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Topics - Kegereneku

Pages: [1] 2
1
Off-Topic / Count to 1 before Tynan post!
« on: January 21, 2019, 01:06:15 PM »
Any further thread on that meme is self defeating.
All it do is sully and cheapen the collective achievement that had been recognized and -dare say- consecrated by Tynan.

Therefore it fall to me to remind everyone of the sense of awe from that great achievement and the riveting uncertainty that drove us all in this Rimworld while unplugging the spotlight of a literal copycat.

2
Ideas / [gameplay] Reworking Manhunter pack
« on: August 28, 2016, 05:07:49 PM »

Another attempt to answer the question "how to bring player in the open ?"

Why this idea :
Because the current event is redundant, not very interesting and discourage anybody from building anything but fortress, bunker or killbox at worse (but please don't add sapper-animals !).
"Waiting" though the manhunter pack is no different from a Fallout.
"Fighting" against the manhunter pack was a shot&hide exploit, now it evolved into shot&hide&repairdoor exploit.
Assuming of course you didn't get explosive manhunter destroying the "n00bs" who believed wooden house were legitimate and reasonable solution.

Lastly, it look frigging ridiculous. Predator who only hate human and will fight to the die against turret without any hope for food ? What are they ? Terminator disguised as animals ?


The suggestion :
/!\ don't hesitate to participate, I'm not here to force my playstyle unto others, the goal is to all have fun

- The non-manhunter approach :
The event become just a pack of very hungry animals, more hostiles then usual.
Carnivore will eat anything that live, depriving the player of wildlife and potentially killing traders.
Herbivore will eat any plants up to tree, depriving the players of free pasture.
They leave once they can't access food easily (maybe if their path-finding get them through doors and wall ?)

- Keeping them dangerous :
They move in number, will attack anything getting too close of their food, and they'll flee turret if they can't get food that way. So the only way to get rid of them is to get out and far away from all your turrets and maybe traps. And since most beast will be faster than you, baiting them will be hard.

- Making them exotic :
Pack animals (WARG) would move in separate pack, covering a lot of terrain, attacking one pack don't make the other packs converge (it give you a chance).
Herd animals move in huge herd, never spreading all around your base for easy picking so you'd have an hard time getting surviving it without explosive.
Explosive animals move in spreaded packs, they are easier to kill but you can't get a lot of them at once.
- They avoid FIRE, finally an use for all those cocktail ! Voluntary wall of fire

Expected result :
/!\ the Devs can have less animals since they don't have to match a fortress, only your weapons.
The idea is that if you leave them alone, someone can survive a manhunter without a bunker or a fortress.
In fact you can actually hope to survive if you are caught "in the open", and in fact that's the point. You CAN fight them, but you'll have to do so without your killbox.
You could snipe some beast to bait them to your turrets but the pack/herd will have to be close and not easily predictable.
That's all from me.

Yet you are encouraged to do so as they'll stay very problematic for your survivals.
- If you had lot of crops, say goodbye to them.
- If you needed to hunt, you'll have to hunt the predator first.
- If you used to let your animals eat outside, I hope you stored food inside.
- Traders may survive if they don't get close, but so might Raiders, appreciate two threat at once.
What doesn't change is Hydroponic as a solace, that's high-tech & costly enough.
- Finally, if you know you can hunt them, it might be a race before they make damage.

And hopefully it will become easier to build open colony with distinct building.

3
Ideas / [structure] More "walls" to give more balance opportunity.
« on: August 27, 2016, 04:29:31 PM »
Also an attempt to answer the question "how to bring player in the open ?" (or at least not punish them for not building fortress)


The idea :
Right now there's only one wall type, so of course it's an awesome wall, sturdy yet cheap to build. But in result it leave no room to balance the game between social/defense.
So the idea is to have different walls with different characteristic that you won't use as an universal Great-Wall-of-China.
As a side effect it would give much more visual creativity to our base pretty.
/!\ Obviously this change is expected along other balances that I leave to the devs. like say raider preferring to steal and leave than die, cave-in for mountain-base or making Manhunter not like terminator.

