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Messages - Jane Doe Chainsaw

#1
Ideas / Vat grown organs.
December 17, 2014, 10:17:12 PM
I would like to see the ability to grow organs in vats at some point. It would obviously have to be a very late game research, but I think the option would be novel. Maybe the ability to grow limbs, eyes, or other parts for the techno-phobic colonist that don't want bionics.

Just throwing it out there. I hadn't seen it suggested and thought it would be a useful idea.
#2
Ideas / Re: harvest bionics from corpses
December 17, 2014, 09:56:55 PM
Quote from: keylocke on December 04, 2014, 04:06:21 PM
what it would be cool to have though is item durability : weapons, armors, bionics needs to be repaired by people with the "repair" task (it's just like repairing damaged walls, everything is done automatically)

This is a decent workaround, I think. You could scale the repair costs of the bionic repairs depending on the size of the attacking force, to represent how much action it saw during the combat. Take to workshop table, repair for x amount of steel, call it a day. Making the bionics scarce until later raids would also keep from disturbing early game balance.

Quote from: Telarin on December 17, 2014, 04:17:22 PM
I agree that you should be able to remove bionics from corpses as well as harvesting organs from freshly dead humans, however, I think there should be a few caveats:

1) You have a chance to damage or destroy the bionics or organs, based on the medical skill of the colonists performing the tasks.

2) In the case of organs, the older the corpse, the less likely you should be to get a fully functioning organ. In reality, organs need to be harvested within a few hours of death at the most.

3) Selling harvested organs (or any organs for that matter) should result in negative thoughts similar to selling a prisoner.

All of this is solid. I agree whole-heartedly.
#3
General Discussion / Re: Call for testers
December 05, 2014, 06:44:47 PM
I'd love to do some testing. I've had experience writing detailed reports at several previous jobs and I play Rimworld almost religiously. I'd love to do my part for a game I enjoy so thoroughly.
#4
General Discussion / Re: Agents of the enemy!
August 13, 2014, 01:39:17 AM
I very much like this event. I was ecstatic when I thought during a siege, one of my colonist mortared my friendly units before defecting and taking off to go join his fellow siegers. Turned out to be completely coincidental.

I would like to see that kind of detail for this event, though. Like during a siege, the colonist would try some sort of sabotage before trying to escape to rendezvous with his pals outside the walls. Be it shelling your colonist, setting a fire, freeing your prisoners. Something like that. And after he joins his cohorts, that would give ample time to go try and get him back.

I do agree that it should be one of your newer colonist as to keep a frustration level down if you do happen to lose them in the heat of battle... Or not. Maybe it was THE LONG CON.

Quote from: REMworlder on August 12, 2014, 06:10:48 PM
The event could be really neat if it had some depth added to it, like maybe if the agent wouldn't actually shoot (keep missing) anyone of his native tribe or vice-versa.

This is also really good. Subtle things to give you hints before they turn on you. Maybe you should be able to interrogate colonist if you suspect they could be traitors. There could be a drop in moral if they are wrongfully accused.
#5
General Discussion / Re: Seeking Alpha 6 testers
August 09, 2014, 12:03:11 AM
It seems kind of funny how a majority of these posts are from people who've posted in the single digits.

Not to knock anybody. Just an observation. I am, after all, a single digit poster too. Is this because most of the "old timers" are already playtesters? Or do you get new testers every build?

(By the way, I wouldn't mind playtesting either.)
#6
Ideas / Re: Evil/Dark colony
August 03, 2014, 12:09:07 AM
I like this idea a lot. A LOT a lot. So long as it isn't a choice you have to make, weather to be "good" or "evil". I like opening up different systems that would lend to more dynamic stories. Like if a colony just wants to be of a cannibalistic nature (Which I've wanted since we've had the option for cannibalism), not just a battle hardened goon squad of raiders, who just happen to eat human, i want that option.

I guess I just want to pick and choose the type of evil, or gray area, I want my colony to pursue.
#7
Ideas / Re: Your Cheapest Ideas
July 19, 2014, 10:29:54 PM
I know some of these have been suggested prior to me, but if I mention them, consider it a "I like this idea too!"


  • Underground power conduit.
  • Less than lethal weapons to take down invaders. Like stun guns, or a blackjack. Rubber bullet shotguns maybe? Stun grenades?
  • Ceiling lights or wall lights to unclutter the floors.
  • Trenches that act much like sandbags
  • The ability to hotkey colonist, so if I have my go-to team of defenders I can select F1-F8 (for instance) and set them up, or easily select them to retreat from combat.
  • Initial customization options for your first three colonist. A hair selector, body type selector, and a gender selector. Nothing that would affect gameplay, like stats or traits, just visual changes. (I would love a system in place that would let you change the colonist's looks as you play, like a barber, but I know that would be a little more complicated and a "down the line" thing).
  • Idle colonist sit and talk to each other or something of the like. I find it strange that colonist will wander around aimlessly instead of taking a load off and relaxing in the mess hall, waiting for a job to come up.

Well, that's all I've got for now.

-J.D.C.