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#1
Ideas / Re: An Alternative to Death Acidifiers?
August 03, 2020, 09:52:53 AM
I thought burning out integrated circuits destroyed the chip though and forced either a repair of the chip itself or in the case of using a fuse, it would simply require a replacement of the fuse. Now that you mention it, if having a bionic stomach forces you to vomit when you get EMP'd, how does it start working like normal again afterwards? Are they just so well protected that the circuits can't be destroyed? Can the circuits simply repair themselves? I suppose it's just a little weird.
#2
Ideas / Re: An Alternative to Death Acidifiers?
August 03, 2020, 03:25:37 AM
I think making gear soulbound makes about as much sense as biocoded weapons. I wouldn't be too mad at the idea that there's a mechanism inside the armor that compresses so that you can't squeeze your body inside of it, or latches that simply won't open. Maybe you could try to break the mechanism and force the armor open. Lower it's durability or quality so that it isn't as good as making your own armor, but so that you can atleast earn something from downing and stripping raiders.

Another consideration is the use of EMP grenades and how it could affect acidifiers, biocoded weapons, and these hypothetical explosive replacements and soulbound armor. Just like how an EMP can affect pawns with certain installed bionics, I feel the same should be possible for each of these. A biocoded weapon jams when emp'd as a safety mechanism, or maybe a death acidifier can activate early, though there's no doubt the raiders would think to shield the acidifers components so that not just any discharge could just set it off and kill the pawn.

I want to see how these mechanics could interact, but I feel like having emp grenades then might be really strong if you could kill really powerful pawns, perhaps multiple if they're using the proposed explosives alternative. Or perhaps an emp might just disable these systems entirely. It would make sense to install failsafes into mechanisms that could outright incapacitate or kill 1 or more pawns in an instant.
#3
Ideas / An Alternative to Death Acidifiers?
August 02, 2020, 06:15:37 PM
Excuse me if this topic has been discussed already, I looked for it but could not find it. For those disinterested in reading this post, the TL;DR will be at the bottom.

I came back to rimworld after a long hiatus to find that some pawns when killed just started turning into green clouds of acid. I thought it was a siege tactic. A way to punish funneling enemies into a thin corridor blocked off by pawns in melee combat. I thought that the acid would affect nearby pawns and thus force them to reposition else take heavy damage. Sadly from what I understand, I was wrong.

Reading some posts about the death acidifier, it seems like it doesn't even deal damage and it's only purpose is to melt the gear off of an extremely well-equipped pawn. In other words, a way to force you to make your own power armor instead of stealing five sets off of raiders. Well I might be wrong, maybe the acid does deal damage or has some other effect, but I think there's a better way to do the above and more.

Introducing explosives. Do you have a pulse? Good, cause that can be used for a dead mans switch. Simply hook up some explosives to a pulse monitor and when your heart stops beating, your body goes boom. Certain explosives are capable of withstanding gunfire without detonating, and this method is probably way easier to make and set-up than an acid filled chest implant.

If ease of use isn't a good enough reason, how about using it as a siege weapon? Sure, the explosion could hurt fellow pawns, but something as simple as a pawn equipped with a wireless device to hold off detonation until they're out of range of the explosive device could work. I wouldn't know this personally, but it doesn't seem too hard to have bluetooth built into whatever computer controls the detonation, at least when compared to plasma weaponry and faster than light space travel.

It just seems to make more sense to me to use modern explosives to destroy all your equipment instead of high tech implants filled with acid, especially when those explosives can cause much more damage to structures and enemy pawns. Or maybe it can't. I don't know anything about explosives, I'm kinda just going off of what google tells me.

TL;DR - I think it would open up more tactical play and make more sense to replace death acidifiers with explosives.
#4
Ideas / Re: Poison the Roach's??
May 31, 2017, 01:24:38 AM
This would be a cool feature to be added to the game, even if only in the form of a mod. They're bugs and bugs who live in colonies typically will take back to the hive anything they consider food with likely no idea if there are masochistic nanobots in it, and would almost be balanced if only luciferium wasn't quite as commonly sold by traders. It would finally add a use for players who decline to administer luci to their colonists and players who live in mountains will finally have an effective (yet risky and slightly expensive) way to defend from infestations. Of course luci should take a good while to start driving the nest insane, probably 6 days or so since they'll be eating in similar proportions to that of human. Most important is how much of the food is made and how many hives one could take out with the produced quantity of food.

