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#1
So, basically, if a prisoner and a colonist become lovers, I'm pretty sure the prisoner is going to want to become a part of the colony in order to spend more time with their lover.

For example, in my current colonist I have a tribal prisoner whom I've been trying to recruit for about a year. In fact, he's been prisoner for so long that he's managed to become lovers with his recruiter. I feel like it would only make sense (in real life, at least) for the prisoner to now want to join the colony - I mean, he's unhappy about being unable to sleep with his lover.

I'm not sure how this would work if the prisoner is already lovers with a colonist when they're captured, but I'm open to other ideas.
#2
Ideas / Synthread/Plasteel Conversion
September 18, 2017, 02:31:16 AM
Synthread is a cool material, but it currently is only available from traders and random drops, or raiders will randomly come wearing synthread apparel.

I thought that plasteel and synthread seem like similar materials, and I realised it would be awesome if you could "convert" plasteel to synthread, and vice versa.

Of course it wouldn't be a perfect conversion, so you would be losing materials every time you converted (eg. 1 plasteel equals 4 synthread but you need 5 synthread to make 1 plasteel). I just think that it would be a cool idea that adds the ability to craft synthread in mid-late game.
#3
Ideas / Workbench Materials should affect work speed
September 11, 2017, 06:41:04 AM
Today I found out that you can make benches like stonecutter tables and tailor benches from materials other than wood. However, I also realised that the material doesn't affect work speed.

Wouldn't it make sense for the materials involved in the construction to affect the work speed of the table?
#4
Ideas / Nerf the Chemical Interest/Fascination Traits
August 22, 2017, 05:20:52 AM
Honestly, these traits are super annoying and I think they need to be changed so that it's still viable to have any kind of drugs (apart from luciferium and penoxiciline) in your colony. I have three colonists with these traits right now. Whenever I get some ambrosia from the ambrosia sprouts near my base, these colonists always have super frequent mental breaks. So frequent that if I have a raid while I have ambrosia in storage, there's probably a 70% chance that during the raid at least one colonist is going to start binging on ambrosia and just abandon their allies. Could these traits please be toned down a little?
#5
Ideas / Alpha 19?
August 16, 2017, 05:36:34 AM
OK, so the Alpha 17 update focused on roads, rivers and expansion to world generation.
I would presume that most of the content for Alpha 18 is done, so there's no point in suggesting content for the next update.

But if Alpha 19 had a theme, this is definitely what the update should focus on: a complete faction rework.

I mean, I know this has been suggested plenty of times before. Look at the first page of the suggestions thread, and you'll probably find at least three faction-related discussions. But doesn't this make it even more obvious of a thing to do? So many people want it!

Sure, you can add other things in Alpha 19 too (such as a food policy system... plz) but I think it should focus on factions.

Main things I think it would be good to add:

- More factions. Two to three outlanders, one to two tribes and a pirate faction can get quite boring. You should be able to meet factions from all technology levels, not just caveman and modern level. For example, what about medieval factions? They could be able to use more advanced weapons than tribes in battle and even start sieges using catapults. Then what about spacer-tier factions? This would be similar to the mechanoid faction, but friendly by default. They will have super-expensive high tier stuff to trade with you. If you anger them, then you'll have to face charge rifles and miniguns in raids, as well as EMP mortars during sieges.

- Countries/nations: Again, this has been suggested before and it seems like a valid and realistic idea. Why would every faction have an equal spread of settlements across the world? It makes sense that they would be clustered into "nations". The overall amount of communities would be the same, it's just that factions would have their communities close to each other. If you're in friendly territory then there's less chance of raids and higher chance of caravans from that faction. If you're in enemy territory, the opposite is true.There would also be a lot of "wilderness" that nobody has claimed. There can still be outposts outside a certain faction's borders, but the majority of communities of a certain faction should be close to each other.

- Customizable/highly varied size and number: These nations could vary in size and greatly vary in number. In one world, there may be only one pirate faction which might have taken over half the entire planet, while in another there may be many small, individual pirate factions. While in another, there are just tribes and medieval factions. This could be customizable in the world generation screen.

- Ancient civilisation: Alpha 17 world generation involves shallowly simulating an ancient civilisation by creating ancient roads and highways. What if there were actual ancient, abandoned sites to visit? Kind of like the ancient dangers, but bigger. These would be high-risk high-reward things. You could find a ruined city filled with unguarded loot, or you could find a huge insect hive that has lain dormant for generations. Or you could find yourself in a radioactive wasteland filled with mechanoid sentries that are guarding an ancient monolith. I mean, Tynan has already added ancient roads and highways. Why not step it up with full-on, ruined cities? It would add a sense of adventure to the game.

I think that the idea of factions is a great idea, it just needs a lot more work. Add other stuff in Alpha 19 too, but factions should be a large priority IMO. With Rimworld, there's a whole world to explore. There's just not enough stuff to explore right now.