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Messages - walti921

Ideas / Re: Your Cheapest Ideas
October 11, 2013, 01:25:56 AM

Boomrats chew your power conduits, then explode once they get through the rubber (or whatever coats them)

Boomrats occasionally try to nest in your geothermal power generators when they go offline and when re-enabled BOOM!

Boomrat infestation, Boomrats start breeding VERY prolifically...

Strange Boomrat plague which results in mass boomrat insanity... this could be a problem.

Also i think a giant aggressive squirrel should be implemented.
Ideas / Re: Defensive Structures
October 09, 2013, 05:12:15 AM
Maybe some kind of radar/sensor system should be implemented... if indeed we do end up with fog of war. But even if we don't its still perfectly feasible perhaps if you have a sensor tower (or whatever) built you get early warning of certain events that you otherwise wouldn't..

this could include raids and weather and also adds some great opportunity for tech tree expansion i.e. if you have better sensor tech then you are more likely too or will get earlier warning of different events.
Wow well written OP that made what looked like a lot of text very readable AND entertaining.

For me having different "factions" seems like an important factor, you have suggested some great ones already! I also think its important to have different ways of dealing with enemies other than perforating them with flying metal. So some form of diplomacy in game which helps determine which enemies you face seems like an excellent idea.... even if its only paying a bribe or something simple at first.

Also Id love to see more wild animals/alien monsters.

In how many sci-fi movies or books do people ever crash on a planet with no horrifying predators???
short answer: NOT MANY
So i think in the interests of staying true to the genre we need a few different species of native predators. A bit of diversity in the kind of threats you face cant help but make the game more entertaining after all and i think guys with guns only give you so much mileage.
Ideas / Re: Defensive Structures
October 08, 2013, 05:54:10 AM
Quote from: Tynan on October 08, 2013, 02:29:28 AM
What's funny is that barbed wire and traps have been in the game for a long time (dating back to when it was a tactical squad game and before). I just need to "reactivate" them. Perhaps I'll do that tomorrow; they're relatively simple really. I really like simple ideas.

YAY barbed wire may seem simple but in my experience with games like this its the combinations of seemingly simplistic elements like barbed wire and auto turrets that can create hours of extremely complex, not to mention bloodthirsty fun.

Also had a question about the games psychology. Ive noticed that raiders flee occasionally is their morale calculated as a group? Or is it an individual thing?
Ideas / Defensive Structures
October 08, 2013, 02:08:27 AM
I thought id make a thread for people to discuss defensive structures and what they would like to see implemented.

Personally I'm all for land mines and barbed wire for a start (the classics never die) but at a later stage i would definitely like to see some more advanced and specialized structures like laser turrets and even energy shielding at a very advanced level. of course any beefing up in the power and diversity of defenses means there needs to be an increase in the power of enemies and the variety of threats you can end up facing.

Also maybe some more creative traps... particularly the sort that can catch people alive.   
Ideas / Re: RimWorld Art design and Ideas
October 06, 2013, 11:40:08 PM
I think we should just let Tynan find an artist he's happy working with before we jump around making suggestions about art styles....

I think its a little premature given all we can really speculate about is the "direction" the art will take, any artist is going to want to do things in their own particular style in any case.

That been said i already like a lot of the assets in game and the lighting is cool.
Ideas / Re: Suggestion & Discussion: Research System
October 06, 2013, 05:30:25 PM
I think alien ruins and stuff should be default personally after all with this  type of game the variety of stories and not knowing whats going to happen next are a large part of the appeal.

I think your AI storyteller choice will inform the pacing/difficulty anyways so if your playing Cassandra classic its unlikely you will find some ancient alien ruin teeming with xenomorphs from the get go, or get some ridiculously overpowered weapon/tech without significant work being done to acquire it.

Maybe Tynan could put in another story teller for people who still want a challenge but want a relatively "normal" or predictable experience, Victor vanilla, Barry boring? Or wait for it..... Larry Low-tech.
Ideas / Re: Suggestion & Discussion: Research System
October 06, 2013, 03:02:36 PM
I think that most research should be practical... these guys have just crash landed and are struggling to survive they ain't going to be to worried about the broad implications of string theory.