Probably the biggest risk when they go mad is that despite being completely isolated, they would probably go after humans if one were close enough. This doesn't tackle the issue of having the infestation spawn in your farm room, or in your stockpile rooms. you'll still have to wait until they all die before you continue with hauling and the likes, so if they do happen to occupy a room of high importance then it should the the colonies job to work around and have back-up plans.
#5
Ideas / Re: Bored
May 31, 2017, 01:07:13 AM
This would be really good for someone passionate about building or art. They would just go on a streak using any material to make high quality art and furniture which you could simply uninstall and sell to a trader for large sums of money. Just pray they don't make it out of plasteel.
#6
Quote from: O Negative on May 29, 2017, 11:10:06 AM
For the sake of simplicity and the already hard-to-learn UI, I don't see the devs making room for all of these traits on a screen.
But, I could always be wrong :)

This is a point I forgot the bring up in my last post. People who know about these systems will be affected positively as they receive new content of which they are already familiar with. They already understand the concept and any veterans coming from other titles such as the aforementioned Dwarf Fortress, they will surely know and be quite knowledgeable on the mechanic as well, however, newer players to the genre and the medium as a whole won't be so easily thrilled with a complex and detailed traits screen. We all know what these spectrum mean because to us the players we have already to some extent already played with a trigger-happy pawn, or we've already had a cannibal in our colonies. For outsiders they would just be confused trying to rationalize the traits screen for any one given colonist when there are other mechanics to be made sense of such as long term survival, disaster prevention and mitigation, so on and so forth.

From a business perspective, adding on to a game like this could hurt the amount of sales. Mechanics like these should be saved for a sequel if one were ever to be developed. That way newcomers can buy and play the first one to catch up and veterans can appreciate all the new features added to make the sequel better. It makes sense you want this game to be the best as it possibly can be and the devs likely share that vision with you, but to keep updating the game for the fans would eventually lead to money better spent on a new title.
#7
Off-Topic / Re: Corrupt-A-Wish
May 29, 2017, 06:12:11 AM
Quote from: Kegereneku on May 28, 2017, 03:02:25 AM
I wish many birds where as intelligent and easy to tame than dogs

Granted. Most birds are now intelligent and can be trained as household pets, but due to their intelligence they now rebel against humans for their consumption of duck, goose, chicken, turkey, and various other bird meats. They attack humans whom they see eat bird meat and PETA now works with them to overthrow the government and abolish all non-vegan products. All of humanity breaks out into a global civil war. If humans emerge victorious then most bird on planet earth will be extinct. If the birds win, humanity is enslaved and forced to never taste a piece of meat ever again.

I wish for the area around me to be perpetually clean.
#8
Off-Topic / Re: Count to 9000 before Tynan posts!
May 29, 2017, 05:58:58 AM
6289.
It's really cool now that it's mine.
A poem I've made to make it rhyme.
Forever it will be lost to the force of time.
#9
Ideas / Re: A Tiny Passing Idea
May 29, 2017, 05:49:33 AM
This would finally be the arctic exclusive event my colony needs to help with all the human soups we've been eating.
#10
This is most certainly interesting and a very large sum of ideas for traits all boiled down to simple ranging personalities. I do wonder though, if everything is a spectrum then I'm somewhat confused on sexuality and Combat style.

From average you go left and become increasingly more attracted to the same sex, but as you go right you go from not being interested in sex at all to being into humans who are modified to be more like animals. So you're sort of going backwards in a sense that now you have an interest again, just not so much with human features than animal features. Wouldn't it make more sense to flip the two?

And what about combat style?

I see you're going from ranged to melee, but what exactly constitutes a more proficient shooter in this game. A person who can shoot 100% of their bullets, or a person who can hit more bullets?

On one hand the careful shooter deals plenty of damage over a long range due to their practical inability to miss, but in short distances around corners and flanks, a pawn who is trigger-happy will deal loads of burst damage potentially downing an enemy before they can even shoot back, but at the cost of being exposed with only nearby walls and the armor on their chest to protect them.

In a sense the careful shooter is at sniper range while the trigger-happy is at near touch range, but the range in itself doesn't really constitute a style, does it? Perhaps having this shiny new gladiator perk give a speed boost to melee pawns while fighting would constitute a new play style of run and distract while brawlers stay back and defend shooters from enemy gladiators. Just some food for thought.

Quote from: ReZpawner on May 24, 2017, 02:37:31 AM
https://www.rockpapershotgun.com/2016/11/02/rimworld-code-analysis/

This is the reason why you will probably never see almost any of this. It's too easy to misconstrue, and make into a hitpiece by talentless hacks.