The suggestions :
- "Cheap Standard wall" : This is a fragile wall (visually thinner), it does everything the current wall do (heat...etc) but is fragile. (+ bonus to beauty and space of a room)
Balance parameter : cost, beauty, no-research

- "Costly Defensive wall" : this wall (visually as it is now) can also have roof, but it is much more costly and solid (slightly above the current wall), it is also required to support Mountain-roof (it has double heat isolation for better or worse)
Balance parameter : cost, strength, [optional : need research, replace floor]

- (optional)Fence : this is the cheap stuff, it doesn't protect from anything but if you want something to herds non-hostile Pathfinding that's what you would use, it's "deconstructed" by attack as if it didn't exist.

For doors, just apply the same logic + difference of speed.

- (optionall)Strut/Support : cheap, it doesn't block passage but you cannot build here, if (for balance) you wanted to reduce how much space a roof can cover this, would be what you put in place. /!\ Alternatively you could just have defensive wall have a bigger roof reach.


Expected results :
/!\ First of all, more lever to balance the game as new features are introduced.
And as a bonus you get another wall for prettier base


Open-base : defense-wall isn't used to encircle entire farms, you might be tempted to just build all adjacent room in the stuff but remember that cheap-wall have social-bonus and faster-doors. So you'd build only specific structure out of the defensive one.
Instead cheap-wall and their bonus become your standard. They can't resist sapper, so you'll want to intercept them outside or attract them to well protected building.
As a side benefit, cheaper wall could allow more risk-taking when you start the game.

Fortress : If you sacrifice social bonus, you can still circle or make the entire base out of defense-wall, but it will be very costly if you wish to protect crop and stockpile as well. If you planned much ahead you'll certainly get your indoor colony, using cheaper wall for the inside. Despite the name "fortress" you are still encouraged to go in the open as mortar become deadly against cheap-wall (that's by design you know, you shouldn't be invincible against everything or nickname raider "loot delivery")

Mountain-Bunker : I'm really counting on a Nerf versus Mortar, cave-in and the sort. Because those bunker would profit a lot from the arrangement. Alternating cheap-wall and Defense-wall for support and social bonus you get a base that is not utterly invincible, less ugly, get plenty of material and you get strong replacement wall after sappers dig in.

Reason for (optional) fence-physics :
We already have sand-bag for strong, firing position and it take the very important metals. So to not be easily used for exploit as ablative layer of walls, fence do not stop projectile and get destroyed on the path of anythings hostile.
What fence are for is deflecting pathfinding of any creature not attacking your structure to get at you. I'm not sure how hard it would work within AI but I see nothing impossible.

Reason for (optional) Strut-physics :
You want to balance how much area a roof can cover, but you don't want a wall blocking the way ? that would be a way. It would to allow to reduce room size without killing big table. /!\ Alternatively you could just have defensive wall have a bigger roof reach.


Don't hesitate to suggest refinement along the original objective, or just share your opinion of it.

4
Ideas / To make wind turbine better : visual hint for wind direction
« on: August 21, 2016, 06:49:59 AM »

All is really in the title. You get visual hint, and get a wind bonus for building in the right (map-defined) main direction.

Alternatively : Make the Wind turbine autorotate along the map-defined strong wind. (with weather base change of direction)
Of course, it will make harder to use wind turbine so I suggest a buff as well and VISUAL HINT to know the direction of the wind.
This should encourage adapting to our environment and make for more natural cluster of windmill.

Last suggestion for planetary-generation : some biome considered "WINDY"
My reasoning being that you could get to choose whether solar, wind, geothermal or fuel is better before choosing the crash site.

5
Ideas / [AI][SIEGE] Giving basic tactics to raider & attack dog.
« on: July 28, 2016, 02:10:10 PM »
The topic started from another one where we try to find a better solution to prevent easy exploit of sieges than adding wall and heavy fortification.
My personal objective being that we reach the point where we have (in tears) to ask Tynan to REDUCE the raiders manpower until it's 1/1 or less. Thereby also reducing items farming and lessening "infinite raider" syndrome.

