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

Messages - maxthebeast11

#1
Ideas / Re: Zombie-Mode and some other suggestions
December 26, 2013, 08:07:51 PM
Quote from: Galileus on December 23, 2013, 05:34:53 PM
Zombies: WHY!? Seriously, WHYYY!? Even CoD moved away from zombies now, I mean, CALL OF DUTY MOVED AWAY FROM ZOMBIES! We really can do without more pointless zombies put there cuz' zombies. It was getting ridiculous two years ago, now it's a friggin apocalypse!

Kids growing up: Nope. Kids miiiiiiight get there, they won't be growing up tho.

Unfortunately I completely fail to see your point. Call of Duty did not move away from zombies to aliens because they said "Oh, well I think that zombies are a little too ridiculous." They made the switch to aliens because they needed something new, exciting, and profitable. I'm sorry to say, but your assumption seems at least a little naive.
#2
Ideas / Re: A few rimworld ideas after playing the game.
November 28, 2013, 11:59:15 PM
Quote from: Thracian on November 28, 2013, 06:15:23 PM
Armor and shields? we arent in the mediaval era.... maybe bullet proof vest sounds better?

Practical defense methods? how archaic. What are we, barbarians?
#3
"Cordially,
Oktopuss"

This is truly something that can only be read on the internet.
#4
Ideas / Re: Adaptive Music
November 19, 2013, 06:41:34 PM
Quote from: murlocdummy on November 19, 2013, 12:21:15 AM
Quote from: Galileus on November 18, 2013, 01:26:16 PM
Adaptive music... ahhh, this was such a blast, when I read about that being in X-Wing Alliance back in '99. "Wow, this is some high-tech stuff! This is amazing!" I screamed. Sentimental tears in my eyes!

I'm not only glad that Tynan isn't going the Bethesda lazy-ass cop-out route for the music, but he's planning on using a modern system of game music and ambience.

I'm squeeing so hard right now.

Bethesda RPGs have some of the best music in video games today nonetheless.
#5
Ideas / Re: Your Cheapest Ideas
November 17, 2013, 04:27:16 PM
Animals such as squirrels and boomrats should eat and demolish crops
#6
Ideas / Re: Penalty for underground base
November 17, 2013, 02:58:43 PM
Quote from: Nukeman0 on November 17, 2013, 09:54:37 AM
Quote from: maxthebeast11 on November 10, 2013, 03:53:30 PM
I was thinking upon the lines of underground specific enemies. Large space worms, katana wielding robots, ect. Preferably these enemies will be powerful enough to dissuade the player from settling within a mountain, until later in the game when the colony has the tools to deal with these creatures. This way we can make underground settlement late game specific, because by this time in the game the player will need to expand their borders to accommodate for incline in population.

Now although Rimworld is happening in a rimworld and a galaxy with differently developed species and maybe aliens excists and all that... I personally think this would be a little too much. Katana wielding robots? lets not let rimworld become a game like terraria, where loads of random fantasyfigures rule the world, Please?

I feel like the sarcasm went slightly over your head, which is most likely my fault.
#7
Ideas / Re: Penalty for underground base
November 16, 2013, 04:17:27 PM
Quote from: NexusTrimean on November 12, 2013, 02:40:29 PM
It always amuses me that people are so dead set against cave dwelling, even though our ancestors did it quite successfully for millennia. Caves are naturally better that an above ground dwelling in a number of ways. They offer natural defenses. Generally in the form of a single or a few entrances.
They offer great thermal regulation. Rock is a good insulator, caves tend to stay within a fairly narrow temperature range, in both the summer and the winter. Making them Great for Locations with Large Temperature swings. Rock is for most purposes inflammable. Meaning your cave will not catch on fire. though the things inside it can.