Now there are some reasons why not to complexify (I know, not a real word) the traits system and this is a good one, but I could see that this traits system could entirely get rid of the need for the controversy and essentially make every pawns romance entirely dependent on their traits. It would still allow for some interesting interactions between more feisty and prudish pawns without the whole controversy of men and women in the game being inherently different. If the game is going for realism, then disregard what I say, but if the game is going for interesting story and meaningful interactions, then this most definitely would be the way to go.
#11
Ideas / Re: Flame Turret
May 29, 2017, 03:01:52 AM
If this were added it would require that some raiders wear flame retardant suits or use grenades with prior knowledge that a turret is placed on the ground. The counters to such a defense would be really specific, but in the end, just troublesome to implement. I support the idea, but only if it and its counters can be coded effectively without much effort. On the side note, there are already incendiary IED traps which do the same thing except serve as a one time use. If you wanted more range than a 5x5 area, I think it'd just be easier to have incendiary ammunition that lights targets on fire.
#12
Ideas / Re: Survival meals: too expensive ?
May 29, 2017, 02:49:26 AM
Quote from: jamaicancastle on May 28, 2017, 07:04:50 PM
It's odd that the survival meal weighs more, too (.4 vs. .324 for an equivalent amount of nutrition in the form of pemmican); when you think about various real-world packaged foods for these types of situations, one of their chief benefits is usually that they're very compact.

I like this idea of having packaged food weighing extraordinarily less. You can either pack more for longer adventures or pack less for bigger trading profits and shipping. Somebody could even make a mod out of this. In fact, I think I'll edit my own game to do this while somebody else publishes a mod. Also, compare it to pemmican. Pemmican lasts for as long as you need it, sells for far far more for the same amount of nutrition (55.8 per 0.9 nutrition vs. 30), and in any cicumstance require little to zero research to unlock, aswell as being far far cheaper to produce, and requiring absolutely zero cooking skill to actually make. As of now, pemmican beats survival meals in every single way except for in spoiling rate in which case it doesn't even matter because in actual gameplay pemmican is just as good for the same uses, if not better.
#13
Ideas / Re: Culture
May 29, 2017, 02:04:06 AM
It's a pretty good idea, but what about skills and passions? I like to imagine in a society where smokeleaf and hops are their entire economy that their culture is based around the abundance of said items and thus someone from said culture may have a passion or an inherent knack for it. Of course this would lead to joy for someone following in their cultures footsteps, and can even lead to a trait where the pawn is neglecting of their own culture and has their passions set elsewhere like in hunting instead of growing or researching instead of crafting.

It would be cool to see a glitterworld rebel come to the planet wanting to shape it their own way so instead of being a subservient colonist, they instead lead the colony with their higher social skill but their weakened fighting and so on. It would give more depth to the characters than stories because coming from different cultures can give pawns more traits than just "disgruntled war vet who can only fight" and instead give them the ability to cook or do art or grow because they had an interest in these things before going to war.

Edit: I just learned Ambrosia is the Greek name for the food of the gods. Would be interesting to see Ambrosia addicts building Greek societies with higher focus on research and art.
#14
Thank god I found this thread because now I finally get to say my piece of mind. One simple question.

Why in the hell is all of my food in the backpack perishing in sub-zero climates? Why is it that when I'm leaving the arctic my colonists decide that it'd be best to heat the food and put it in a megasloth wool backpack? I know that THEY know that if they just leave the food out that they can simply heat it and eat it later rather than having it all spoil 2 days into the adventure.

Now on a side-note, I think if they ever introduce foraging and scavenging on the road, then it should be dependent on the biome they're in. Clearly they aren't gonna find lots of berries or animals in the arctic, and the same should be relatively true for deserts.

It just sucks that my colonists forget how to defrost a meal when they've been doing it their entire lives.

Also on the subject of balance, foraging for all the food should be time consuming. This will give the player more distance they can travel and can provide them with joy and such in the spare time they now have, but this will also leave more time for them to end up raided and terribly injured in which case you would have to stop to set up a small home. It gives the perk of few serious dangers actually coming to harm them, but the trade is that resources will be limited and have to be used sparingly as you don't want to spend the last medicine miles away from civilization, or to eat up the last of the food and getting ambushed shortly before acquiring more.

Basically it adds a whole new valid playstyle to the game without needing to add /that/ much. I suggest it. I suggest it a lot.
#15
General Discussion / Re: Theory about children
May 28, 2017, 08:55:00 PM
I don't see why tribes couldn't just be groups of accumulated amnesiacs. I mean, if you crash land on a planet with multiple stab, gun, and burn wounds on your body and you pass out only to wake up 2 days later with a piece of slag next to you and severe enough brain damage to wipe your memory of all civilization, technology, and everything aside from the clothes on your back, you would also probably end up using sticks and stone to survive in the wilderness, and considering the amount of people who can crash land on a single square in a game, it wouldn't be too bad to say that the regular survivors that got patched up simply left in search of a better colony, and the amnesiacs stayed because they knew nothing else than the immediate surrounding area.