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Topics - Elixiar

#1
General Discussion / Threats on randy random
October 20, 2018, 09:59:06 AM
Is it usual to go 2 ingame years without a single siege?
Maybe Cassandra Classic would be better but I've barely had any attacks in my latest beta 19 game.
Thoughts? Which is the best to play on?
#2
General Discussion / Weapon time span
November 26, 2017, 03:16:54 PM
Is there any reason why the vast majority of weapons are from current day and neglecting 3000 years extra with the exception of maybe 2 guns?

Can the art and dates of weapons be stretched out a little?

Right now you go from M16 to charge rifle outside of super weapons (why are there orbital battle stations around a rimworld anyway)
#3
General Discussion / Steam mods on standalone
November 21, 2017, 01:42:48 PM
Is it possible to somehow get the steam workshop uploaded mods to play nice with the DRM website bought version?
#4
Ideas / Faction skirmish events
October 18, 2017, 07:12:42 AM
Would be cool if there was an event that alerted you to the fact there was a major battle taking place between 2 factions in the world.

You can arrive during the battle or after it has ended and the dead are all that remain and some damaged loot.

Size of the factions on each side being like 50 pawns fighting it out on the plains.
#5
General Discussion / Faction land base
October 18, 2017, 06:57:41 AM
Will it ever be possible to build on the same tile as an AI faction base?

Seems like things are in place for it, but also what is the reason we can't actually visit a friendly base unless it's an attack?
#6
General Discussion / weapon game settings
October 10, 2017, 06:51:01 PM
Is there a way we can make it so in the starting game conditions you can only allow certain weapons?

I really want to have a survival rifle and pistol or lower tech only play through (For human pawns) but is that possible?
#7
General Discussion / Addressing Melee
June 30, 2017, 04:16:51 PM
One of the longest standing issues I feel this game still has is that a melee pawn stands 0 chance during a base rush. The fact multiple pawns can occupy a single tile to attack is probably the biggest issue about this. Is there any plans to make melee colonists viable? I groan every time I get a brawler, and a brawler should be an asset as someone who can freeze a chokepoint... not a hinderance.

It's been an issue since release more or less but 3 years on I'm hoping for some sort of major change now...
#8
Support / Overlay text is fuzzy
March 12, 2017, 04:36:56 PM
Not sure why, but the tezt that appears when hoovering over items or checking things like the beauty of a room is blurry. Text along the bottom for instance or in events is sharp but the blurry text of the overlays is really disorientating.

This is on mac.
#9
General Discussion / The real problem with melee.
March 12, 2017, 06:14:00 AM
So I've only just recently updated to alpha 16 and have been playing the tribal scenario which is pretty cool. But it's definitely highlighted something I've been ignoring since alpha 3.

Melee, SUCKS.

The problem I find, is that when you take damage during a CQC fight you are not really in control of what happens. In fact thinking about it every time a colonist enters melee I sit there gritting my teeth watching a live update of the colonists health tab praying for no eye injuries.
Unfortunately, most fights I've had in my current game have ended with people loosing fingers, toes and eyes. Which is fine... Sometimes.
Effectively my colonists are down to 60% efficiency since they are gradually getting more and more ruined. Which is also fine.

But here is what isn't fine.
I've been someone who has never had a problem with gun play in this game. If one of my colonists takes a headshot from a scyther and drops instantly like a sack of bricks, I don't feel cheated. There are things I could have done to prevent that happening. I could have/ should have used line of sight better (which is the trick to most gun fights it's just a lot of micromanaging).
Gunfights are fun because they can be drawn out and many shots miss. By using tactics like flanking etc you really are in control of the damage you take.

Not the case with melee. Realistically it works fine, but for game health I think it's just in a really bad place.

Some kind of almost guaranteed armour chance that regenerates in addition to some kind of better block chance is needed. Blunt weapons should do more damage to bones and 'crush' things less.

Armour needs to be way more effective in my opinion that it currently is in melee so that having a brawler or fully tribal colony is actually fully viable. And as someone is the inconsistency thread mentioned, being in power armour should be near indestructible in melee.

I realise this is almost a suggestion thread, but I just more or less wanted to see how other people felt about melee. It's not the worst thing in the world in my opinion but it sure could use a lot of improvement for being such a core feature of the game.

Edit: TL;DR
Melee isn't skill based like ranged combat can be so it feels cheap.
#10
Ideas / Boat transport options on coastal colonies
January 26, 2017, 10:55:52 AM
You build a boat like you build a ship. You build a dock, you build a moor post, then you can sail supplies around the world.

Probably something more sophisticated that a basic raft since we can effectively make spaceships but potentially something like a 2 tier technology option.

Low tier small (yacht size) sail boat that takes a while to get around.

High tier slightly bigger ship with a biofuel 'steam' ship kind of idea.


It's been my dream since coasts were an option to have a bustling navel settlement :D
#11
Ideas / Siege weapons and more defensive options
January 20, 2017, 12:44:54 PM
Magnetic pulse rifle - low damage to pawns (chance to stun) and extreme damage to structure walls and turrets.

