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Topics - todofwar

#1
General Discussion / Prototypes
December 05, 2013, 02:17:51 PM
Anyone play through them? I started playing the spaceship builder but was confused as to what I was supposed to do. Side note, anyone think any of the features in the prototype could work well in the current game?
#2
General Discussion / Best Cover
December 01, 2013, 06:51:41 PM
What are the values for different covers? Do you get a better result from having your colonist peer out from the corner of a wall, or from sandbags, or from inside a doorway (is that even different from behind a wall corner?) Also, where do people go to find this stuff?
#3
Ideas / power control
November 29, 2013, 01:44:55 PM
Nothing fancy, just an ability to have certain buildings be higher on the priority list when I go under capacity. Like have the nutrient paste dispenser be the absolute last thing to turn off
#4
Ideas / More of a "cast away" vibe for early game
November 26, 2013, 06:43:08 PM
I was just thinking a few more intermediate steps from three sleeping bags to superfort would help with length a bit. For example, you don't get the ability to build walls until you manage to repair some kind of refining equipment that crashed with you. Until then, you have to sleep outside or find a natural cave. Also, maybe you have to subsist on wild plants for a while before you manage to get crops. And in the beginning you face more threats from local predators than raiders. 
#5
General Discussion / Floors
November 25, 2013, 03:19:28 PM
So, any reason to choose one type over another? Carpet doesn't seem to do much in terms of beautifying a room and is expensive. Smoothed stone and metal are the only ones that work really well. I never use concrete or anything besides metal tiles cause I just don't see a point. Any thoughts?
#6
Ideas / Controlled burns
November 22, 2013, 02:47:38 PM
An ability to set fire to an area before building on it, once it's done you're safe from fires for a while.
#7
General Discussion / Turrets overestimated by storyteller
November 18, 2013, 05:32:11 PM
After playing a few games I find the AI storyteller seems to assume turrets are much stronger than they really are. With turrets, I get a rapid scale up in raids that leaves me hopeless, without turrets I can fend off every raid with reasonable difficulty. Anyone else finding the same thing?

Side note: I know it's pre-alpha, and this is likely to get fixed, just thought I'd point out an observation.
#8
Ideas / Combat Controls
November 17, 2013, 09:01:08 PM
Ok, I know there are like three combat threads up right now but this is more a specific suggestion related to combat controls. Currently, you get to recruit a player and tell him to go somewhere, and you can only order them to fire if the enemy is in their sights. I was thinking a few more control options would expand the strategies and not sacrifice the feel of having a few precious colonists to control.

1) Stance options. After ordering a colonist to take a position they can have one of three stances. Agressive: they will happily leave their post to pursue and enemy within a certain range, seeking cover and working with other colonists on agressive mode for flanking and things of that nature. They don't remember their original post, they just continue to go after new threats as they come in range. Defensive: will move around within a certain radius, but always return to the original post and don't pursue enemies. Agressive colonists should take their positions in mind when pursuing targets. Stand your ground: They don't move, ever. Basically how the current controls work. Side note: In all cases I think they should run from grenades and molotov coctails.

2) Pursue commands: You can order a colonist to fire at a raider not in their line of site and they will move into position to do so. Your colonist's stance does not change, once the raider is killed they will choose whatever their last cover was as their place to defend.

3) Medic commands: Ability to have a colonist toggled as medic, they will automatically prioritize rescuing colonists at all costs.

4)Bodyguard command: You can have a soldier defend another colonist, they would behave exactly as though they had a defensive stance but their defended area would be wherever the other colonist is. Have an option to make them superloyal and they will use their bodies to absorb bullets if necessary.   
#9
Help / Add Colonists
November 16, 2013, 10:38:23 PM
Couple ideas on how to add in colonists:

Find the block that has wanderers in it and copy it into a new save file. Could be a quick and dirty way to add in colonists.

Have a slaver be in range and drop all prices on slaves to 1.

