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Messages - angleof9

#1
Ideas / Re: Sequels
August 25, 2018, 01:20:57 PM
I feel like that just doesn't fit with Rimworld. It's always been about struggling to survive, and using the same engine but making it about building a business simulator or something would mean a lot of features(such as the intricate psychology and damage) would be unused or feel weird. The way you've described these possible sequels, it feels like Rimworld but without really big negative events, and with profit generating tacked on.

Honestly it sounds like the current endgame, with no real challenge, but for the whole game.
#2
Ideas / Re: Implement Caravan visit to empty tiles
August 25, 2018, 12:50:51 PM
If you could just visit a tile, mine it out, then leave and have it be completely refreshed, balance would be completely destroyed, because you could visit a tile bordering your colony, quickly mine everything out and drag it back to your main colony, leave, then visit the same tile and mine out the freshly generated resources. And if the map stayed loaded in memory, it would be no different than the current system of having multiple colonies.

Not sure if you know this, either, but you can abandon a colony. It makes that tile permanently inaccessible, and anything you left behind will get deleted, but it lets you place a new colony.
#3
Ideas / Re: Your Cheapest Ideas
February 07, 2018, 08:06:27 AM
I'm not entirely certain how easy these would be, but:

Two traits:
Claustrophobia: gets cabin fever quicker, bigger mood penalty from cabin fever, bigger bonus from being in a spacious room, takes more to consider it spacious(maybe shift the thresholds on the space slider or something?)
Agoraphobia(or whatever the fear of open spaces is): gets cabin fever slower, lower mood penalty from cabin fever, smaller bonus from being in a spacious room, takes less to consider a room spacious.

Basically, these two are opposites, and I feel they give pawns a little extra depth and forces us to consider how we're building our colonies.
#4
Quote from: sick puppy on February 06, 2018, 11:17:25 PM
about duels: would be funny if that made people use pila more because at max range they constantly miss xD
( i assume that duels alwayshappen at max range where each of the two can hit the other)

Yeah, it's all fun and games until someone loses an eye... wait... you said pila? Sorry, I meant head ;)
#5
While there is nothing in the current version of the fiction primer that says boomalopes explode on death regardless of what caused their death, the recombining chemicals theory makes sense.
Besides, there's an easy solution to boomalopes:
Step 1: use non-flammable materials on the outer walls of your base.
Step 2: have doors(also non-flammable) on the outside of your base.
Congrats. Now boomalopes/boomrats can't get in, and the outside of your base is protected.

Boomalopes and boomrats are there to provide an unexpected challenge that is actually partially based on player decisions, instead of just an ai rolling dice. I don't understand the need to make the game easier in the name of making it 'more realistic'. I especially don't understand the point of making the game easier and less realistic at the same time. The point of Rimworld is to face challenges, and almost everything has a fairly simple, common sense counter.
#6
It would be fancy, and fun, but balance reasons(with finite pawns, raids will just run out eventually, and then lategame literally becomes a sandbox with 0 threat) and the immense amount of data that would need to be stored and tracked for every outpost to know exactly what guns each pawn has, what their injuries are, and how their wealth should progress is absolutely ludicrous, these ideas just wouldn't work with the game as you put them. Perhaps Tynan or another dev will see this and implement part of this system, or maybe they already have it in the works, but the way you've proposed it, it just isn't feasible.
#7
The issue is that Rimworld breaks down parts of the map into 'chunks', which have their speed averaged based on the tiles within. Pawns used to do tile by tile searches for the most efficient path, but this was just too taxing on the system, and would slow the game down any time a pawn had to travel across the map. Now, with chunks and the new priority system for pathing, paths generally became slightly less efficient, but it became much quicker for the game to compute them, preventing frustration caused by lag.
#8
Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#3 "allow harvesting" option in growing.  ex for growing hay for animals to eat but not wanting to actually harvest.  or i'm waiting for this field to fully grow before you harvest it willi-nilli.
First - animals get significantly more food from each haygrass plant if you harvest it instead of just letting them eat it. A little bit weird, but ok. Second - colonists will not harvest plants unless ordered to, or if the plant is 100% grown.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
PS: to the devs. also i noticed i can't find a list of thing you are currently working on.  that would help people not re-posting about things that are already in dev.

Unfortunately, while this would be great, the devs don't want to post lists of what they are creating, because they know if something changes, and they can't deliver, that it will create upset in the community. They give broad descriptions of what they're working on, and add more details once they're sure they can add a feature, and have almost finished it. You'd be surprised how many wonderful games have been relegated to the trash heap because the devs overhyped it, or promised too much, and then couldn't deliver. Especially since a sizable portion of Rimworld's players wouldn't understand the nuances of game design or programming the features they request, it's easier to just not give any hope at all, rather than giving false hope, then not meeting expectations.

All your other points, however, are at least partially valid imo. I don't really agree with many of them, but I can see where you're coming from.
#9
General Discussion / Re: Mechanoid Ships
February 05, 2018, 11:34:20 PM
Pro tips:
1. Pump shotguns will absolutely annihilate scythers if you can get in range. Build some cover for a pawn with a pump shotgun, then activate the ship, and lure the scythers to the pawn individually. If you get lucky, the scyther will be downed after one shot. Usually it takes no more than 5 hits to down the scyther, and this also helps if you want the blades. Use the cover to break line of sight, so the scyther has to reset their aim. If you do it right, your pawn will be unscathed.

2. Centipedes have poor range and poor weaponry. All centipedes have either minigun, or charge blaster, which works same as minigun but does more damage. Some will also have the inferno cannon. Those are a bigger problem, but with decent cover, some luck, and using long range, you can easily take them out. The centipedes with miniguns and charge blasters can be taken out with your short range weapons, or even melee.

3. EMP mortars and emp grenades will stun mechanoids for a very good amount of time. You can use the time the mechs spend stunned to employ the shotgun strategy, or move pawns to better positions.

Good luck!

P.S. regular mortars work pretty well too ;)