Why I think the game should be able to handle it :
The game know where it build its sandbag/mortar, the game know at which distance your colonist are from them, and distinguish between Melee/shooter and mortar operator.
The AI "tactic" is only based on distance from Mortar and attack/defense status. Nothing abstract like players' intent or flanking.

Current metagame : Snipe from beyond shooter range while they do nothing .
First solution : Put their shooter/sniper behind the sandbox, this should encourage player to outflank.

Next :
PREVENTING NEW EXPLOIT WITH BEHAVIOR / TACTIC

1) SIEGE PHASE (after installation, when not attack)
Shooter behind sandbox, melee patrolling behind, mortar in use.
Mortar don't shoot at Pawn close to them, only at structure or Pawn far away. (making them more dangerous)

2) PLAYER START SHOOTING (at any raider)
Shooter/sniper stay in position
Mortar stop shooting. Operator are freed to combat, only follow up to a minimal range (roughly shooter range).
Melee fighter goes out, retreat behind if no colonist is within shooter/sniper range (to avoid baiting them from afar).

3) IF PLAYER RETREAT/LOSE (no Colonist alive/conscious closer than X)
Check if a mortar is destroyed.
If not : Raider don't follow, going back to Siege Phase
If destroyed : Raider goes full attack. (only way of baiting them)

ATTACK DOG for Melee Raiders.
Those aren't bound to the "minimal range" described above, this is to allow them to (at least) injure some Pawn.
The idea is to force player to not just have sniper and to move in numbers.
Equivalent to dog can be added for Mechanoid Crashed ship for the same reason.


If the AI is good enough :
ADVANCED IDEAS : (to break monotony and create choice for the player)
1) SPLITTING RAIDERS
- One is the entrenched (but weaker) Mortar team
- One is a mobile (also weaker) force wandering somewhere else. /!\ they don't split further (from my understanding group-movement have been working out by the Devs team when they said raider would protect kidnapper)
If the player attack one, the second force may either regroup (toward the attacked one) or attack the base (kidnapping/thief/pillage), meaning the players also have to choose if he split force.

2) HARASSING TACTIC (can be counted as a new events)
- A mobile force of raiders chose a Colonist/Structure/Items to Kidnap/Attack/steal.
- If there's more Turret/Colonist than Raider in a certain radius : they call off the attack and regroup away, only leaving if out of food or if they go "full raid". (yes, even pacifist colonist count, think of it as a bluff)


Feel free to suggest other tactic ideas, this topic is for everybody.

6

I'm pretty sure it was discussed before, but I couldn't find back a thread.
Is there any stance or problem with the idea of sharing bills across every equivalent production table ?

For clarification :
The idea mean that if you create a bill on a crafting-table, it will be available from every equivalent table built or new.

It would avoid the following problem :
- Only one bill being done if the crafting-table it was made on is already occupied (despite the presence of another equal table)
- Copying bill from one crafting-table to a new one
- Orphan bill after table destruction

I don't know if developers ruled it out because of an incompatibility with game logic or anything else, hence the question.
I think the answer would be worth putting in the "Frequent Suggestions Topic!"

7

Abstract :
I was thinking about how some suggestion are like "injecting administratium into Rimworld" and I wondered if there wasn't still something useful in the concept.

