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Topics - Penguinmanereikel

#1
Ideas / Neolithic Mortars
September 01, 2017, 09:43:27 PM
So I just had a random idea of having a low-grade neolithic mortar in the game, which would actually be a giant sling to pelt giant projectiles with/at us. It could also have special neolithic mortar ammo to go with it. This mortar could be limited in its range, accuracy or damage to a point that replacing it with an industrial mortar is preferred, but would be an option for tribal colonies and young colonies. They would also be the siege weapon for tribal raiders. What do you think?
#2
General Discussion / Your Strangest Bases
September 01, 2017, 09:35:36 PM
What are the weirdest, most eccentric and/or most esoteric bases that you've made in RimWorld? This can't include bases that are weird because of content from a mod, like guard huskies armed with sniper rifles. That would just make it too easy. (You can tell me if this rule is too strict.) It can be weird even in the simple things like building everything in one room to building your entire base as seperate buildings spanning across your local map (I don't mean multiple settlements, I mean 1 settlement with buildings all over it)
#3
Ideas / Food Policy
July 22, 2017, 07:19:20 PM
Could we have a food policy system so that our people stop eating raw meat and wait for the food to get cooked, which it would have been if they had just waited for like a second!
#4
Ideas / Rescuing Enemy Prisoners
July 19, 2017, 02:03:27 PM
I thought of a cool idea where enemy bases would also have prisoner cells/barracks in them, and if they survive the raid until the last enemy is downed/dead or have their cells opened, there would be a chance for them to join you. If they don't join you, they'll just run away to the edge of the map.

To add onto this, there could also be events where a friendly faction requests that we free their member(s) from an enemy faction of theirs (currently every faction is only enemies with the pirates) and are rewarded if they live and escape the map! In these circumstances, the prisoner will not join if you free them.

I'm not sure yet, but do prisoners in your colony escape if raiders destroy their walls? If so, then some enemy factions may try to raid with the intent of freeing a captured member.

Moreover, there could add the ability to demand ransoms from other factions. Maybe we could also have the ability to choose our price and the faction will pay based on how good the deal is. The bargained prisoner will then be set for release and payment will be delivered by transport pod. There would also have to be some time between when we are allowed to demand ransoms from the same faction.
#5
Ideas / Non-imprisonment recruitment of visitors
July 15, 2017, 06:52:07 PM
Do you agree that there needs to be some kind of mechanic to encourage visitors to join our faction without capturing them and recruiting them? Like, there could be a minor chance that visitors who stay by the base for a while may join the colony before leaving, and perhaps relationships will increase that chance. Or we could have Social skilled people encourage people to join. Or both.
#6
So currently, our basic system of factions is just 5 factions: two Outlander Unions, two Tribes, and a Pirate Faction. But eventually, there should be complex faction relations, where some friendly factions will have hostilities towards non-pirate factions, and friendliness with said non-pirate factions will decrease our relation with those that hate them. And inter-faction relations don't have to be mutual, thereby further complicating it.
#7
Ideas / New Types of Mechanoids
July 11, 2017, 01:52:25 PM
So far, we only have the Scythers and Centipedes, with Scythers having charge lances and Centipedes having miniguns, charge blasters and inferno cannons. But I feel like that's not enough variation for a race of war machines.

So I'm curious as to what other kinds of mechanoids that the community thinks Tynan should add into the game.

Remember, in the universe of Rimworld, mechanoids are supposed to be "Autonomous intelligent robots built for domestic, industrial or military purposes."
#8
We can deconstruct structures to recover some material, we can disassemble mechanoids to recover some materials (not that we would want mechanoid corpses anyway) and we can smelt weapons to recover some material. So why not also allow a way to destroy clothing to recover some material instead of burning it? One simple way to do this would be to add a new bill that can be done with tailoring tables saying something like "unravel clothing." Another way would be to add an additional action with clothing labeled "destroy clothing."

So why not add these? It could do away with all the unwanted clothing in a productive way. I can't see it as a way of unbalancing the game since we can collect fallen enemy weapons.
#9
Ideas / Urban Biomes
June 01, 2017, 02:16:31 PM
So I had this idea, thinking about how some people thought of having destroyed cities as places like colonies, but, realistically, a city on these planets wouldn't have been the size of one tile, but rather they would be a number of tiles, possibly the size of a small biome.

If a desecrated urban biome existed in the game, I would imagine there would be a great multitude of destroyed buildings around the map, a vast ecosystem of local flora interspersed with the ancient urban concrete and asphalt, and a lack of mountains or hills since advanced cities would have destroyed them. To compensate for the lack of ores, the number of destroyed buildings could be made of a variety of necessary materials like steel, and even rarely some being made of plasteel or rare materials.

There could also be some ancient defenses (i.e. accurate turrets, mechanoids, etc.) guarding the outside of important buildings with valuable loot, military armories with some armaments left, or evacuation centers with great number of caskets inside.

Tynan mentioned that the Ancient Asphalt Roads were determined by where cities would have been in ancient civilizations, so I would imagine that the algorithms needed to calculate where a city would have existed are already in place.

What are your thoughts on having destroyed city biomes?
#10
This is more of an in-universe question, but if colonists can trade their prisoners to the Orbital pirate traders, then how come the Orbital Traders can't just take the rest of the colonists (in the case of the Crashlanded Scenario) on a trip back home? Wouldn't that be easier than trying to build a space ship or traveling literally to the other end of the planet?

http://www.rimworldcomics.com/page/68