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Topics - turnip

Pages: [1]
1
Creative Rewards / Character Draft- Vladimir Black
« on: November 08, 2013, 06:59:49 PM »
Character- Vladimir Black "Vladimir"

Age: 68

Traits:
Veteran
Charisma
(If more than 2 are added, also Compulsive Liar, Sadist, and Leader. The more traits the better!)

Childhood: Urbworld Criminal
Born into bad circumstance on an overpopulated Urbworld, [Character] turned to small-time crime as a way to survive. Robbery and Murder were daily activities for him/her, and [Character] learned the only way to survive was to fight.

    Melee + 3
    Shooting + 3
    Medicine + 1 (Learned a few tricks from helping other gang members)

Adulthood: Urbworld Politician
It's no secret that the Companies own much of the Urbworlds, but someone has to take the Bribes. [Character] was one such figurehead, learning how to effectively manipulate the hopes and dreams of people while living comfortably in a penthouse.

    Construction - *Disabled*
    Growing - *Disabled*
    Mining - *Disabled*
    Social + 10
    Crafting - *Disabled*

Totals:
    Construction - *Disabled*
    Growing - *Disabled*
    Research - 0
    Mining - *Disabled*
    Shooting + 3
    Melee + 3
    Social + 10
    Cooking - 0
    Medicine + 1
    Artistic - 0
    Crafting - *Disabled*

    Similar to the Medieval Lord in balance. Character would make more sense with all traits added, so hopefully we get more than 2 traits to start with for some characters. On a somewhat related note, will losing traits for characters that have a lot be a thing?

2
Ideas / turnip's wonderful list of things that will mutilate and kill you
« on: October 07, 2013, 11:48:41 PM »
This is a suggested list of potential new enemies. Pirate raiders are great and all (They'd be better if they wore mexican-cartel style bandannas and were covered in tattoos and shizzle), but I for one would like to see some more enemy diversity as time goes on. Most of these are also Factions, and will only launch raids against you if relations are low enough.
Here are some potential enemies to eventually consider adding in:

Marines! The Empire has claimed this Rim World. A coordinated squad of highly trained marines, they heard about your colony while executing a group of raiders and decided to remove the heresy, steal your resources and practice their shooting. Six high-level Humans (Five marines and one Commissar, the Pirate King of the group), with advanced weaponry and armor. The marines don't consider you enough of a threat to really plan against, and their tactics won't be much better than the average raider group, but they'll still be a challenge for any colony. Marines will not stop fighting until every last one is dead. Impossible to recruit, and will constantly try to escape if captured. May or may not attack warden.

Androids! EXECUTE EXECUTE.exe. Yes indeed, Androids. The Androids don't have uniform groups, and vary between one and three without any sort of leader. They have built-in weapons that act as a high-power pistol and, if harvested, can be used as a weapon on someone's arm(Once harvesting is implemented). Androids are strong single targets with excellent shooting, hand-to-hand and tactics, another endgame opponent. Androids are impossible to knock out, and therefore impossible to recruit, they won't stop until they are dead or their flee.exe kicks in after taking a certain amount of damage. Androids attack because of haywire programming, or being sent after your colony by a more advanced group...

Tribesmen! We were here first. These guys suck. No, really. The small fringe tribes that managed to survive you, the raiders, the marines, the void gods, and god knows what else are left really hating everything smarter than a rock with googly eyes. Armed with stone-age spears and slings, tribesmen will attempt to kill any colonist they see with their good hand-to-hand. They come in large groups, almost naked, and with no tactics other than "CHARGE AND KILL OOOGA BOOGA". Early game opponent. Recruiting a tribesman is harder than recruiting a raider, but not impossible by any means. A tribesman will never use a gun or research, as they fear the things, and are poor socializes, but are strong and good at growing, hauling and mining, much like oafs. Tribesmen are reptilian, and their hard scales are their only armor. A Chieftain is their Pirate King, who will sometimes be using a more dangerous weapon like a bow or bronze spear.

Criminals! There's a buck to be made on this world, and you can bet the Mafia is on it. Smugglers, harvesters, and extortionists. Not like raiders, Criminals are organized crime organizations who have a specific goal in mind. Some of them will want to talk to your leader before doing anything, offering them protection in order for a constant tribute of something- Metal, food, money. Some will want to run weapons and drugs through your colony as a resupply point, and while accepting will grant you some cash, the raiders may show up better armed later. Some will just straight-out attack you for your healthy organs and metal supplies. Criminals, on average, are better armed and organized than raiders, although still not devastating. A mid-game enemy, and usually showing up in groups ranging from 3 to 6 with an underboss as their Pirate King. Easy to capture and Recruit, same as raiders.