Description :
You place a spot (like the crafting spot) where you create bills, bills for "jobs" linked to others colonist (ex :helping)
note :
1) the colonist isn't tied to the spot
2) pawn can do different bills of the same spot at the same time
2) some bills activate if some condition are met (status like injured/events/hostile on map)

Example of bills :
- Trader : (assuming we get AI that wish to buy) A selected pawn will be the one contacted by AI-trader who want something. How : if any trader is present, it become its next task to wait at the spot and be contacted. (obviously the idea can be expanded later)
- Assistant : Follow another colonist if he share the skills/jobs and help him out with a major bonus to everything (cooperation between pawns ! assistance for surgery !! research !!! bonus to crafting !!!!)
- Social helper : The pawn help a broken colonist stay safely in his room, those about to break to keep it together or defuse social-fight.
- Leader/Manager : The pawn stand there doing absolutely nothing at all but somehow give a working/social bonus to pawn around him
...etc

Basically the idea is for jobs that are based on interaction with other pawn or don't require crafting table.
Don't hesitate to suggest other ideas in the same veins.

8
Ideas / More Disease that require surgery
« on: April 25, 2016, 04:51:19 PM »
For all the surgery-equipment, sterile-room and complex gameplay we have, I'm surprised there's so few reasons to use it.
We keep gaining Infection, Parasite, worms... but the best you can do with that is clean, bandage and take pills...

What about disease that aren't immediately life-threatening but would require an operation under anesthetic with a good doctor ?

- Misshaped bones ("Crack" don't feel incapacitating enough, and DESTROYED LIMB happen too easily)
- Artery clogging (visible by looking at organ not functioning a 100%)
- Organ disease (e.g. liver because of alcohol)
- Skin graft (for burns)
- Obesity
- Parasite removal
- Hernia, Fistula (yes I'm reading wikipedia)
Of course, failure would cause infection.

The idea is to leave the player with two choices :
a) Do nothing, but live with a penalty (health/pain) until you get better doctor/stuff.
b) Take your best Doctor, best room and try to get a 100% of completely solving the problem.

Feel free to give better idea. Or tell me if I missed something already present in the game.

9
General Discussion / Question for Tynan about Storytellers
« on: May 24, 2015, 03:22:51 PM »
Tynan,
Thank you if I can bother you for a question about the themed Storytellers you said to be considering.

Quote
[..]we're considering other AI Storytellers, too. High population storytellers, starvation storytellers, seasonal storytellers, moody storytellers, and anything the community thinks up are all on the table.

A chance remark made be wonder if Events are classified.
By that I mean if Events can appear or never appear with specific storyteller. (or inversely if those digital person are selective on the tropes they uses).
So far the story of Cassandra, Phoebe and Randy seem to indicate they are not.

Do you plan anything like that ? Or did you chose not to ?

10
Ideas / [Gameplay] Linking Outfit-system with a Storage-structure
« on: May 16, 2015, 02:59:01 PM »



Abstract :
We have multiple sort of clothes with different stats for all seasons, temperatures and some combat-oriented clothes.
Colonist will opportunistically try to match various "outfit profile" from clothes lying on the floor, and abandon the previous outfit nearby.

Problematic :
IN SHORT : We can't easily change outfit for combat, events or store clothes.
- Storing a few clothes take a lot of space.
- Auto-change take some time, the colonist must check often and run all around.
- Auto-change is too slow to respond against immediate event.
- But manual-change is a click-festival.
- Keeping combat-clothes can have penalty.
- And setting a stockpile in colonist room require to manually filter it like the outfit profile.

I've read this...
But anyway, I have ideas on how to handle clothing AI but they'll have to be independent of any object (e.g. wardrobe).

Suggestion :
I'm still going to say "Wardrobe".
Because this one should (hopefully) blend with the "outfit-system".

It's a "stockpile", filled with an outfit-profile, that stack.

How it would work :
- You defined an outfit-profiles.
- You select outfit-profile for the Wardrobe.
/!\ Hauling-job are automatically created to fill it with clothes that match outfit-profile.
- If a colonist check for clothes, the wardrobe come first.
- When you change a colonist outfit-profile, he will check the wardrobe(s) right away.

What the point ?
- a colonist will find everything at a single place & change everything at once.
- if you change profile setting, all wardrobe update, colonist check.
The wardrobe would contain 2 outfits-profiles.
- to automatically store previous outfit in if it match said profile.
- more clothes per case.

detail to solve :
- deconstructing/emptying a Wardrobe is like stripping body.
- the wardrobe will need update as new clothes are available.
- Wardrobe's content might not be able to appear for selling.