Wooden spikes. - hurt pawns that run into them head on. (Will do so if there is no way around them)
Good for tribal Zerg charges.

Kinetic shields. - prevent small arms fire from penetrating in a semi circle arch. Activatable for 10 seconds at a time with a 30 second cool down timer. Requires a 'flicker'.

Crazy gas. - fire mortar shells of a gas that slowly spreads and causes any pawn inside not wearing a power helmet to instantly break and go berserk.

Hacking device. A pawn armed with an antennae tool can attempt to remotely disable power but needs to be fairly close in proximity to do so.

Let me know if you guys think any of these are viable ideas. The wooden spikes are a more permanent version of traps and don't need to be reset so I think there would be room for both.
#12
General Discussion / Listening to complaints.
January 18, 2017, 07:11:07 AM
People seem to be complaining non stop about everything now. Seems to have intensified since alpha 14 jumped to steam too.

Complaints about sieges.
Infestations.
Traits.
Pawns that are not invincible.
Mood debuffs.


Please Tynan do not cave and cater.
Please don't.
#13
Ideas / Three camps at once in a siege.
January 18, 2017, 07:06:49 AM
Just one is hardly a challenge.

A real siege should have 3 seperate camps drop at once, with 2-3 guards patrolling around between each of the camps.

That way they are a threat like they should be, and can't just be ignored until they decide to give up or rush the colony.
#14
Ideas / Dead Colonies
December 21, 2016, 08:23:40 AM
I have yet to play A16 yet so forgive me if this is in, but world events should have colonies on the map start and die sporadically. You can visit a colony that has died and it remains on the map. Though you will likely be greeted by a burned down town, corpses and little loot.
But with the advantage that has the attack been recent and maybe even a friendly town, you potentially find survivors, or prisoners.
#15
Ideas / Enslaving
December 18, 2016, 06:16:35 PM
I want to enslave my enemies.

- The option should be easier than fully intergrating into the colony,
- We can't draft them.
- They hate being a slave (obviously) mood -If there are more slaves than colonists there is a strong chance they will rebel (rush for weapons, kill colonists, escape).
- Slaves more slower (50-30%) reduction.
- They can be sold back to the faction (this should go for prisoners too).
-They are capable of all jobs but if colonists are too far away from them they may try and just escape the map until 'bomb collars' are added.
- 'bomb collars' add a debuff to colonists who don't have a trait like bloodlust or something.

Before anyone mentions that it would make hauling too OP or something.

I have an army of 20 huskies that do the hauling for the colony. That argument is invalid now.
#16
Bugs / Text box overlay issue.
December 17, 2016, 04:32:13 PM
Since alpha 14 (the steam one) the text box overlay when hovering over a pawn for example is unusually blurry. In alpha 13 it used to be sharp like the text in every other part of the game but now it is almost hard to read. It's noticeably not 'clear'.

Also, whenever I start the game it always defaults to the wrong resolution now. Always.
#17
Ideas / Changing Sexual Orientation
December 16, 2016, 07:40:10 PM
Have an extremely low chance (it would annoy me if this happened constantly it's just not realistic) of people being able to go from straight - gay. Gay - straight etc.

I think it would be unbelievably funny if my 2 longest married pawns suddenly broke up one day because the male decided he liked the look of the newest male colonists ass.
#18
Ideas / Guard Patrols
November 20, 2016, 06:28:59 PM
Yeah, technically they are sort of pointless since we have global vision but hear me out.

Assign a colonist to 'guard'. It is super low priority after research.
Having colonists on patrol provides +3/ +5/ +10 to mood boost for having other colonists feel safer.
A mental outbreak is automatically rushed to by colonists on guard, and they can also arrest easier.

It's just something to do for that rich useless guy who only shoots things really. Instead of him waste resources doing absolutely nothing.
#19
Ideas / Fast Forward On Colony Death
November 20, 2016, 05:32:39 PM
"A colonist has died from infection."

And thats it.
The last member of your colony has succumbed alone and in pain to infection.
Dead friends lie vacant in nearby hospital beds and the colonies crop fields will continue to burn long into the night.

Sure, you have the option to keep watching the map, hope something interesting happens but you may be waiting a loooooong time. Why not capitalise on this option?

On colony death or evacuation, when the option to keep playing is selected, there comes an option to fast forward.

Choosing this at any point after colony death will time jump the map 10 years.

Large parts of the colony will be damaged, electronic devices nearly completely broken, and vegetation will have reclaimed what belongs to nature. (Temperate biomes etc).

After jumping 10 years, an event pops up (A group of wandering space refugees/ tribals/ pirates/ wanderers) have happened upon this old colony and decided to settle.

Thus, you are playing in the remains of your old colony. And the time lapse should make it feel like a new game. Except for mined rock of course.
#20
Ideas / Trait - Mood Boost for Executing Prisoners
July 29, 2016, 04:36:55 AM
They thrive off the execution of their enemies for a big morale boost.
But they are displeased when a prisoner is healed.