Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Stormkiko

#1
Ideas / Trait: Pluviophile
November 04, 2017, 09:29:31 PM
Pluviophile: A lover of rain; someone who finds joy and peace of mind during rainy days.

Mood bonus +X during rain and storms.
#2
Ideas / Mortar Craters
June 02, 2017, 03:17:20 PM
I was launching mortars at incoming raiders and a poison ship last night and it got me thinking how cool it would be to have visible scars in the land from mortars. Mortars landing on soft dirt could create a visible crater area and kill all the plants that are in it, mortars landing on rock flooring could crack it, making it less beautiful and slower to walk on until smoothed out by colonists.

I remember a game of Company of Heroes that a friend and I played that saw artillery used extensively and the burned out, pitted battlefield at the end looked amazing.

I think it would just add more character and story to maps that have been in use for a while.
#3
Ideas / Proximity detector
May 24, 2017, 03:53:32 PM
I play on large maps and sometimes when raiders enter the map I either forget about them or it doesn't make a lot of sense that I know they are there (ex. on the other side of two mountains on a large map).

What I was thinking would be neat is a line of sight aspect and proximity detectors. Having to rely on line of sight at the beginning would add a level of danger to hidden bases as you may not see raiders until they are right on top of you. Later on proximity detectors would warn you of raiders as they walk through it's range. This could also lead to interesting scenarios such as raiders sending one or two people ahead to try and take out the detectors so the rest of the raid can more easily sneak in.

I'm not talking about a complete fog of war, you could still see them like you could animals all over the map, but you don't get alerted to their presence until they either pass a proximity detector or are spotted by a colonist.
#4
Ideas / Electric Traps
September 30, 2016, 01:20:21 PM
I was just thinking of a simple trap type. Some kind of pressure switch on a wire that when stepped on discharges electricity from your batteries. You could set the wattage to control your energy loss, with more watts doing more damage up to a lethal point. Could also serve as a stun for mechanoids. Would give a reason to have large battery stores for your defenses and would serve a similar roll as the bear trap currently does, with different uses and drawbacks.
#5
So I posted this on reddit here, https://www.reddit.com/r/RimWorld/comments/53g0kl/im_an_awful_person_but_damn_if_this_game_isnt/ but I figured you guys would enjoy this as well.

So I've backed this game right from Alpha 1. I jumped on the Kickstarter as soon as I saw it and I've gone through the motions with this game. It's been a little bit since I've played it but I was re-inspired by [a post about the glory of permadeath].

So for the second time today, I found myself being raided by a 10+ pack of manhunter boomrats. First time it wiped my colony, burned everything to the ground and killed everyone. This time, well it went a little differently. I saw the large mob of volatile vermin heading my way and shuddered. There's only one way into my base because of the mountains and it is a long path. I have a defensive outpost that I use to fend off raiders, but I didn't know how it would fair against the boomers. I had kind of hoped that they would all mob the turret, it would explode and cause a cascading series of rupturing rodents but alas they simply walked past the turret. It did get a few shots off though and do some small damage.

As the horde rounded the corner a sniper took a shot and knocked one of the group off. Before he could get another shot off or escape they were on him. They savagely tore into him while other colonists could do nothing but stand in a doorway taking shots, hoping not to kill their brave buddy. When the rats were done chewing on him they walked away and amazingly he was still alive, just incapacitated. I had my pacifist run out and rescue him while two more colonists shot from the doorway. Three of the boomrats turned their attention back to the door that was firing at them and all rushed it. They were met by a sniper rifle, a pistol, a heavy SMG and a wooden mace. The three eventually died and lit some fires that were quickly put out. I see my sniper lean out the door and take a long shot at one of the group that escaped. I readjusted my colonists that were still mobile and had them taking long shots across the courtyard.

But that was when I noticed where they all ran off to.

I had one poor sap separated from the rest of my colonists. She wasn't a particularly useful colonist, but she did enough work to be kept around and served as a good distraction for raiders. This time, she found herself alone and vastly outnumbered. She was standing in the doorway to my battery storage trying to make a stand with her shield and plasteel knife. I withdrew her into the room hoping the door would close behind her and seal out the rats for my snipers to deal with. Unfortunately one of the rats got in the door and kept it open for the others. Within moments she was trapped in a room full of batteries and boomrats, two of which were on fire. It was then that I knew what I had to do.
I sent one of my faster colonist running over to the room. Not to provide a distraction, not to provide supporting fire. I sent him to close the door. The door closed, locked, and forever sealed in the legend and noble sacrifice of Cherisse.
The gravity of what they had just done and the inevitability of the situation settled in with the rest of the colonists as a somber cloud was cast over the settlement.

