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Topics - Kenneth79

#1
Ideas / Solution to Combat System
November 29, 2019, 01:19:47 AM
As of right now, the only way to combat intruders is to pause and unpause and micromanage your colony. This becomes tedious to do because there is so much micromanagement. So I propose an abstraction that does not remove the player's god powers. There should be a button when clicked gives a pawn the ability to act in "free will". This not only helps the players but also gives the players a whole new perspective of playing Rimworld. For example, lets say there is a raid. The player can choose to lead the defense (full control), have some pawns on "free will" and a selected few pawns positioned somewhere exactly (some control -- maybe the medics, support....), or let the pawns act in "free will" (no control upset pause and play button). The player can merely watch the story unfold. This also give more meaning to the pawns stats.... it is not only about positioning your pawns correctly and exploiting spots the player may choose to rely on their pawns' skillsets.
#2
Ideas / Rimworld Screenshot history
April 07, 2019, 06:23:52 PM
You know what would be cool. Besides the history tab with all the graphs there should be an option to see how your colony has grown. It should show a slideshow (fade in and fade out -> transition) of how your colony has grown. Each slide is a screenshot of your colony within a given time interval. So when you play the slide show (you can pick which speed) it shows your colonies development through screenshots. Of course you can adjust when rimworld takes a screenshot of your colony.
#3
Ideas / Food server mod
March 24, 2019, 06:01:47 PM
There should be a mod where  a colonist has the job of serving food like a bartender. How this mod works is that a colonist is assigned the job. In order to bartend he needs a bartending table which colonist approach and ask the bartender for food which the bartender grabs the food and sets it on the table or give to colonist.
#4
Mods / Tavern mod
March 24, 2019, 06:01:04 PM
There should be a mod where  a colonist has the job of serving food like a bartender. How this mod works is that a colonist is assigned the job. In order to bartend he needs a bartending table which colonist approach and ask the bartender for food which the bartender grabs the food and sets it on the table or give to colonist.
#5
Ideas / Reminders
July 13, 2018, 03:53:26 AM
As the world of Rimworld grows... it becomes hard to keep track of things... perhaps Tynan can implement a system that is like a sticky note of an area you are planning to build or a reminder of what that structure is.... idk
#6
Ideas / Save Files (More Organized) - READ
November 18, 2017, 11:14:30 AM
You know what would be an improvement? On the save files and load files screen you should allow the players to make a folder and put certain save within the folder. This way saves are more organized.

YEA SMALL IDEA AND BIG IMPROVEMENTS!!!
#7
Ideas / Improving Combat Mechanic (MUST READ)
August 28, 2017, 01:26:12 PM
Here is a good idea. How about allowing grouping of certain colonists. That way when you click on a group only that group is selected to move. It has similar functions as total warfare. This improves gameplay because it allows you to accurately pick a group to move without finding and clicking each one individually.

For example, you want Timmy, Bob, Sarah, and Joe to move all at once at a certain position regardless of where they are. You click on their group and all of them move at the position regardless of where they are they scurry to the position. This improves combat mechanics because instead of finding each individual colonist and then putting them in the position you can call up a group and regardless of their position they all show up without you looking around the map playing ispy.
#8
Ideas / Security Guard
August 25, 2017, 07:06:24 PM
We need to add a security guard job in the tasks menu. This will be beneficial considering if your caravan is out a colonist can secure the base. How this security job would work is placing zone restrictions of where you want the security guard to look over. The security guard will have a gun ready and shoot on site any threat or flee into the base if the threat is too big. There will also be an alert tab popping up when the security guard finds a threat.
#9
Ideas / Paranormal
June 24, 2017, 03:25:39 PM
Maybe... just an idea... we add a paranormal aspect in Rimworld. Maybe a dead colonist is roaming the earth as a ghost and then goes back to the grave. This would be fun considering death in Rimworld is limited to just a person dying and that is it. Idk just an idea...
#10
Ideas / Map Cabin Fever (Read)
June 09, 2017, 02:07:28 AM
The IDEA:
I really do believe that there should be more flexibility within the map. I'm talking about your faction base map and not the world map. Sure we can trek the world... but what about trekking the map and owning the map? What I've noticed and it has been consistent with the game play is that your colonists in the map is soooooooo concentrated. There is no diffusion when it comes to building your base. There is always a linear set up in bases and that is a centralized food source, centralized stockpile, centralized colonist locations and etc.

