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Topics - Woolly

#1
Ideas / Humble suggestions from 50 hours of gameplay
September 04, 2014, 12:56:52 PM
The title pretty much says it all, just a small list of things which I think could add more utility and depth to the game.

- Prosthetic and Mental implants: To be used to overcome weaknesses in individual colonists. Is Gerald feeling a bit pessimistic? Implant an optimism chip into his brain! The same can be said about individuals with body parts blown off... why not get rid of that nasty "Incapable of hauling" when you have a new pair of stronger arms!

- Turret bases compatible with extra guns: I always have an excess of weapons and typically by the time I reach late game I have more silver than I know what to do with. I suggest that there be some sort of security turret base that you can attach one or two pistols or other weapons and they will work as an automatic defense system at a much cheaper cost than the auto turret.. the draw back being it only shoots in a straight line. I assume it would only be comparable with certain weapons lets just assume because of weight restrictions only one handed weapons like the Uzi and Pistol can be used.

- Self aware/compassionate mechanoids: I already mentioned this in another thread. Quoted from the other thread:
"When I think of Nonhuman colonists I think of AI Machines which act similar to colonists.. perhaps mechanoids which become more self aware and on rare occasions will join a colony and allow themselves to be re-purposed. I would imagine  they would want to shed their mechanoid form and take on the visage of a humanoid android. They would pretty much be the same as normal colonists but perhaps they could have a few advantages/disadvantages.  Pros: No need for sleep, superior carrying capacity Cons: - Cooking, - Medicine, Requires a room with charged batteries rather than a bed, attaches to a battery and charges itself rather than eat... etc. At the very least I can see something like this becoming a mod. "

- More critters: Simply put I believe there should probably be quite a few more types of animals in each biome. I'm thinking each zone will spawn with three different animals selected randomly from a pool of many. I believe the shallow water would be a great place to start with things like crayfish, crabs, and snails.

- Long term habitation: Although I feel this is more of a late stage development suggestion I'll throw it out. Sustaining a colony over three years is practically impossible at this point in the game, even if you don't talk about enemies. Eventually I hope there will be a game mode or just a possible play style where you can have a persistent home on your planet rather than trying to escape. As it is once you figure out that the goal is the ship you can easily research ship building and have everything necessary to escape well before the first year ends.. the ancient ship being the only variable you need to wait on sometimes. Some sort of alternate win scenario  would be beneficial... perhaps reaching milestones like being able to have 50+ colonists living well would prompt a victory and from there you can keep playing and see where it takes you. As someone who enjoyed Dwarf Fortress, losing is fun!, I would like to see some sort of means of RimWorld to the very extremes of Colony sim management. Personally I don't even attempt the ship any more, that's probably the least exciting part of the game for me.

My overall impressions is that RimWorld is already a cult classic, in fact I haven't enjoyed a game this much in years... it doesn't even feel like an alpha. I cannot wait to see what the oncoming years will bring to this game in terms of mechanics and content (both dev and user generated). This game already has an exceptional community throwing out some supremely good content of their own, and I hope it continues well into the future.