Cherisse stayed strong and went out in a blaze of glory. The ensuing chain of explosions would have put Micheal Bay to shame. Between eight boomrats and six batteries, it blew out the side of the mountain in a finale that would have been heard across the entire planet, leaving nothing but a flaming crater where there once stood a hero.

When the dust settled, I had no power supply, my prison had burned down and in it a vary valuable prisoner, I had four colonists in the infirmary, and the memory of a hero that will never be forgotten.

R.I.P. Cherisse.
#6
General Discussion / Recruiting, clans, and Medicine
October 12, 2014, 02:32:52 PM
I think the last time I played was Alpha 4, suffice to say there is an awesome amount of stuff in the game now and I am loving the health system.

My three questions though:
When you have a single visitor from a faction, can you capture them without negative implications? (Because only friendly factions visit)
Is it possible to, and what happens if you, become friends with all the factions?
Is it possible to create medicine or can you only buy it?
#7
Ideas / Walls (Hear me out)
January 28, 2014, 10:13:38 PM
I know there have been other talks of walls, and I know people have said there's no reason to put in fortified walls etc. and I agree. Those aren't the walls I'm talking about. I have three ideas and I'll rank them from strongest (Or most I'd like to see) to weakest.

1. Non-conductive walls. Rock walls can be nice, look bad, but be useful as a connection without connecting power grids. Now I know you're probably wondering why I wouldn't want to connect the power grids, and the answer is simple. It's for defensive and conservation purposes. For example, my turrets are hooked up to geothermal so they always have power if I need them, even if there is an eclipse. My town however is on Solar and battteries. This way, if some raiders light my defenses on fire, or say my batteries short circuit right before a raid, I'm not screwed. (It goes further but I'll stop there) The problem is that if I need to build next to my defences, or my defences are on two sides of the town, I have to worry about crossing or making connections.

2: Windows.
I thought of this during a solar flare. Everyone was complaining because they were in the dark, but it was the middle of the day. Perhaps they could let some light through. The other extension of it is letting bullets through and providing cover, which would make town-style defence more fun.

3a: (Friend's idea) He was saying that we need a more defensive wall. His idea was a 2x2 sectioned wall that allows colonists to climb up, offering protection and increased accuracy/range. Perhaps couldn't be placed under a roof, and won't form a roof when closed off. Expensive, but more resistant (Can survive at least one explosion)

3b: Same idea, but stick with just 2x2, don't make it a wall, have it as kind of an outpost/sniper tower. Provides cover, and a bonus to range/accuracy. Can hold one, maybe two people. Expensive to build and needs to be researched.
#8
General Discussion / Trapping Raiders
November 12, 2013, 03:05:39 PM
If you were to build along the edges of the map it would prevent the raiders from being able to leave the map when they flee. Could you use this to capture a lot of raiders when they flee and eventually just wander? Although I guess they would just burn down the walls when they landed..
#9
General Discussion / Post your defense
November 10, 2013, 06:11:54 AM
I was scrolling through the post of people's bases as a whole looking at ideas for tweaking my defensive system and I figured I may as well make a thread dedicated to defence. Currently, these are my two defences on this colony. Both provide no cover for the raiders and maximal cover for the colonists. The only downside for the more open one is raiders coming at the corner or sides, colonists get caught in a lot of crossfire.



The hallway. Turrets on the side helping to deter raiders from crossing the sandbags.



My main bunker being defended. The two outermost are snipers. The main problem being if a raider comes from the side, everyone turns and shoots each other in the back. Also the turrets tend to hit my pawns every once in a while but it's not too bad.



I expanded it a bit and zoomed out, you can see it has been quite effective. I know the concrete allows raiders to walk faster, however it's more for the control of fire spread. Also it can't be removed.
#10
General Discussion / Capturing wounded Enemies
November 10, 2013, 12:44:26 AM
(Colony has 16-18 people, day ~145)

Later on in the game you stop getting slave traders (Haven't seen one at all this colony) and wanders are few and very far between. This leaves the main source for acquiring colonists as capturing raiders. I was wondering if there were ways to increase the chances of wounding them rather than killing them or if it is just completely random. I tried it out a few times reloading the same battle, and there were many times I got no survivors, several I got one, a couple I got two, and one where I even got three.  This was on a raid of 35. As I think of it, if capturing them was more common I'd be hard pressed to always have enough houses, but I'm still curious as to how the system decides if a raider is incapacitated or wounded. Colonists seem to simply get wounded far more often than killed (Which is nice)

Addendum: It seems that the first raid of one raider, it always allows you to capture them. Truth or luck?