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Messages - Play2Jens

#1
That's amazing! Keep up the good work!
#2
My first sprout happened a few days before my whole colony was slaughtered, so I wasn't able to experience the fruit yet. Is it addictive? If so, it's certainly a good idea to be able to restrict it!
#3
Ideas / Re: Quest and events MEGATHREAD
May 18, 2017, 11:08:13 AM

  • Where did everybody go...?
    Type of event: Quest or caravan event
    Ease of implementation: Moderate
    Summary:
    An allied faction tells you that they are worried about one of their new colonies, since they aren't able to communicate with them anymore. They ask you to check it out. A new settlement icon with a question mark is added to your world map.

    When entering this settlement, the following thing will happen:
    A) There are no pawns present. When you enter their barracks, you'll see dead pawns lying in their beds. A message will pop up, saying that you suspect the pawns died of a mysterious desease.
    B) A few pirates have decided to take them hostage. Get ready to fight!
    C) Everything seems to be alright, but their comms console got destroyed. You can help them build a new one.
    D) Dead bodies everywhere, we were too late...

    Reward/consequences:
    A) There will be a small chance that one of your pawns gets infected by the plague. You can loot what's left of the settlement and gain a little of faction goodwill.
    B) If you're able to defeat the pirates, gain faction goodwill and a reward.
    C) Gain faction goodwill and a reward. The new settlement stays on your world map.
    D) Loot what's left of the village, gain a little faction goodwill by reporting on their status.
#4
Ideas / Re: Money and Economics
May 12, 2017, 07:44:03 PM
Ooh, and on a moneysink being a finite solution? True, but what else is there to do (except for defending your base or attacking pirates) after getting everything you need? There is no economic solution for that. The game, at it current state, runs out of content  eventually. So it's okay to run out of moneysink around that time as well.
#5
Ideas / Re: Money and Economics
May 12, 2017, 07:35:48 PM
Quote from: AngleWyrm on May 10, 2017, 08:49:03 PM
Quote from: Play2Jens on May 10, 2017, 05:55:56 PM
[Making a realistic economy] will take a lot of time to develop it properly and in the end it doesn't add much to the existing gameplay
...
More moneysinks to spend silver on...
This should be easy enough to implement.
I'm not seeing a valid measurement taking place in the comparison of development effort.

A measurement of development time for a few new in-game items would be a couple of days. It doesn't add any new "features", just new graphics with adjusted variables.

Development time for a realistic economy would take a couple of weeks. Because:
- Different settlements would have different prices for items (mountain settlement = sells and buys metals for a lower price, dessert settlement would buy food for a high price)
- Mass producing and selling a certain item would drive the selling price down for settlements in your region. It wouldn't affect settlements far away.
- Prices of food would be affected by seasons
- programming all of this could cause bugs which wouldn't show straight away.
- It might cause some gameplay imbalances.

Just to sum up a few things why it would take some time develop this feature. I do agree that it's a nice thing to add to the game, but it just seems a lot of work which doesn't affect gameplay a lot.

I, personally, would see rather see more content like quests, events, factions and research added.
#6
Ideas / Re: Quest and events MEGATHREAD
May 12, 2017, 05:43:38 PM

  • King Louie
    Type of event: Quest
    Ease of implementation: Moderate/hard (needs King Louie sprite)
    Summary:
    An allied faction tells you that a group of primates has been bothering their settlement for a long time. It is being lead by one massive primate, which seems to be more intelligent than the average primate. The faction asks you to eradicate them.

    Your colony sets out a caravan to the given coordinates to find stone ruins infested with neutral monkeys. When your group enters the room at the end, they encounter the massive primate. A new message pops up which reads: "Need human help. Teach to build fire and we give treasure."

    Now you have the option to either build a few torches in the room (knowing they will use it against your allies), back off or kill them all.

    Reward/consequences:
    IF you decide to build the torches:
    - A lot of silver, gold and berries will appear out of nowhere in one of the rooms in the ruins
    - You'll suffer a lot of badwill with the faction
    IF you decide to attack the primates
    - A smaller reward is send to your colony
    - Goodwill
    IF you do nothing
    - Nothing happens

King of the primates, sitting on his throne, living the life.