This is what I believe will make Rimworld better. I imagine a map where your colonists don't merely stay at one spot but occupy the whole map in which their location makes sense. For example, farmers are placed in a farming location far away and separate from houses. I also imagine military bases living close to rivers and remote from civilian houses. Of course with this type of diffusion there needs to be internal transportation in the game. So maybe horses and vehicles. Also with stockpiles.... stockpiles will be assigned to specific regions in the map.
#11
Just found this out. When you pile up two elephants close together and zoom out at a certain point you will see elephants looking glitchy. The stacking of the elephants close to each other and zooming out at a certain point causes the camera to be confused of the layering of the animals. You will see that the top elephant goes to the bottom and the bottom going on the top of the top elephant and then going to bottom and then top. It looks glitchy like they are alternating positions of who is on top of who.

I don't know what happened (happened randomly) but when I looked into the ac and tried to turn down the temperature the icon for the button was fully black and the other icon too. Then when I tried reloading the game it said error loading map or something like that.
#12
Ideas / Peering into Factions
June 08, 2017, 10:27:31 PM
Summary: Right now if we go to world and click on a faction we can't see anything. All we are left with is our imagination. I think it is a good idea for Tynan to add a look feature into faction bases. When we click this "look button" we can see what the faction is doing. Key: we can only look into faction bases that we are friendly with so that it wouldn't give players an unfair advantage of infiltrating enemy bases or sabotaging allies.

Benefits? I believe it will be a fun idea to implement. You can look into how well your allied factions are doing compared to you. It makes it feel like the world is more alive rather than seeing texts when clicking on a faction.



#13
Ideas / A really good idea
June 08, 2017, 04:48:11 PM
As Tynan is expanding the world by allowing people to create caravans he should also expand the ability to travel inside your faction base. Right now you can create a gigantic map however your people can only occupy a small percentage of that map. Yea, you can disperse your colonist into different areas in the map, however, what if you want your colonist to have easy travel from one corner of the map to the other. I'm proposing that we have vehicles, possibly railroads, ships in the rivers, horse-bus (horses pulling a cart of people), and etc.
#14
Ideas / Military Units
April 01, 2017, 01:25:09 AM
We need military units in the game. Possibly creating teachers in the game to teach soldiers would be an awesome feature. We need also expendable military units possibly robots. With the new fuel thingy we can use that fuel to potentially create military robots to fight along side your colony.
#15
Ideas / Stockpile Risks?
April 01, 2017, 01:17:37 AM
I have an idea how about some consequences with stockpiles. You know how you can be a hoarder in the game and sure fire and deterioration can destroy your items...bbbuuttttt..... what if there was something more? Currently when raids happen the people destroy things and take people but what if this behavior changes? What if they steal your things? Also other methods of stealing your stockpile. What if animals try to break in to take a bite out of your simple meals or destroy items.
#16
Ideas / Wild Animal Reproduction
March 31, 2017, 10:37:01 PM
Perhaps having wild animals reproduce would be an awesome feature in the game. Having them reproduce gives the game more of a realistic approach. The player is given a more of a reason to hunt animals down because of overpopulation. Or the player must be very cautious when killing animals or they lose precious animals to get meat from. Overpopulation would also change the nature of animals to attack you more frequently and animals will try to steal your food, hence there is more of a reason to safe guard your stockpile.
#17
Ideas / Procreation (Potential solution to uselessness)
February 18, 2017, 12:02:57 PM
The debate of procreation usefulness..... Not many people mention that perhaps procreation can be an optional thing and it is up to the player to either prohibit or allow colonists to have babies with people they choose. So it isn't the responsibility of the colony but the player's responsibility.

1) The first reason and the most important is that kids create story. It puts more value in the game as you watch a baby grow within a colony. Forming ideology, culture, relationships, etc.

