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Topics - Chaplain

#1
Bugs / Hunting Bug
April 29, 2015, 04:24:22 PM
Didn't really do a good check if this is out there already because I've got limited time.  I had an A10 game where my hunters started going into point blank range like they're trying to execute a downed animal right off the bat.  Honestly though it might have been one of the funnier bugs I've ever seen when I watched a hunter walk right up to a boomrat that advanced one tile up to her and then predictable results followed with much screaming and panicking.
#2
Ideas / Chronicler
March 21, 2014, 03:29:51 AM
So I was thinking to myself, "Gee, wouldn't an event log be nice!" but then it dawned on me that an event log is for games where nameless and faceless units go perform meaningless orders that usually get them killed pointlessly.  This is a game where I very easily could grow attached to my colonists (if not now then maybe by alpha 3/4/5/cuttlefish) so why not have more than an event log?  Why not have the Chronicles of *insert colony name here*?

Basically it would still be an even log but how it comes out would have something to do with the colonists' skills (art seems the likely candidate unless some sort of S.P.E.C.I.A.L. stats are added in later or even a writing skill if someone finds a better use for such a skill).  It would be a job that is probably preformed at a table somewhat like research is with no bill being required like workshops have.  The actual logs would be something like a Mad Lib with some basic structure for each event but the choice of words and grammar is based on skill and picking from a list.  At low levels grammar and spelling would be poor, medium levels it would sound more like a ships log from Star Trek, and on the higher level it would sound like Tolkien, Shakespeare, and Homer got together and wrote some Rimworld fanfic.  It would even be kinda cool if character backgrounds and traits affected this with things like cynicism, optimism, narcissism, etc. leaking through into the chronicles.

Now the other cool thing would be if when the game saved it actually saved the game and then saved the chronicle separately in a text file so you could share it.  Even if all the other stuff above is impossible or  ruled to be meaningless drivel you have to admit it would be pretty cool to have potentially the only game ever (as far as I know, correct me if I'm wrong) where you submit the story of your colony instead of a high score.
#3
Ideas / Various Suggestions
December 08, 2013, 04:12:04 AM
My apologies if I'm not doing this right but you'll have to forgive me since I'm coming off an 8 hour shift of what amounts to Tetris.  I've played the game a couple times and I mainly have some random suggestions along with one or two big ones which I already looked around for and found a rather surprising lack of mentions of detail.  So anyways let's get started with some of the minor ones.

Firing ports for walls:
I've actually found myself making a sort of ugly version of these in game using alternating patches of wall and sandbags.  Of course what I'm thinking of is more along the lines of a piece of wall that counts as high cover for protective purposes but allows the person hiding behind it to fire through without leaning out like the wall/sandbag version has them doing.  Also unlike the sandbag which would allow grenades through the firing port would have a fairly good chance of causing them to bounce off and at worst only cause minor injuries to the person behind.  Admittedly this isn't really a game changer but it would certainly give the turtler some more options.

Have a way to dig up:
This isn't that Z-axis crap.  This is more about making a lovely underground colony but not wanting to have all the solar panels sitting outside the front door with a nice "Pillage Me" sign next to them.  Or maybe I'd just like to create an open air court yard or something.  I know the game already have a (stupidly dangerous) method of creating openings by digging with no supports but I'd like some more control in the matter.  I will note I haven't tried using explosive charges for this but even so That sounds even more potentially dangerous.

What's with all this slag?
Ok I'm sure a way to get rid of refuse is in the works even as I type but when I see the word slag I think potentially refine-able metal.  It might spice the resource system up a bit if instead of getting a just a partial refund for things demolished you get a few meager bits of metal and a lot of slag chunks to be hauled away.  You can then research a method to go about turning slag into usable metal and thus get a bit more from what you demolished.  I would also turn all those random boulders into a potential resource although not nearly as good as the mineral blocks you dig out.

Greenhouses:
I bet someone said this already.  Let me just be the 9206495th vote in favor of such a thing.

Scenerio Starts:
Vacuum/Toxic Scenario
My concept for this would be that instead of three pods landing with some basic stuff nearby, a small escape craft lands with some very basic gear to start a colony.  Said gear would namely be a food/water dispenser, an air generator, a small power supply, some sort of sleeping arrangement (probably the seats the colonists rode in one), an airlock, and maybe some sort of no privacy space toilet if that mechanic ever gets added (A suggestion within a suggestions...? *INCEPTION THEME*).  The space ship acts as an extremely basic start up area that you can either use as essentially the first room of your base with the rest being built off of it.  Also environment suits would come into play with the possibility of having a standard one that all colonists get on when going outside and then more specialized ones like mining rigs or armored combat suits that have to be manually assigned (read as equipped) to a colonist  before they'll use them.  Combat would also get a change up with normal suits explosively decompressing on the first hit taken while armored suits have a small HP bar (that I guess could magically be repaired slowly between fire fights to symbolize repair) before they too decompress.

Catachan Scenario:
I have to believe someone has already suggested hostile flora and fauna already but this is a little different.  If you know what Catachan is you probably already know where this is going.  When you first land on the planet you get a few relatively peaceful days to set up.  Then you wish you had problems like raiders.  The entire premise is that the lifeforms on the planet begin actively trying to kill you and not in the run of the mill "A squirrel went mad" type way.  The enemy AI would be act more like raiders than animals with various critters using various tactics such as flanking, moving along cover, etc.  The other difference is that it would occur in waves of presumably increasing difficulty at fairly regular intervals.  There's no really way to have final victory over the enemy and you'll eventually lose but some how I have to believe someone out there would love to see just how long they could survive wave after wave of boomrats while still trying to maintain a colony.

Weird Scenario:
This one I'm not sure if I can really do justice explaining.  The best comparison I can give is if you play minecraft a lot and pretty much come to expect a game to start you in a nice place with plains, forests, jungles, etc.  And then it starts you in a Mushroom biome.  It would basically be a scenario where the start is not quite as straight forward and easy even though the difficulty of everything else remains relatively the same.  Really the only thing I can think of off the top of my head would be a silicon based environment where the plants are minerals and food doesn't grow very well in the soil.  It might open options to domesticate the silicon plants and animals for use as mineral sources but food will be scarce until the research of hydroponics.

Well anyways I'm getting a bit tired so I figure I'll wrap it up.  I suppose I'll throw anything else I get in here as I go along.