like late into the game you should be presented with an option.
"What do you want people to see your colony as?"
Trade Union - More frequent Caravans
Pirate Band - Noone ever vists you, except if its a raid, everyone hates you.
Hostile Tribe - People rarely vist you, people rarely raid you, people do not like you.
Peaceful (Friendly) Tribe - People are eager to meet you, more caravans.
Peacekeepers - People do not want to mess with you, you are the embodiment of law and order and people want to be on your good side.


#5
Ideas / Slave Labor
March 10, 2017, 11:46:08 PM
Concept
I was thinking, I have all these useless tribal prisoners around who I know I'll never be able to recruit, so why don't I make them useful?
I have large tunnels that would take in game weeks to dig out, but with the help of prisoners/slave labor I could do them in a day.
Execution
Slaves can have schedules set to them where they will be instructed to be in a certain place and do a certain thing. For example, if you designate a work zone for the slaves to Mine or Stone cut, they must be overseen by a Warden during that time-period. If a Warden is not present, they will escape.
Of cource, Slaves will grumble about being forced to work. Slaves get a -15 mood debuff
"I am a slave" -15 "This is what life has come to, being forced to do cheap labor for the rest of my life."
BALANCE
Slaves get a -50% work speed because they are shackled, and they are slaves. Depending on the skill of your Warden, you can convince the slaves to be better workers over time.


#6
Ideas / More Animal Control
March 10, 2017, 11:38:19 PM
Okay, so I think Animals should be able to be assigned Schedules, Meal-plans, and Zones depending on the time.
For example
Boom rat "Hug Buddy"
Hours 1-6 Be in Animal Pen Zone
Hours 6-12 Be in Breakfast Zone, Eat Kibble/Designated Food
Hours 12-24 Free Roam
This gives us more control over the animals rather then just having them in one zone at all times.
#7
Ideas / Being able to name Animals manually
March 10, 2017, 11:32:09 PM
We can name Colonists.
Why can't we name animals?
It just takes to long for a bond to form, and for my colonists to actually name an animal, it just bugs me.
"Hey bob, whats the name of that thingy?"
"Oh you mean boom rat 1, or boom rat 2? what about boom rat 3?"
"Are we seriously calling them boomrat 1-2-3?"
"Yep."
#8
Ideas / Deploying Animals For Combat
March 10, 2017, 11:26:25 PM
A nice little idea I had was the abilty to change the Release Option for animals.
We should be able to press B while having a tamed animal trained in release to allow them to manually attack something rather then having to make one of my colonists attack something, then they'll attack it. It just makes it less tedious that way.