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Messages - JayNic

#1
Ideas / Carrying multiple items
September 07, 2014, 04:08:59 PM
Pretty simple. The ability to carry more than one thing. Particularly if it's guns, clothing, armour, etc... a person could very easily cart more than one.

Currently cleaning up after battles can take days
#2
Ideas / Solar panel roofs and manual roof construction
August 31, 2014, 02:29:36 AM
Hey all. The title is pretty self explanatory. But basically: the ability to specify the construction of solar panels on various roofs. It'll free up ground space as well as making sense (it seems to be the way that solar panels are used today for localized use.

Related to roofs: I personally find the "create no roof region / remove no roof region" system pretty - (to be honest) - pointless. Seems like it makes logical sense to make us build roofs ourselves like we build the rest of a structure. We build walls, floors, but we have to manage some hokey zones for roofs.

ps Loving the progress. Alpha 6 got me back in after passing over a couple alphas. Great work!
#3
Ideas / Re: Fallout/Dune Style Melee
November 14, 2013, 01:08:33 PM
I'd like to see some more melee too - make guns a little more rare.

Maybe things like lasos or bolas to capture / incap people. Swords, or even basic cudgels to give combat advantages
#4
Good idea... can essentially treat it like a mobile sandbag.

Wouldn't work versus high caliber guns. The 7.62 M24 for example might go right through, or know the guy down
#5
Why am I not playing on both my monitors?!

... Well, cause I'm at work...

But when I get home, I'm totally doing this.
#6
Ideas / Re: Local jail needs help
November 13, 2013, 04:03:25 PM
I disagree with people saying it's not realistic... We build jails - why not someone else?
#7
Ideas / Re: Local jail needs help
November 13, 2013, 02:09:53 PM
I too would like to see an interaction between other possible settlements or camps.

The "it's a Rim World" argument is used way too often to justify not adding features...

The fact is: between the raiders, traders, and wanderers there are hundreds of people passing this planet every month.
#8
Ideas / Re: Cats and dogs?
November 13, 2013, 01:24:56 PM
They can guard my crops against those damned boom rats/squirrels!

And of course her the muffalo (I assume the eventual design would include animal husbandry)
#9
Ideas / Re: Power Smarts / Light switches
November 13, 2013, 01:14:38 PM
To select all of one type of object, you can double click it.

I usually turn everything off when getting raided, or everyone is out mining. But yeah, a grouping system would be interesting. But this game type seems more suited on the side of intelligent automation over intuitive manual controls
#10
Ideas / Re: Power Smarts / Light switches
November 12, 2013, 08:49:46 PM
Yup. I do know that. Just don't want to micro manage it all the time. Not really something a "mayor" should have to do - more of a "mandate" that he should suggest.
#11
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 07:20:39 PM
Thinking on it more... It could really be this easy:

A "building" called "Ventilator" that supplies / vents enough air for 100 cubic grids. Bigger cave? Build more ventilators... You can ensure your air moves between caverns by either not building a door, or by placing a 1 metal cost "vent" on a wall. The vent object would also be needed on outside structures.

Doesn't have to get too complex as I think most people are thinking - but it's still a logical gameplay element that differentiates underground from over ground
#12
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 07:04:38 PM
Quote from: NexusTrimean on November 12, 2013, 06:55:51 PM
...add requiremnts to cetrain constructions, that they must be built outside, though i hate this sort of artificial limting. "Dammit, i want to be able to smelt Iron in my mine."

Exactly. But if you built a "ventilator" that had enough capacity to work a set number of square units: then boom - interior smelting

They've already got power management. The cables go through the walls. Why not vents and or pipes? I also wish I could build cheaper walls without power in them... Some of my rooms don't need power coursing through every wall - and yet I have to risk the explosions regardless... Same could be for water/air
#13
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 06:52:39 PM
Quote from: Produno on November 12, 2013, 06:48:56 PM
Theirs also other problems related to spending alot of time in the dark, but i cant see anything like this being implemented into Rimworld.

I do agree that mining should take longer and ive seen this pop up a few times now.

I think a simple mechanic would be a negative effect: "Missing the daylight   -15"
Similar to the claustrophobic effect.
#14
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 06:43:19 PM
Now this is constructive.

I agree: mining is too fast in game.

Realistically you'd need a number of temporary structures set up outside your mine to live in before the mine itself is large enough. Once it is large enough, you still need water supply and ventilation.

You can't just move 5 people in to a cave with a single point of entry. They would suffocate.
#15
Ideas / Re: On Cave Colonies / Building Underground
November 12, 2013, 06:26:19 PM
The vast majority of the sites in Wiki link are malls, or connections. I'm talking about manageable long term sustainability of living space.

This thread was meant to express opinions and ideas on underground living - not site examples of it. If you believe it to make sense (so do I) then I would hope readers would explain the complexities and advantages/disadvantages of it in the context of video game mechanics.