2) Kids by default when grown to a certain age can work on menial things in the colony till he or she is able to do more complex tasks. For example, kids would automatically (without the player assigning it) do chores in the colony such as cleaning the home area. As players have known assigning colonists to sweep means less workforce on other important agendas. Having kids clean automatically would mean that players would have more focus on other things.

3) Kids can be potential mood boosts. Maybe having kids around in the colony serves the colonist mood boost when seeing the children.

4) Babies can bring huge mood boosts to the colony till he or she grows into a certain age which he or she can do chores. Probably at age 7. I do realize it'll take time but perhaps in game they can shorten the time for them to grow.

#18
Ideas / The Urban Legend of The Rimworld Monster
February 18, 2017, 10:51:08 AM
Alpha 16, gives the players the ability to travel the World of Rimworld. As of now we have the option of attacking factions and trading with them. We also have the event of being potentially attacked. Taking Greek Mythology into account and even real world history, the stories of explorers traveling the world in great lengths have told regaling stories about encountering beasts in their vagabond life. I propose that perhaps 1 infamous monster would be randomly generated in the World of Rimworld. This monster's spawn can have an algorithm of where it spawns in certain times of day and seasons. The whereabouts of the monster is shown in the map with a question mark but disappears and reappears in a different location in certain times of days and seasons in the game. In order to find this monster the player would have to understand the algorithm of the monster's whereabouts and potentially find an opening within the randomly generated algorithm to catch the monster in its tracks. Upon suggesting this idea there are problems that I found out. Can't a player just use drop pods, well, for my solution drop pods will be disabled. Another problem is that what if I have a group of people traveling and it disappears suddenly? Well then your colonists will reroute itself to the nearest village or reroute itself back home automatically. However, I don't see a problem with this because experienced players would probably figure out the algorithm before actually trekking great lengths to find the monster. If perhaps this is too complicated then probably having the monster have a static location opposite from your village is a better idea. As for slaying the monster it can have potential drops that will be unique to your loot. The drops can be a monster head, bones or scales or etc. It doesn't necessarily have to have any use but more of a trophy item in the game. Imagine, the ability to kill a legendary monster in Rimworld and placing its head on a mantle that would be cool.
#19
I have a thought... How about adding a supernatural side of Rimworld? People throughout history and even in present day are regaled by stories involving the unknown. How about in Rimworld we add the option of caravans talking about supernatural events or cultural superstitions through dialog? This opens up the idea that caravans aren't just traders of goods but people who exchange information about the planet you have created. Maybe a caravan person from a faction can tell a player he/she saw a strange monster at (x,y,z) in the map or a caravan can exchange stories to the player by saying he/she saw an apparition near your location. Such interesting stories and dialog allows the player to have a more broader idea of the world that encompasses his or her small village. Plus, having this option potentially serves as a reference point of how distinguishable the player's colony is from the rest of the factions. Basically, the player can differentiate and understand the characteristics of a village if the caravans had the option to portray some dialogue. The player can create an assumption about other faction's culture, ideologies, technology and etc by understanding the linguistics the caravans uses to describe an event or beliefs about the world that envelopes the player's village. Other than superstitious stories I also propose more supernatural things in the game. Probably having 1  monster that is randomly generated but far away from your colony. Ghosts that colonist can see when traveling to another faction. Overall, that is my idea. I know my words are scattered and all over the place but if you guys and girls understand the core concept of this message you would probably agree with me that adding this will definitely improve the story element in the game.
#20
Ideas / Social Titles
February 14, 2017, 05:52:32 PM
What would be interesting? How about titles that can be assigned in Rimworld. Right now we have a task system and history of profession of colonist. So why not have the option to give titles to certain colonist. Titles as in a colonist leader, colonist educator, or colonist preacher. Assigning titles gives more story and complexity in the game. A colonist leader forms an idea of who is in charge of the civilization: merely adds a political side of Rimworld. An educator can be an optional thing that teaches colonists for tasks .I.e. instead of shooting at things randomly to gain shooting skills maybe colonists are taught by a teacher. A colonist preacher, or any religion, has the potential of giving people a mood boost. Adding this of course needs an event tab, which I have explained previously. Events can be assigned just like restriction on work and sleep days. Maybe in some times or certain days of the week some colonists are assigned to teach it learn or go worship. Just food for thought....