In the ancient past we had, in general to limit our scope to natural caves, or those dug out of soft rock. this limits the scope somewhat. Modern mining Techniques allow for a much wider variety of rock that can be carved out for living space. However you still need a good understanding of geology to do this safely. you have to avoid cracks and fault lines where the rock may fail and ensure that you have enough support to maintain your roof.

Ventilation is another primary problem. Carbon dioxide is poisonous to humans and your cave must be designed to allow the gas to easily escape. In ancient times this was accomplished though ventilation shafts in the rock. In modern times we can use fans and pumps to circulate breathable air.

The Question is how do we turn these drawbacks into fun gameplay mechanics? I think tunneling should be much slower, and earthquakes are not a horrible idea, but we need a way for them to be less lethal than the current cave in mechanic.

Having to tunnel in to save your worker is okay, but having the game decide to randomly kill one or more of them is not a fun mechanic.
You could make it an event like the solar Flare. "The moon is reaching the point between the gas giant and its parent star, siesmic activity is likely to be increase for the next 24 hours"
and make it so that there is a chance that you might have one or more cave in's. Let the player decide to take the risk or not. Making a potentially lethal mechanic much more manageable, and putting power back in the player's hand.

There are no natural caves in rimworld.
#8
Ideas / Re: Fallout/Dune Style Melee
November 14, 2013, 06:37:21 PM
Quote from: Dragula on November 14, 2013, 03:19:40 PM
Quote from: Galileus on November 14, 2013, 09:03:46 AM

Hell yeah! Warhammer  8)
Probably one of the most badass melee weapons in the history of gaming

Bu-But... what about gun chainsaws? :(
#9
Ideas / Re: Forbidden Zone
November 14, 2013, 06:35:22 PM
Could eventually improve colonist ai, but this seems to be a practical fix for the time being.
#10
Ideas / Re: Planetary Anomalies
November 14, 2013, 06:34:00 PM
Great idea. This adds plenty of variation to each world and makes players obligated to switch up tactics instead of relying on the same strategies each time.
#11
General Discussion / Re: Post your defense
November 11, 2013, 09:54:11 PM
Quote from: Xanting on November 11, 2013, 09:40:28 PM
Here's my defense, nice and almost nonexistent.



It's ok. I like it.
#12
brilliant
#13
Ideas / Re: Security Camera and Militia
November 11, 2013, 07:01:37 PM
Quote from: MrDemonic on November 11, 2013, 06:34:47 PM
Quote from: maxthebeast11 on November 11, 2013, 04:27:17 PM
There isn't fog of war in the game currently. It has been suggested.

I wasn't suggesting a FOW. This suggestion is about security systems in general. I was detailing how the cameras could work as an example. To be honest, the security systems aspect could work even without a FOW.

yes, albeit entirely unnecessary or even practical.
#14
Ideas / Re: Security Camera and Militia
November 11, 2013, 04:27:17 PM
There isn't fog of war in the game currently. It has been suggested.
#15
Ideas / Re: Penalty for underground base
November 11, 2013, 03:21:56 PM
Quote from: lt_halle on November 11, 2013, 02:54:32 PM
There's a law in game design that states that if there is one solution to a problem that is always available to the player that is clearly superior to the rest (i.e. not limited by rare resources), the player will always choose that solution to solve the problem. If your game falls into this category, chances are it's a bad game, because most games that fall into this category are games in which not much thought was put in. Rimworld is an exception - it is still a good game despite this, but that doesn't mean it shouldn't be fixed somehow. I think, rather than making building underground super-dangerous (I'd rather deal with fires than insta-killing cave ins), I suggest we make building above ground a sort of high-risk high-reward scenario. You're more vulnerable to raiders and fire, but you can get great rewards. I'd say that we should make hydroponics more inefficient and above-ground farms more efficient so that you can get more food should you choose an outside life. Likewise, we ought to include happiness boosters. "Nature is beautiful" kind of things that give colonists happiness if they spend enough time outdoors rather than inside a dingy old cavern.

Hmm, I wonder if Tynan covers that topic in his book.