Opinions ? Did I missed a critical details ? Failed to cover a problem ?

11
Ideas / "Haul to" job order
« on: May 07, 2015, 05:32:04 PM »
We have already this "Haul" order :


We could have an additional "haul to"

(10 hour in photoshop)

How it would work :
> [you already selected an item/stack]
> Order -> click "Haul to" (shift + "haul to" = select a quantity)
> Select destination
(edit:)> a custom hauling-job is created, a colonist will do so sometime.
Once dropped the item is forbidden. (or left in the state if was in the first place)

/!\ Note : This is not an oldschool direct-ordering-pawn-to-haul-stuff thing, nor meant to do the job of Stockpile.
It is meant to move specific items to place outside stockpile and/or items without a stockpile that accept them.


Complementary :
- could be made to work with sculpture (to automatically uninstall/reinstall somewhere else)
- could be made to work with furniture (so a lamp/heater can be moved)
- could be fitted (along normal Hauling) with an optional prioritizing system.


Warning : might be followed by wave of shell-based minefield.

12
Ideas / [Discussion] In search of the most minimal Toolbox
« on: April 27, 2015, 10:34:17 AM »
Question : What is the most minimal tool-system we can imagine ?

To be clear : I don't really care about having tools.
But we keep hearing it suggested, and near every time it promise one hell of micromanagement or to clutter the bases with dozens more degrading items.
So the idea is to discuss only the simplest tool-system one can imagine and make the most of it in gameplay.

Why do we wanted tools/toolbox ?
- quest for consistency, it feel a little odds to shape steel and micro-circuit bare hand.
- So it add something to improve upon.

My take on the most minimal & non-intrusive toolbox system ever.
Area of effect + One easily movable item = 1 items


Consider the following :
- it would usually alway sit in your base and explain 'construction'.
- one click "haul to" order, originating from it.
- mining/deconstructing wouldn't need it, or you could build sub-toolbox.
- it is sufficiently awesome for raider to attempt stealing (and for you to sell sub-toolbox if found)
- Eventually it could be upgraded/powered or else...
- we might stop horrible tools suggestion.

The con :
- Might need some way to allow automatic transportation of the thing(s) if you really really want a workflow/mining flow that can't wait one hauling order.
- Single point failure if destroyed.


Please feel encouraged to find something even simpler.

13
Ideas / [Diplomacy] A "Guest-class" similar to "Prisoner-class"
« on: April 24, 2015, 04:42:29 AM »
This suggestion isn't new, but so far I haven't seen a topic with this specific line of though.

We all want to recruit amongst visitor without capturing.
The problem is that unless you capture the visitor will just depart away, and why not ? They are only visiting, entirely free, at no point they specified they would stay.

The idea would be to fill the blank in this (self-made) relation (inter-faction) table.
                  [Not-staying]        [Staying]
Friendly        Friendly        Colonist
Neutral        Visitor        <GUEST>
Enemy        Hostile        Prisoner


I know it doesn't feel right to equal the two, but we already have a "Prisoner class" who stay (against their will though) long enough for you to recruit them (or become food, but that's not considered normal practice, right ?). So the idea would be for all intent and purpose to consider the guest like a prisoners that won't leave (the colony) unless some conditions are satisfied.

The modus operandi is obvious, you would invite visitor(s) to be guest with direct order (using your most social pawn) and he would occupy a colonist room (I don't see a need for guest-bed for now).

The unknown is when/why would he leave. I'm hoping we could discuss it.
- We need the guest to stay a few days
- But no flaw to exploit to keep him indefinitely
Do we appeal to his mood ? joy ? comfort ? Myself I think one would get suspicious being served Lavish meal in a gigantic double-bed Royal room with flower and statue everywhere.
Could guests be impressed by our colony itself ? (the mood of our colonist, I wouldn't put the health)
Alternatively the time he stay could be fixed/arbitrary and difficulty to recruit equivalent to prisoner, again.