Assassin! Always in groups of one, the assassin has superhuman combat abilities and uses advanced weaponry and armor. The assassin also avoids detection until someone (Or a turret if he doesn't disable them) has him in their direct line of sight, and, if not careful, may be able to sneak into your base unnoticed. The assassin aims to kill one person in your group, and will leave once the deed is done. Who could have ordered such a thing? The Mafiosos to the north? The Empire to the West? Dave? Assassins will only attack if hired by a faction, or someone in your colony, if they either SERIOUSLY hate the guy, or if they think they would be able to get into your base far easier with him dead. Colony leaders are particularly susceptible to this. Will die instantly if captured due to hidden Cyanide pill.
Assassins may be considerably harder to put in than other units, due to their weird mechanics. Sorry about that.

Rebels! The Empire is a threat, and everyone knows this. Will only show up on planets that have the Empire as a faction on them. Poorly armed and trained Militia, but there's a lot of them. Better than tribesmen since they use guns, but barely other than that. Will attack you if you associate with the Empire, and vice versa, otherwise may appear asking for something or trying to enlist your support in the good fight against the oppresive Empire. Fanatical and very hard to recruit, ironically. Their Pirate King is a Revolutionary Leader, who very rarely has better weapons than the other Rebels. He has a quite high Social skill. Suitable for the Mid game. They show up quite frequently if angered, in groups of 2-8.

Corporate Men! Rimworld metal fetches a high price these days. The Corporation that appears on the Planet is interested in one thing: Metal. As much of it as they can get their greedy little hands on. Might approach you with an offer to take as much Metal as you can give them, usually for a price that screws you over. Much like the Mafia, should you refuse, there might be consequences. Mercenaries show up, led by their Pirate King, a Corporate Underling. Mercenaries and the representative of The Corporation are armed with advanced weaponry and armor, to ensure your support- and metal. Will only resort to violence if you refuse their perfectly reasonable demands twice. Suitable for the late game.

Cultists! The Void Gods ask for blood- Who am I to refuse? Far less likely to attack you if you have built the proper shrines, and will not if you have gone through all the rituals- Yes, ALL the rituals. One cultist might be seen on the edge of your map, only to steal a Muffalo (Poor muffalo), or may come in groups of up to eight, led by a Void Messenger (Their Pirate King), armed with Sacrificial Knives and the conviction of men whose fate is already sealed. Cultists will kill themselves if captured, usually in a gruesome way that will drop anyone who sees it's happiness like a rock. They're quite creative. If your planet spawns with the Cult as a faction, members of your colony may find themselves stricken by it's message, and go on a mad rampage in the name of the Void Gods. Their threat is not their attacks, but what they do to your colony. They find ways to inspire fear, and they plant their message in every corner. The madness of the cult is in the corner of your eye, always.

Scientists! We need more bodies, Herr Doktor. The Scientists are potentially friendly, giving you research in exchange for whatever they require at the moment. If you upset them somehow, they may send Assassins after you, or a small group of Lab Assistants to kidnap one of your Colony members and drag him back. Lab Assistants are unarmed and weak, but sneaky(Not as sneaky as an assassin though) and can disable electricity and turrets. Easily recruited.

Mutants! UIAHGIUHGAIUAHIUGH. The result of Doktor Hendrick's attempts to combine Muffalo with the resident Tribesmen. Disgusting abominations of science, they use nothing but their fists. Mutants might be soft and easily killable weaklings, or scaly, large monstrosities that can crush any man. Either way, they hate you. You should probably hope you don't spawn with Mutants. Mutants never attack in groups, and are suitable for any part of the game due to their variability.

Hounds! TARGET SPOTTED. Not dogs, but rather large, spidery machines armed with a mounted automatic weapon and hatred of humans. These aren't a potential faction, but rather wander the landscape in some games, searching for humans to kill. Always show up in groups of one. Very hard to kill due to being large metal things with automatic weapons. Their desires for blood are unknown. Maybe the scientists made them? Maybe the Void gods sent them down? Perhaps they were summoned by the Cult(OH GOD THE CULT CAN SUMMON NOW). In any event, stay away from them.

And that's all I got. It should be noted that nothing except for the Empire is necessarily Human. The Tribesmen are never, Hounds and Androids are Machines, and everything else might be anything. It's about 25% chance of them being human, 60% of some species of Xeno, and 15% of being rebellious machines.

Anything and everything said here is completely changeable for balance or whatevs. Just some ideas I think would be awesome to get implemented eventually.
EDIT: Please add any ideas you have. More enemies is always a good thing.

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