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Topics - Workload

#1
Ideas / Container Ideas
January 29, 2014, 06:12:19 PM
Pretty sure this is plan already down the road somewhere. But I think it look a lot nicer with a few different kinds of containers.

Metal racks 1x2/ Metal boxes in 1x1 & 1x2/ Lockers1x1/ Safes1x1 and so on
These would need a path to them so they would need 2 stacks per tile or more, other wise they be useless and waste room. Maybe even 3 stacks can be placed but that could push it. Also to make it easy, only 1 type of item can be store in a container/tile. Unless you want to do more work to figure that out.

Added to this but a lot more work
Fridge/Cooler Can store food to prevent it getting affected by rotting/ can make they rot by time or an event that rots random foods on the map that are not stored in these.
Or make the cooler item like a air system you had while back, were it makes the room cold. Then you can store the food in normal containers/ or toss it on the ground. Skipping the fridge but have to make the cooling item, plus side to this is that you don't need power to each fridge.
#2
Ideas / Studying items for research
November 26, 2013, 06:03:42 PM
Maybe could add a few items to boost research while in the same room or allows you to research better things . such as computers/ lab equipment table/ Bookshelf  and so on.
or this idea can be nice. The first research item could be the bookshelf allowing for lower tech, then the research table med tech ,computers high tech. Can't think of anything else atm

The main reason I post this was, things like different guns, food items/potato/wheat/corn/etc, Different metals, and the many other items that can be carried meds, dead bodies, live subjects plus anything new added. Would be used in studying new research.

So to research better potato's you need X amount of potato to finish the research project.
Hydroponics would be unlocked with any X amount food type 
Medical stuff would probably use meds, live and dead subjects for testing.

These are just a few examples
Let me know if you got something to add. 

Edit
Could also add perks/abilities that you pick one and they take amount of research points to finish either auto doing it or telling you its done and you just pick it again activating it. Computers would be the item they can use for researching points into the abilities.
Examples
Solar boost, any other power generator output for 12/24 hrs.
Any other boost, these are nice cause there simple to add.
Maybe a jamming pulse that disables all electronics on the map for 5hrs or whatever, this would help later if there's plans for enemies to use some kind of electronics warfare.   
If money doesn't ever become a item that's needs to be stocked like DF/Gnomoria could make them hack 500-1000$ money from the nets.

These be a nice add for research when there's nothing left to learn, these can redone over and over so there still be a point to research at end game         
#3
Ideas / Repairing cost
November 22, 2013, 03:14:22 PM
Just tossing this out there.

Would anyone think it be to hard to pay a % of metals or whatever the material is to repair.
Then people have to be smart on how much buildings/objects they place and make sure they have a good supply of materials or you can just watch your base slowly fall apart.
#4
Ideas / Caravan/Wagon Trader
November 18, 2013, 01:15:50 AM
How about a trading Caravan that pops up on the map and trades on the ground.
To trade with them is same as space trading instead you right click on the Caravan and your guy will walk up to them, same as the trade console. They should have less goods then ones from space. Maybe give them some armed guards for protection.

Things that could happen around this
-They just drive or ride in and stop somewhere on the map or they go to your marked home zone or beacon.
-They are being chased and want to hide in your camp. Letting them stay has a chance that the chasers will come find you. 
-Can be a ambush caravan that doesn’t attack till it gets into your camp.
-Can also just rob the caravan by killing the guards then right click the caravan then pick “hold up”.
or by blowing up the caravan car/ or the trader if he’s on foot/mount<---Muffalo
Blowing it up will only give you small amount of goods and money. Everything you see in the trade menu doesn’t get dropped that wouldn't be fair. If not it would always be better to rob them and we don't want that.

edit
So no one really likes the fact that all the loot is lost when robbing guess take that away and do it the way you guys want.

They would not come back for a long time or never.
Send troops/raiders for payback/hold you up for cash if not they will attack.
A bomb caravan faking to want business, then when you walk up they blow up or drive/ride into your base. 


#5
Ideas / Factions
November 17, 2013, 02:29:50 PM
EDIT: I change it from races to different human factions
Just wondering if you plan on making different Human factions that the player could recruit.
Give each Faction their own traits/skills    and for names and story I’m not the best with making names up. So if you got a better one please let me know and I’ll change it and add traits. I just put down some example ones, they are not the best but hoping you guys got some nice ones that are fare and make sense to Rimworld. 
The skills should be around +10 all together and no higher then +3 or -3 on one skill.