Anyone who actually knows what they're doing have thoughts on this?
#10
General Discussion / Compliments to the chef
November 15, 2013, 06:20:11 PM
Just wanted to take the time to say Tynan has done an excellent job, and this "pre-alpha" could be released as a finished game and still be a classic. I feel like in the suggestions forum it starts to feel like people do nothing but complain, but seriously great job.
#11
Ideas / Map exploration
November 15, 2013, 11:06:11 AM
I was thinking a way to add to the game would be more heavily implemented map exploration. Granted, this would require a few more mechanics implemented to be made better, mainly support for much larger map sizes. I was thinking you don't see the whole map right away, a decently large area but not the whole thing. You could task colonists with exploring new areas but you risk losing them to wild animals or raiders. They could stumble upon things like rare resources, raider camps, trading outposts where you can always sell excess metal and food (make it so you have to actually transport the resources there) and possibly another small settlement that you could raid yourself or be friends with. Exploration would have certain risks, and an ability to carry supplies and set up camp while exploring would need to be implemented as well. Perhaps going to one edge of the map causes a new section to be proceduraly generated. A few things mentioned here could be threads of their own, but what do people think of the exploring part? 
#12
Ideas / Peaceful Equipment
November 14, 2013, 01:33:12 PM
Just thinking there could be some equipment like jackhammers or shears that make mining and harvesting go quicker. Could be a good mechanic to add, especially if you can't have a weapon and tool equipped at once.
#13
General Discussion / Self imposed restrictions
November 11, 2013, 03:24:11 AM
Got this idea from a thread in the suggestions forum, but this isn't necessarily a new game mechanic so I thought I would post it here. Someone was saying they purposefully built no turrets and felt the game was a bit better, I was wondering what other restrictions might make the gameplay more interesting in pre-alpha, could potentially lead to permanent improvements. I'm starting a game now where I limit myself to two turrets, and can only build a total of 20 tiles underground (by which I mean render 20 tiles liveable, with flooring and lights) on Callie Classic. Anyone else have an idea for a restricted playthrough and the result?
#14
Ideas / Visible shipwreck
November 10, 2013, 03:35:49 PM
I thought it would be neat if your ship was visible on the map, or maybe some wreckage of it. You could go pillaging through it trying to find equipment, but there is always the risk of explosions killing colonists. Perhaps raiders are more likely to spawn by it, creating an opportunity to set up traps. 
#15
Ideas / Penalty for underground base
November 10, 2013, 01:50:44 PM
I was just thinking currently there is a huge disadvantage (fire) to building above ground but no real disadvantage to digging underground. I suggest adding in "earthquake" events that have a possibility of causing cave ins, but outdoor buildings are less affected. Just a way to balance things out.
#16
Ideas / Merge RimWorld with Space Ship Builder
November 09, 2013, 06:47:40 PM
I think the idea of crashing again after you escape one planet to start a newgame+ was mentioned, but I thought it would be cool if that was taken a step further and you get to design your ship and build it as you go along. It could turn into a sort of FTL/RimWorld hybrid where your ship moves to different areas, until you accidentally crash again and are stuck. It is a thrown together ship after all, can't expect it to take you very far. End of the game would be making it back to civilization.
#17
Ideas / Alternate Story: End of the World
November 08, 2013, 06:45:41 PM
What if instead of crashing on a deserted world you're trying to escape a doomed one? You are the survivors after a massive global catastrophe which leveled almost all buildings, making metal plentiful as scrap but debris is everywhere too. There could be a limited number of days before total cataclysm and you have to build a shuttle before that happens. Instead of travelers passing through you deal with other survivors trying to find a way off, and they may or may not think you can succeed. Raiders still show up (though a story with no raiders using this plot would be cool too) trying to loot the dying planet. As the time draws near, fires and thunderstorms and dust clouds that end all solar generation become more common, and geysers begin erupting lava. 
#18
Ideas / Alien like storyline
November 01, 2013, 07:29:09 PM
I was thinking it would be cool if there was an alternative "alien" like storyline, where the colonists discover a hostile alien entity that swoops in and randomly kills/seriously wounds a colonist then leaves. You're forced to try and hunt it down, knowing that you will leave your base less well defended.