#7
Ideas / Re: Quest and events MEGATHREAD
May 12, 2017, 05:18:27 PM
Quote from: milon on May 11, 2017, 07:26:03 PM
Hidden Camp

I really like this idea. It's all mysterious... Why didn't it show up on your world map before? What are they doing here, so far from their from their base? [Plays mysterious music in the background] Anyway, you don't care if it also benefits you.

Quote from: A Friend on May 12, 2017, 01:15:17 AM
Tempting Offer

Yes, reminds me of one of an event in FTL: Faster than light you get where you can purchase an unknown weapon from a pirate. 30% chance they ripped you off and you get nothing, 30% it's not worth it, 30% it's a sweet deal.

Quote from: A Friend on May 12, 2017, 01:15:17 AM
Part 1. Unwanted Visitors ...

Yes! I would love to see an event which takes place over a longer period of time. This one heavily influences the first 10-20 hours of your game, since it limits growth a lot and makes it feel so different story wise.

#8
Ideas / Re: Quest and events MEGATHREAD
May 10, 2017, 07:15:18 PM

      • Wedding of an allied faction
        Type of event: Quest
        Ease of implementation: Easy
        Summary:
        An allied and nearby settlement is having a wedding feast for one of their important pawns. You received an invitation to attend it. You can complete the quest by sending over any numbers of pawns.
        Reward/consequences:
        - Faction goodwill with the host
        - Little Faction goodwill with other attending factions
        - Food (leftovers from the feast)
        - [Optional] Other gifts being send over with droppods



      • Group of injured travelers
        Type of event: Event
        Ease of implementation: Easy
        Summary:
        A group of injured travelers has entered your map. You have no idea what happened to them. If you treat them and they successfully leave your local map, their faction will be happy with you.
        Reward/consequences:
        - Faction goodwill
        - [Optional] Reward being send over with droppods


      • Hitman
        Type of event: Quest
        Ease of implementation: Moderate
        Summary:
        A faction radios you that they need you to wack a certain pawn. This pawn the pawn is taking refuge on a tile not far from your base. They refuse to tell you what he did wrong.
        You can send over a squad to kill him (and possible henchman). When you arrive to the tile, a local map is generated with a wooden cabin and 1 or more pawns. There is a x% chance that a new message will pop up, where the victim will explain what went wrong and pleading not to kill him.
        Reward/consequences:
        When you kill the pawn(s)
        - Faction goodwill
        - Reward being send over with droppods
        OR when you spare them
        - Faction badwill
        - Chance of the pawn joining you.


      • Clash on the road
        Type of event: Caravan encounter
        Ease of implementation: Easy
        Summary:
        During a caravan, there is a really small chance that you encounter an allied faction having a stand-off with an enemy faction. The pawns are nicely lined up opposed to each other, taking cover behind objects and shooting at each other with low quality guns. The player can either chose to get involved or move on (by moving his pawns to the border of the map).
        Reward/consequences:
        IF the player intervenes
        - Faction goodwill with the surviving group
        - Loot
        - The risk of getting injuries
        IF the player doesn't intervene
        - Faction badwill with the allied faction


      • Unfortunate fellow
        Type of event: Caravan encounter / Quest
        Ease of implementation: Easy
        Summary:
        During a caravan, you encounter a deceased pawn. He was carrying a note, which leads to a treasure
        chest nearby. It will be marked on the world map. The player can make a small detour to retrieve it.
        Reward/consequences:
        - Loot
        - Food to compensate the detour


      • Unfortunate delivery guy
        Type of event: Caravan encounter / Quest
        Ease of implementation: Easy
        Summary:
        During a caravan, you encounter a deceased pawn. He was carrying a valuable item and a note saying it has to be delivered to a nearby settlement. Take it and keep it or take it to the settlement for a reward
        Reward/consequences:
        IF you keep it
        - The item (duh)
        - The settlement will never know you took it.  :-X
        IF you take to the settlement
        - Faction goodwill
        - Reward being send over with droppods
        - Food for the caravan to compensate the detour

#9
Ideas / Re: Quest and events MEGATHREAD
May 10, 2017, 07:02:00 PM
Best of the best

Reserved
#10
Ideas / Quest and events MEGATHREAD
May 10, 2017, 07:01:26 PM
Quest and events MEGATHREAD

Premises
As you may all know, A17 implements a quest system. So far, there are only 3 quests (Caravan request, Raider Outpost and Item Cache). I guess the devs also added a few new events. These things gives the game more dept and makes for good storytelling. I'd like to open this thread for everyone who can suggest a quest or event which is will be realistic enough to implement for future alphas.