Race- Basic Human
Genders- Normal
Incapable of- (none)
Skills
Construction      +1
Growing            +1
Research           +0
Mining               +0
Shooting           +2
Melee                +0
Social               +2
Cooking            +2
Medicine           +1
Artistic             +1
Crafting           +0
Traits- Keep same
Story: Keep same
Looks- Human
Perks %3 boost to barter prices/ nothing else due to they are the even skilled Faction.

Race- The Greys - Human  <---  Needs better name
Genders- NA                                                                                                                                                     
Incapable of- More likely to get Fighting ones/shooting melee
Skills
Construction      +0
Growing            +1
Research           +3
Mining               +0
Shooting            -1
Melee                -1
Social               +1
Cooking            +0
Medicine           +3
Artistic             +2
Crafting            +2
Traits- might have to add few new ones.
Story: Humans that alter there own DNA though science to make their race have no genders. They reproduce in a lab by growing them. They are a kind but not to social to other Factions.
Looks: Tall, Thin, color depends mostly darks greys, No hair, 2 arms/ 2 legs 
Perks: Less chance to have a lab fire/ %5 boost in research speed,crafting,medicince/ -%10 shooting speed.

Race- Molarli  - Human
Genders- Normal
Incapable of- More likely to get Research/Artistic
Skills
Construction      +2
Growing            +0
Research           -2
Mining              +3
Shooting           +0
Melee               +1
Social               +1
Cooking            +1
Medicine           +0
Artistic              -1
Crafting            +3
Traits- might have to add few new ones.
Story:  People who mostly live in asteroids fields and ships.
Looks: tallness normal, size normal, Very pale skin, Normal hair, 2 arms/ 2 legs 
Perks: They don’t like bright lit instead they prefer the dark

Let me know if you got some other faction team ideas
#6
Ideas / Deeper interaction with traders
November 15, 2013, 02:51:08 AM

They land on a landing pad after you make the trade. Then loaders/haulers that work on the trade ship bring the stuff just outside of the ship on the landing pad. Depending what faction they are affects what kind and amount of armed guards come with them.  If under attack by raiders they shouldn’t land i guess cause people might abuse them to help fight. Can just have them peace soon as there is danger to close. Maybe make it a law that all turrets must be powered down near the landing pads or they will not land and if you power them up with a trade ship on the ground  they well warn you to power them down..... if fail to do so. They well take off and if you shoot the traders they well open fire, maybe the trade ship could have 2 good turrets shooting while they power up the engines and the loaders get back on-board.
You could try and rob them by blowing up there ship or killing the loaders/haulers before they can get back to the ship. doing this can really make a faction mad and they will send very strong soldiers/mercenaries and also they will not make a trade with you till they forgive you. They will forgive slowly over time.

I saw some other people’s ideas that could work with this.

One was they could poison/virus the food they give you.

The other was they could sends guys in pods to ambush your people.  Same thing here just they come out of the ship. It would be safe to turn the turrets on to fight them due to they attacked first.

Can't say this is not western

I’m probably going to be hated for this post so bring on the hate....... if not let me know if you got more ideas
#7
Ideas / Boredom/Entertainment Need Bar
November 14, 2013, 08:10:30 PM
Boredom:

Was thinking about this makes sense to need entertainment objects. Make it go down slower then sleep and food. Things like chatting/fighting/crafting/Art craft/cooking maybe research could slow this rate a little. Mining/hauling/etc would raise this. If the bored need is to low they will get a    â€"unhappy stat. Some debuffs to work speed. Other buffs like winning or losing a game. Beat personal record, it wouldn't keep track but just be a rare buff that happens. 
But for this to work there would need to be entertainment items made.

