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Topics - Keychan

#1
The idea stems from ant and bee colonies where newborn queens go into a phase called Nuptial Flight, where the young queen ant gets wings and leaves the main colony to mate and build up its own. 

What would happen in-game is that the player will get a message that a young hive queen has enter the map and will be looking for a place nearby to brood. 
The young Hive Queen will enter the map, young and with wings, and will randomly choose an area on the map that would have a mountain overhead roof.  It will then dig until it meets that location and dig out a small room.  It will idle around its small room until it matures, losing its wings and getting fat. (Probably eating some nearby local wildlife or farm animals while at it)
And I've thought up two scenarios for its reproduction phases once it matures:

1. The Hive Queen will spawn/build a MegaHive.  The MegaHive does not spawn insects, but normal hives at twice the normal rate.  It will also spawn an exessive amount of insect jelly and glowpods.  Only the Hive Queen will be able to tend to the MegaHive.  If the MegaHive were to be destroyed, all normal hives stemming from it will become dormant and no spawn other hives.

2. The Hive Queen will lay insect eggs that have a chance to spawn as either 3 already existing insect types.  (Higher chance for Megascarabs and lower chance for MegaSpider).  She will spawn a normal hive once a week.

As long as the Hive Queen lives, as a part two warning notification for the player, a portion of the insect hive population will attack the player like when a raid siege or waiting raid chooses to attack the player.  This would only happen after a very long period where the Hive would 'feel' its confident to attack the player. (Its population when compared to player wealth)

The Hive will be something you would want to nornally deal with early, but, if scenario 1, you can also use it to choose to farm it's insect jelly and glow pods.  Probably also the queen may have a valuable body part for killing it at its mature stage.
#2
Yoko and Jake have been travelling for days to Harmony's Mesa. They hope make a hefty amount of silver for the smokeleaf joints the colony's made, but something strange comes up on their sensors. An ambush?  Manhunters?  No, what they saw in front of them was the ancient remainder of a colony.  But that's strange, nothing showed up on the world map.  It belonged to no known faction on the planet.  Oddly enough many of the buildings seem intact, hiding their history.  Warily the two walk through the ruins.  They could see remainders of strange mechanoids never seen before and old signs of a struggle of the last moments of the locals.  As they quickly walked away, they write down the location and quickly go on their way.

With the new caravan system introduced into the game it would be great to have player's stumble upon ruins of colonies that do not appear on the map.  These would only appear if a player caravan has traveled over an area set to be an abandoned colony or ancient ruins.  These ruins could be 'fresh' colonies just like the player's but failed miserably early and left simple goods, or they could have been from an ancient civilization with treasures and mysteries waiting to be found.  This could be a great new way to add more to the world travelling system and could add more to other parts of the game.  In the world creation menu you would be able to choose to have many or no ruins to spawn on the world map.  Treasure hunters would be another 'merchant' type, that is similar to exotic traders, but sells more of what you'd fine in these ruins, expect a lot of glitterworld tech, medicine, and maybe even some mechanoid type items.  What do you guys think? Anymore ideas on how to use the new caravan system?
#3
I propose being adding a bill that allows pawn to have some of their blood to be drawn to create blood packs that refill the same amount. I've always found it strange that pawns were able to quickly recover from blood loss within a few days and be completely fine. According to the wiki it only affected consciousness when it should also be affecting blood filtration.

With that I also propose blood loss recovery period where the pawn requires more rest and to eat more according to the severity of the blood loss amount. It will extend past the blood loss debuff as the body needs time to balance out its chemical levels, but be much less severe as you blood volume has normalized.

And for the sake of management, there shouldn'tbe blood types involved as it would make this mechanic too complicated. We don't have to deal with transplant rejections, so I see no need to make it THAT real.
#4
Ideas / Factions and Relations on World Creation
September 12, 2015, 02:17:44 PM
When I generate my world I always check to see what other inhabitants live on it.  Will there be 3 pirate factions or will Outlander towns be non-existant?  What I look forward to the most is each of the faction's relations with each other, but I can't see that until my colonists have landed in-game.  I like the dynamic conflicts between non-pirate factions and I would like to know it before hand when I create my colony.  When the world only shares only one common enemy, pirates, it becomes bland. Usually faction relations with each other are the same for each colony on the same world.  A list or tab to show relations between each other's factions would be nice addition to the world creation menu. 
#5
We all love and watch TV as it's a daily part of our lives, but what about the colonists of the rimworlds?  What are they watching, and more importantly, how?  Description says there a signal coming from somewhere, but where do you guys think it comes from.  What do you think colonists surviving day by day would watch?  I'd like to think that the only channels are Glitterworld infomercials just constantly playing advertisements with their mega-powered broadcasting technology.
#6
Dead colonists and dead raiders shouldn't be lumped together and buried in the same manner.  Your colonist are the flesh and bone of your colony and should be buried honorably and remembered for their contributions.  Makeshift graves to throw corpses into should be for unwanted visitors, not your colonists. 

Tombstone Sculpting
Tombstones could be a crafted stuff-based item that would then be 'refined' or sculpted by an artist.  Choosing not to refine the tombs would just make it a simple name and time of death place holder.  Choosing to refine the tombstone would give it beauty and description about the deceased, similar to statues.  The system would work as adding a tombstone to a grave as a bill, then you can then add a bill to the tombstone to sculpt it.  If the person were to be dug up, they would be in a coffin with the tombstone placed on top it.  It could then be buried elsewhere, but you'd be unable to remove the corpse.