They will want to be able to blow things up, build better shelters and defenses, produce and store enough energy to keep them out of the stone age, deal with medical issues that are bound to arise and other basic priorities for survival. I think the research system needs to reflect that.

however i do think for those that want to build a very science orientated colony some more esoteric, less day to day research with unpredictable rewards/consequences would be great. I love the idea of needing items for certain research and it makes sense empirically too, after all if you want to learn how to make an alien doom laser what better way to learn than to pick one apart and reverse engineer it.

Another thing that would be cool would be a science based trader, like a research vessel that could sell you blueprints for certain special technology or to speed up other research and maybe sell some of the advanced/weird items needed or created at higher science tiers. 
Ideas / Re: Drug system?
October 06, 2013, 03:37:36 AM
Quote from: Conti027 on October 05, 2013, 10:54:38 PM
I think a drug system would be great and could add a lot in gameplay. Not just bad drugs but good as well like medicine. Research and Development (R&D). You are on a harsh planet you need good drugs to survive. So you need to research them and development them and maybe even test. Some work great some don't *death* and some turn into your bad happy drugs and with being on a harsh planet maybe some people try to make the bad drugs to escape the world. Drugs can be made out of all kinds or crazy stuff. Found on priates or the planet, etc.
Adding drugs could add a whole new element to the game and whole new thing the AI storyteller can use in game with diseases and much more.

A small example of a small story/situation.
Some kind of deisease breaks out or a small deady cold or even some kind of cancer comes along and you have to cure it with drugs. So you start researching and developing. Test can be administerered on people, animals, plants, etc. All kinds of things can happen from the drug i.e. working properly from killing or becoming a addictive substance or mutate the host. Now a working drug works.. not much to be said about that same with a drug that kills but its when a drug becomes a addictive substance or a bad happy drug then all kinds of other things can happen like addiction or maybe they become a mutant or zombie (cause games need zombies)

This is exactly what i was trying to say with my earlier post!!

Having the duality of medicine/drugs could provide some very interesting issues E.G. your colonists are growing a large amount of a certain medical herb for refinement into lucrative medical supplies.... Then some of them discover they can escape the everyday troubles of life in a tiny isolated colony with the help of said herbs FUN ensues ;).

EDIT: And a sci-fi game without mutants is like fried chicken without the skin.....
Ideas / Re: Drug system?
October 05, 2013, 08:28:24 PM
As a pharmacist IRL the idea of a drug system in game really appeals greatly to me  ;D

I think the whole tech tree needs a bit of fleshing out and a medical branch would be a great addition! Perhaps the ability to heal fully or from serious injuries is linked to medical supplies? Maybe you start with some from your ships emergency kit then have to create or trade for more...
And eventually you can get access to some really advanced stuff like nano medicine cloning ect which could do some cool and zanny things ingame....

This also makes for some great possible events. Trust me if you thought medical professionals never got high on their own supply you'd be wrong..... Also other non junkie medical emergencies like xeno diseases, radiation exposure during the sunny cycle, Strange alien parasites ect would benefit greatly from having a more developed medicine system ingame.
Ideas / Re: Got an idea for a Storyteller incident?
October 05, 2013, 06:31:12 PM
Events that make use of the Dark/Light season cycle that you have.....

I think this is an interesting dynamic with allot of interesting possibilities for game-play

PITCH BLACK!! a species of dangerous animal/alien that emerges when in the dark season only...

Solar radiation spikes.. potentially damaging electronics or causing turrets/robots turn on the colony.

There are a load more things that could be tied to eclipse / non-eclipse seasonality in game other than just raider arrival / trading
Id love to hear what others think of this.
General Discussion / Re: Introduce Yourself!
October 05, 2013, 06:16:08 PM
Who Am I??
I would tell you if i knew I promise. But in short im in my mid twenties I live in New Zealand and I am a pharmacist.

How did i find rimworld?
Saw it on KS and being a lover of DF and other rogue like games i immediately had a melt down and backed this game....

Favorite game... Thats a hard one i tend to play alot of RPGs have spent an unhealthy number of hours on MOBAs and lose a large chunk of my life every time a new civ game comes out. If I had to give a title id say Alpha Centari.

Embarrassing gaming related story.
When I was but a young boy selling my soul to diablo 2, I cried like a little bitch when I got hacked and lost my immortal kings set... The trauma still lives with me to this day.

Breakfast cereal preferance: Sausages