-  TV        just where would these channels coming from though.  <-- This one is not possible I think.
-  Ping Pong table 
-  Taking a walk and checking out the surroundings
-  Holo deck       For  this would take a floor tile called holo tile and 1 holo console anywhere in the room, bigger the room bigger the effect
-  Could chat with someone else needing less Boredom too
-  Game console
-  Pinball Machine 
-  Beating up prisoners  / This probable would give them fear but still entertainment 

Added from others

-  Dice
-  Cards
-  Chess/checkers (boardgames in general)
-  Sketchbook

If no entertainment bar is made, when will your colonists know to use these, other then if there idle.
Can't mix it into happiness, because if there unhappy they would go use a entertainment item and be happy again. Making it so you can never lose them.       

I can’t think of anything else atm Please let me know if you have any ideas

Think about it if he adds water there will be a water need for your people.
#8
Bugs / [W l0.0.254b] some raiders Stop attacking
November 14, 2013, 12:43:42 AM
Bug: Some raiders well take cover and stop attacking.
Description: Think this is very rare bug, I notice when the raiders take cover by the minerals they just stop attacking even if I run up to them. Even reloading doesn't fix them and if I load and old save they still run up and get stuck. Here's a picture showing the placement of everyone.
Also if a save is needed let me know and i'll try to get one just don't know how to.

So in this picture I can run up to them with all my guys and they will do nothing sometimes they will go attack a door. Take note that both raiders have m16s and they other 2 raiders died before I took the picture.




#9
Ideas / Local jail needs help
November 13, 2013, 05:55:56 AM
A local jail will ask you to hold onto a prisoner for a period of time. Paying you for keeping them in your jail for a set time. Can't recruit them or else the jail well not pay you or send troops after you for breaking the law. One bad thing about this is that there gang members could try to sping them from jail. Other thing he/she can start fighting other prisoners or try to espace more offen. I like this gives more to the jail system.
#10
Ideas / Serious Sammy
November 12, 2013, 03:33:26 AM
New Storyteller. Was thinking it be funny to have this mode. After 1 cycle or 2, waves of raiders or what ever else is added that can attack you. Almost none stop spawning but have a cap on how many allowed on the map at a given time, raise this over time. Also giving small pauses so people can loot the guns for money to by more slaves and do some major repairs.

Slave traders would have to be common and travelers wouldn't be able to spawn due to getting attacked the whole time.

Feel free to say no this idea kinda silly but would be fun to see how far you can make it. cheers
#11
Ideas / Console for turrets
November 10, 2013, 02:49:27 PM
Edit: This is not about turrets balancing at all.   

Turrets are good the way they are though on the other hand, I see a person controlled turret from a console could be a lot cooler and more fitting that your people came from a spaceship.

A console would need to be linked to the same power flow as the turret. To be able to select the link turret button, can be place beside the power on/off one.

For the turret to work.

Before      A - power

After        A - power
               B - linked to a console
               C - a drafted person then told to man the console with the right click button. They just stand at the console facing it making it seem like there using the turret.

Then the turret should act the same as it did before but need these three laws to work.

Also If a turret is killed there's a chance it can short circuit or set fire to the console. Or even shock the user, Killing or dealing a lot damage maybe depending how much power is in the batteries.   
There shooting skill should go up very slowly or no at all when using turrets or make it a different skill like research.

Just image it you came from ship and that's how most turrets work on be space ships, console bays with people inside shooting outside just make sense if they still use that tech. Goes with the theme of rimworld

This could just apply to other things. Sam turrets, Cannons 
Let me know what ya think
#12
Ideas / New Enemy - Automatons / Robots
November 09, 2013, 04:31:02 AM
To bypass some funneling tactics with walls. Maybe add some robots that love power and will come in small numbers. To take power out your batteries, from directly or even any power lines, walls. They will leave early sometimes when they had there fill.
Give them shields if possible that slowly refills when only taking power, can also make then stun or turn off things linked to that power source while taking power. Could also make things short circuit to start fires in your base.
Give them 80 to 100 HP and Shields 100 - Bullets do less damage to shields. Fire could be bad for them if no shields also
Ok range gun
A Solar Flare can be really bad for them shutting them down but they could be advance and still be able to work.
#13
Ideas / Pop up turret
November 09, 2013, 02:35:10 AM
Maybe a high lever tech and very high cost in power and metals. So same as other turret but they pop up when there's a target in range and take some time to return underground. If damage they can't go under ground or come up. Same for power. Not sure it to make them walkable if there down. If walkable people can cheap out and use them as gates so that wouldn't be good. Don't see this happen for a while just getting the idea out there.