How?
Inspired by this thread, it would be nice to give an overview for each proposed quest/event. A good way to tackle this is to get inspiration form existing RPG's and movies/books. It's also a way to implement a bit more positive events in the game. The format would be:


  • Title of the quest/event
    Type of event: (quest, local map event or world event)
    Ease of implementation: (how easy it is to implement the event to the game: easy, moderate or hard)
    Summary:
    Reward/consequences:

I'm looking forward to hear your submissions!
#11
Ideas / Re: Money and Economics
May 10, 2017, 05:55:56 PM
After reading this thread, I wanted to give my two cents. Although it would be cool to have a realistic economy in the game, I don't think it's necessary. It will take a lot of time to develop it properly and in the end it doesn't add much to the existing gameplay... I do agree that there is a problem with having too much silver towards the endgame, which influences raids too much. Therefore I suggest two solutions:

1. Make raid strength depending on colony combat strength and not colony wealth. colony combat strength would be something like the total of each colonist, their shooting/melee ability, the best weapons your base has and the number of turrets. Then multiply by 80% - 120% for randomness.

2. More moneysinks to spend silver on (like advanced and expensive weapons only obtainable through trade, rare statues, ...)

This should be easy enough to implement.
#12
Ideas / Re: A17: Improvements to rivers & roads
May 10, 2017, 05:22:44 PM
Agreed.

One specific thing I'm also missing is that rivers should spawn rich soil close to it and regular soil a bit further away from it. especially in Dessert biomes.

It would also be cool to see even less soil in dessert biomes without rivers, to provoke the player to migrate to a dessert tile with a river.

Apart from that, I'm really happy with the addition of rivers. It makes the world more realistic and varied.  :)
#13
Bugs / Re: Sleeping spot hard to hit exploit
March 10, 2017, 08:25:18 PM
Quote from: Jimyoda on March 10, 2017, 02:28:21 PM
Granted an AI will always have limitations and derps, but smarter target selection seems reasonable. Enemy pawns' AI should be smart enough to favor decent targets over ones they have little hope of hitting. The player is able to see their pawns' hit chance ('shot by' tooltip) and choose targets  sensibly. It's only fair that the AI of enemy pawns be good enough to do the same. Otherwise, the AI is open to exploits like this.
tl;dr: Agree with Zhentar's solution.

Also agree. It would be cool to see the enemy AI target different pawns, instead of just the closest. Some of the factors which together could be used for selecting a pawn:
- Shield bearing
- Pawn strength
- Distance
- Hit Chance

This would eliminate exploits like using the above example, using shields as baits or using cheap animals as bait (by creating an animal zone right in the middle of the battlefield).
#14
Hi Rimwolders,
I stumbled through YouTube on the soundtrack of the videogame "Firewatch". I never played the game before (so I don't know if it's any good), but the soundtrack is amazing! It struck me immediately how similar it is to Rimworld's soundtrack.

I wouldn't mind hearing more of this kind of music in the game.
Here's the YT link, for your enjoyment:
https://www.youtube.com/watch?v=X6neFKE4yaE
#15
General Discussion / Re: Eggs
March 22, 2016, 02:31:52 PM
Quote from: Mikhail Reign on March 21, 2016, 12:17:37 PM
OK. Once more:P Is it meant to be possible for eggs from tamed chickens to hatch untamed chicken?



All the chickens in the screen shot are wild. I assume hatched from the eggs in the fridge. Didn't see them hatched, just noticed this situation arising.

I'm sorry to go completely off topic here, but what mod are you using that actually builds the air conditioner into the walls? I've been wanting that for sooo long!