Later this feature would follow up for diplomacy : You could have visitors asking to become guest to be under your care/protection. If something bad happen to a "guest" it would be different than for visitors. And what if a faction enemy's to your guest come to visit ? (Dun dun duunn !)

So, what'dyou think ?

14
Ideas / [Story] Imagine a Storyteller !
« on: April 23, 2015, 06:01:38 AM »
    MAJOR REWORDING, due to Alpha 14 and the Scenario System.
    While the feature definitely change the way this topic was originally written, the general idea is still fully relevant and I'll be explaining why Themed Storyteller would go perfectly well along.

    In short :
    If the Scenario System set definite rules and force or forbid events. It's the storyteller which determine which events are preferred, how many of them are allowed by time, and it can modify rules that players haven't access to or can't modify as a programmer would know.
    The appeal is also to be able to be to change a story direction on the spot rather than through big menu or game files.



    Abstract :
    As its Developer Tynan describe it himself "Rimworld is a sci fi colony sim driven by an intelligent AI storyteller".
    As such the storytelling and event are the most important parts of its dynamics.
    The website also indicated(prior to Alpha11) : "we're considering other AI Storytellers, too. High population storytellers, starvation storytellers, seasonal storytellers, moody storytellers, and anything the community thinks up are all on the table."
    Which will likely be a wonderful addition if Rimworld get enough events to make themed Storyteller viable.


    /!\ NOTE /!\
    Don't hesitate to participate.
    The (revisited) objective of this topic is to determine GLOBAL THEMES that can offer as many (yet coherent) game experience as possible, without require all players to modify the game files.
    The secondary goal being to make Storytellers that are also compatible with themed mods


    My own suggestions assume that we will get multiple ending aside 'Spaceship Escape'.
    And that we can still change storyteller during game.

    Already present storyteller :
    - Cassandra Classic (aims for a rising curve of challenge)
    - Phoebe BasebuilderChillax (same rising challenge, but with longer calm period)
    Suggestion : make her Phoebe Friendly with no bad event !
    - Randy Random (chaotic, everything can happen the best or the worse)

    STORYTELLERS

    [Imitator/modifier]
    • CODENAME : Edison Endless
      Defining attribute : Endless game
      Description : Edison copy the style of another storyteller and have it carry on forever, rather than pushing you to leave or die.
      Options : Difficulty & Storyteller influence

    • CODENAME : Robert Robinson (reference to the author of the 'Mars' Trilogy, a family from "2001:nights stories", plus a Mars-colonization activist on the go)
      Defining attribute : High population
      Description : This storyteller will prefer events that increase population and influence a much larger numbers of colonists, it also increase the number of animals and others resources to go along.
      The Robinson are a large family, so his story tend to include a lot more colonist.

      Options : Difficulty & nominal population cap & Storyteller influence

    [Gameplay-modifier]
    • CODENAME : Claire Climatic (alternative : Henry Hotel)
      Defining attribute : Climatic Apocalypse
      Description : This storyteller allow you to not only select a type of Climatic catastrophe, it will modify the (non-event) weathers setting (like duration of rains, storms and brutal temperature change).
      It would also simulating animals migrating as the temperature change.
      If events about factions asking for foods/clothes appear, it will increase their probability to fit with the context.
      (Include Fallout as well)

      Options : Type of climatic apocalypse (climate warming/cooling/alternating widely/more fallout) & max temperature change from normal

    • CODENAME : Kagunda Kikuyu reference to Kirinyaga
      Defining attribute : Low-tech Event
      Description : Regardless if you have chosen the "Lost Tribe" scenario, this storyteller will prefer non-technological Event over things like Solar Flare or Psychic drones.
      As such you can use it to create a technological colony with less Solar-Flare/drones/others without having to forbid those completely.