Surface Tombs
I thought about this idea when I was storing corpses of my enemies in a giant mountain freezer as trophies.  I've liked building outdoor colonies, but always kept a single mountain or hill on the map for massive storage of food and 'trophies'.  I believe the idea of a mountain tomb would add to the aesthetics to the game where it could be a dedicated area for your fallen colonist (and/or foes).  You're not able to digs graves into hard flooring, but what about building surface graves or tombs.  Unlike regular graves, it would cost stuff to make them so they're not free to make.  Placing a regular corpse would just place a simple slab on the tomb, but placing a sculpted tombstone/coffin would have a similar effect as if it were buried in the ground.

Another 'Joy' Activity
Although it doesn't seems 'joyous', people do go visit graves and talk to the deceased.  It helps bring them peace and an outlet for emotions, so I believe it would appropriate for colonists to take grave visits.  Even if is just a visit, their could be a flowering picking and leaving action.  This would encourage growing flowerbeds near your cemeteries and make growing flowers somewhat usable.  If you don't have grown flowers, colonists would just wander around and grab random pretty weeds in place of flowers.  Flowers would be placed on tombs and colonists will chat with the deceased.  Flowers that are left on graves or tombs will rot and be left up for cleaning later to create some maintenance in cemeteries.

These are my ideas for a cemetery focused idea.  Up for discussion and I can only hope it provides some food for thought for ideas in the game.
#7
Ideas / Flaming arrows and firing arrows over walls
March 11, 2015, 05:08:30 PM
We all know that bows and guns function the same in Rimworld.  Both shoot straight projectiles and do damage.  Bullets are fired in straight lines, but arrows do not.  Arrows could also be lit and used to ignite a target at a distance. It would be interesting if bows had the ability to fire arrows over walls and into unroofed areas, but with greatly reduced accuracy.  This could be put in place for the tribe faction's lack of a siege mechanic.  Raining flaming arrows could be a threat during a raid from tribes as you would have to worry about the threat of your resources and structures burning, raiders knocking at your door ready to club your face in, and not having colonists get hit by a stray arrow over the wall. 
#8
There are six biomes as of Alpha 9, Tundra, Temperate Forest, Boreal Forest, Tropical Rainforest, Desert, and Arid Shrubland.  Each have their own challenge and obstacles to over come, but I've noticed, in my experience, that the Arid Shrubland is the easiest biome with only a single obstacle being the temperature.  There's a moderate amount of trees and cactus's for wood, year-round growing grounds, and a generous amount of large game.  Is the Arid Shrubland suppose to have more difficulties than just the high temperatures or is it suppose to be the easiest biome?
#9
Ideas / Introduction of Meal Qualities?
March 07, 2015, 11:08:29 PM
With the introduction of clothing and weapon quality, are we going to see the implementation of food quality?  I know there's already simple, fine, and lavish meals, but a master chef could make a simple potato soup a lot better than someone who's never stepped foot in a kitchen.  I thought we could change the meals into, simple, complex, and harty meals.  Each level of meals already have a higher saturation restoration as quality goes up, with lavish and survival meals at 100. Those of you worrying about negative moods, simple meals could have just, normal and higher qualities, only skills below 3 can make lower quality simple meals.  Higher qualities of meals could give more mood buffs while higher meal levels could make colonist starve slower.  Or maybe I'm over-thinking and making it too complex, give your thoughts.
#10
Ideas / Faction Traits/ Faction Leader Traits
March 06, 2015, 01:13:02 PM
With the introduction of faction leaders, which I believe have no play in the game as of Alpha 9e, it would be great if they have their own personalities that affect the faction.  If you have a world with two or more pirate bands, they're exactly the same, they hate everyone and everyone hates them.  Imagine if the traits of the leaders affected their tactics and behavior, same with Tribes and Outlanders.

Trait examples for faction leaders

>Reckless - This leader is all about bulk and quantity.  Low quality and less equipment, but attack in greater numbers and always immediately.
>Combat Veteran - This leader knows a defense and is always ready for battle.  Colony is well equipped combat-wise.  (New mechanic?)  During attacks, some enemy pawns with have siege ladders/ropes, once built allows climbing over single and double walls, slowly of course.  He/She knows a fortified defense when she sees one (Killboxes).
>Cannibal - This leader believes eating others makes them stronger, dog eat dog world.  As a friendly, loves to take fresh human corpses from you/willing to trade for them/trades human goods?.  As a hostile, higher prioritizing of taking wounded and corpse when fleeing or leaving.
>Diplomatic - This leader can be believes in cooperation before action.  Allows more frequent negotiations, may threaten an attack and allow you to pay them off.  Or will have the delayed attacks (where they wander around in an area before they attack) and asks for a negotiation to pull back his forces.
>Peace Keeper - This leader is dislikes fighting and will try to befriend you in many manners.  As a friendly, provides an active trading system and many visitors.  As an enemy, will try to give you many negotiable options to raise relationships, discounted 'bribes' event for example.  Will still attack you, to keep their own peace and safety, but would prefer to avoid it.
>Loyal - This leader is very loyal to his allies, a great ally, a scary enemy.  This leader will not befriend a newly built colony over older ones.  Must befriend his allies before he befriends you.  Becoming hostile with his ally will break friendly relation. As a friendly, will have more frequent reinforcements during raids.  As an enemy, if their ally, (also a hostile faction), raids you, expect them to be fighting along side with them.

By giving the Faction Leader's traits rather than the faction itself one, that mean killing/kipnapping them during visits/raids would give the faction a new leader, thus new traits.  Also, some factions won't have some traits, imagine a Peace Keeper pirate leader.