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Topics - starlight

#1
Ideas / More methods of getting new colonists
November 12, 2014, 12:37:42 AM
I have been a Kickstarter backer, and in the very first release the method of integrating colonists by making them prisoners made sense. It was, after all, an alpha release.

I played Alpha 7 sometime back, and loved all the additions since Alpha 1. The immersion loss from the prisoner issue is really jarring. (I didn't feel like taking them at all, resulting in a really small team).

Please provide other means, as well, of increasing the community size in Rimworld.
#2
Ideas / Stacking for meals
March 20, 2014, 04:44:52 AM
Meals should stack in groups of more than one.
Otherwise stockpiles quickly fill up only with meals.
#3
Ideas / Integrating Mods into Mainline Rimworld
March 20, 2014, 04:33:33 AM
Hi,

I think mods make a lot of sense. There is also a vibrant community making mods.

However, there are a large number of mods making different kinds of changes. Some of these are changes that will *anyway* be needed in mainline Rimworld.

I am talking about things like a *wood economy*. Probably / hopefully the only reason it is not added it is because of lack of time from the dev.

Hence, I would like to suggest a sort of competition where the best mods that have content in line with the story / development focus of Rimworld get integrated with the mainline.

This lets everyone get the benefit.

If not, someone (I don't who!!) can make a mega-mod that brings together different mods.......or different people can come together to work on different parts of a mod.

#4
Ideas / Campaigns and Scenarios
March 18, 2014, 05:03:44 AM
One of the foundational features of a good game is that it breaks content into tiers and gives the player something to aspire to.

Any standard game like Age of Empires or a brilliant City-Builder like Emperor: Rise of the Middle Kingdom has a progression in that the starting campaigns are easy and gradually get more difficult.

In that content, I would like to propose:
1. A tutorial / campaign system: Tynan only needs to program the modding / creation capabilities into the game, the actual campaign content can be built by the community and the best ones made part of the official game package
So the tutorial would include stuff like:
1. Get X people
2. Build A, Build B

while the campaigns would get custom maps, custom raiders, and specific goals like save X amount of money, etc.

You could have individual scenarios, or a group of them for a campaign.

This is not necessary and is a very different vision from a DF-style game, but will add structure.
#5
Ideas / Update Changelog for Release Versions
March 04, 2014, 03:41:05 AM
This is a minor gripe  - but I actually missed the fact that there was a new version.

I was following the changelog on a daily basis, visited the blog today and realised that there is a new version.

Everything else is there in the changelog - just need to add Alpha 2.
#6
Ideas / Tutorials in Rimworld Wiki
November 26, 2013, 04:17:55 AM
Hi there,

Maybe this should be on the Wiki but.......

And this is more a community idea than for Tynan.

Anyone interested in making tutorials for beginners. Or it is too early / too easy a game?
Could then be expanded later on as the game gets more complicated.

Would also help to share a few standard base layouts so that other people could make use of them.
#7
Ideas / Complete Enemy Overhaul
November 15, 2013, 02:39:00 AM
Hi,

I just started playing a few days ago. Have played 2-3 colonies with just 1 raid happening.

But one thing discussed in the forums strikes very throughly. The in-game raiders have one very distinct objective - kill. The old tactical shooter comes back to life when this happens. And it creates huge amounts of cognitive dissonance.

I think that there needs to be an underlying economic / culture model to attacks, etc.
1. Wars and battles the world over are fought for access to resources like land (and the resources that it grants access to like crops and metal).
2. They are also fought on the basis of affiliation to groups like tribes, and nations. But the underlying objective is still point no.1

I suggest:
1. Introducing local people who will come and trade with you.
2. The option to settle in a non-populated  / moderate hostility / high hostility area.

In areas with moderate or high hostility, the local populace will ask for a levy which needs to be paid up daily / weekly / monthly etc in terms of resources.
In high hostility areas this could extend to turning over slaves.

Not meeting these criteria will lead to attacks.

Hence, I would like to divide attackers into:
1. Thieves: Will be invisible until 1 square away from a colonist. Will attempt to reach your stockpile and will then depart with y resources.
The game will inform you about the theft once the thief has completed the theft and left the screen.

2. Successful thefts will result in more thieves. This will culminate in a raid.
Meaning: Raids are the final stage, not the first.

3. There could be various groups on the planet.
Some will be focused on theft, some on levies.
A few could be focused on killing you. (Say: the cult of the spider goddess attacks you).



3.

#8
Support / What are Drop Pods Used for?
November 13, 2013, 05:16:12 AM
I get the message that "some stuff from your ship has landed".

So I get food, metal, and Drop Pods.

What are Drop Pods, how do I interact with them, and what are they used for?
#9
Ideas / User Interface Suggestions
November 13, 2013, 05:14:44 AM
1. Let people cycle through colonists using [ and ] keys. This is when they are selected with their thoughts / need, etc.
It will also help find a colonists who is at the edge of the map.

2. Show the skills of a colonist in the checkbox in the Overview menu, or at least in the hover.
Currently it only shows his overall aptitude.

3. Keep an in-box for system message like Crashland, or drifters that can be accessed later on.
Currently if you want to access a message later on you can't do that (or did I miss something)?
#10
Ideas / Option for de-allocating bed
November 06, 2013, 06:31:28 PM
Apart from assigning it to Prisoners.
#11
Ideas / Reduce Repair Frequency
November 06, 2013, 06:30:51 PM
Every 5 sec (in real time) my colonists go repair something.
Reduce the frequency of repair work: keep if for more realistic stuff: like batteries exposed to rain, wall attacked by demolish raiders, maintenance work scheduled.

This adds to the irritation without adding gameplay value.
#12
Ideas / Purpose / Structure to Raids
October 17, 2013, 09:17:07 AM
Can raids have some purpose / structure to them.

For example, there have already been some suggestions on thieves. These could be the first type.

Once your colony is set up, then you could have raids.

I would love to see "other" settlements on the planets (akin of course to civilisations in Dwarf Fortress) who would trade with you, and fight you if you did not get along well.
Mechanics for these would need to be built in.

But it would be more interesting than fighting wave after wave of raiders.
Can we have options like:
1. Bargain with the raiders: Give up a colonist, or give them resources to send them away.
#13
Ideas / Planet Population
October 17, 2013, 08:39:02 AM
Can we add existing settlements / colonies / species to the planet where the colonists land.

Some of the trading can come from these.
As well as attacks.
#14
Ideas / Picky: Change font size in dialog
October 17, 2013, 06:48:46 AM
This is a little picky, but will it possible to set the font size for dialogs, hovers, etc.

From the alpha video, I can see that the dialog boxes don't occupy the full screen in 1080p.
If we are going to spend long hours in front of the computer (hopefully), I would like an option to increase the text / dialog size.