      Options : Difficulty

    [Event-filter]
    • CODENAME : Genghis Game
      Defining attribute : Military nuts
      Description : Favor combat oriented events and 'diplomacy at barrel length' over alternatives, this storyteller will purposefully stage balanced or more challenging battle, longer fight, and prevent the generation of colonist inapt for combat.
      It will also occasionally neglect usual "event cooldown" and (for example) generate more siege than allowed normally.

      Options : Difficulty

    • CODENAME : Moody Maddox
      Defining attribute : Mood & psychic
      Description : This storyteller will gravitate more toward moods changes for your colonists. Health, relationship and psychic related events will happen more often. Interaction with visitor and other factions will be emphasized.
      Options : Difficulty

    • CODENAME : Helen Hunger
      Defining attribute : Starvation
      Description : This storyteller will aim to make food production as important/difficult as possible without straight up blighting your cultures into oblivion, crops will take longer to grow, raider and tribal will attempt to steal food, animals might also be tempted(done).
      Options : Difficulty.

    • CODENAME : Doctor Drake
      Defining attribute : Health
      Description : With him a plague is really a plague, those become (or get more) contagious and you have to set up 'Allowed Area' to prevent epidemic, the Medicine skills also take longer to increase.
      Switching to this Storyteller is ideal to simulate a sudden deadly plagues in your previously healthy colony

      Options : Difficulty

    • CODENAME : Desolate Daniel Original suggestion by mumblemumble
      Defining attribute : You versus Nature
      Description : Daniel is into being one with the land, survival, and having the grit to survive. Raids, mechanoids, traders, visitors,  and other social interactions become less preeminent, while wilderness and weather based events (and non-events) gain in importance. Daniel will force you to fear the caprice of Mother Nature more than anything else.
      Options : Difficulty

    [uncategorisable]
      Declination of (~Helen + Maddox + Drake)
      • CODENAME : Gothic Gwen Inspired by Vaperius
        Defining attribute : Death happen, a lot
        Description : "Life is ephemeral, everything that live is bound to die".
        In short you'll be going through pawns and animals a lot more faster than usual, trying to keep a particular one alive will be a constant race against The Grim Reaper.

        Options : Difficulty & whether or not a Grim Reaper appear aside characters near-death

      • CODENAME : Null Nero
        Defining attribute : Nothing ever happen
        Description : The only event that happen will do so in a purely inconsequential self-defeating manner, Nothing ever happen.
        Options : Difficulty Nothing ever happen

      • CODENAME : Tony Troller (Inspired from som "smartbombradio", shared by b0rsuk here)
        Defining attribute : Want you to rage quit
        Description : Tony's story elevate Trolling to the level of Art. But simply killing colonist or destroying your colony is no Art, neither is spamming bad event. No, no.
        Instead he will even be generous, for there is no rage if there was no Hope. He will watch you prosper... only to have your costliest stuff burn in a suspiciously precise fire accident. He will send you visitors... hundred of them with enough beast to eat everything you left (un)checked. He will send you easy raid, only for you to lose power at the most inopportune moment. You will be able to rescue extremely talented colonist... armless. You will loot a lot... during a rainy storm FALLOUT. You will see trader... just before a Raid or berserk animals kill and rob them. He will watch you accommodate to a frozen tundra... just as it become a burning desert.

        ""whenever you find a cheap behavior, a terrible idea, something that player's DESPISE but you as the dev love, give it to charlie.""


    Note:
    Events suggestion here
    Game Ending suggestion here[/list]

    15
    Ideas / Item left ouside muddying/looking dirty
    « on: March 26, 2015, 10:26:06 AM »

    An hopefully simple idea.
    It would be a visual effect only making item left on specific soil outside 'muddy', as in texture similar to dirt (or blood) is superposed to those items as time pass.

    It would be for ambiance, making them harder to see.
    But maybe it's not worth the frustration or retrieving that "damned thing you wanted to haul".

    Aside that, retrieving the item would instantaneously clean it. No other game mechanic is necessary, this is purely visual.

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