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Messages - theSovietConnection

#1
Ideas / Re: Trains
April 20, 2014, 10:21:14 PM
The only way I could see trains working would be if you happened to crash near a rail line between two allied (and offmap) settlements. It could make for a cool random map element, I suppose. Make it a bit like the trading paths on Age of Empires 3.
#2
Quote from: Hancake on March 26, 2014, 05:06:08 PM
I've never actually played it, but we have it on the ipod- the bastion soundtrack. When my bf told me it was a game soundtrack I was amazed, they really went all out for it- sounds more like a movie!

I can't believe I forgot Bastion.

If you have the money for it, go pick it up on Steam. Easily among the best $15 I ever spent.
#3
Ideas / Re: An long term vision of vibrant towns.
March 22, 2014, 07:48:52 PM
Quote from: Kirid on March 19, 2014, 09:05:02 PM
-Population influx and outflux increases dramatically so you're not worried about keeping every citizen there and alive. Make it so people are constantly coming and going, and the player cares less if someone decides to pack up and leave, maybe they just want to move on. What if 10 people did get killed in that last firefight.. we've seen worse. You could still develop long term residents.

The biggest issue with your ideas right now is this one here, as Tynan has already stated that he only wants to have a few colonists so that players connect better with the ones they have. That being said, I think it'd be neat to have a storyteller where the number of colonists and wanderers is increased, for those that want to play like t hat.

I also do like your idea of trying to make the colony have a little more of it's own atmosphere. It would be nice to be able to kind of make each area of the colony have it's own distinct feel, like a market district or a residential district.

Quote from: ShadowDragon8685 on March 22, 2014, 05:38:57 PM
Quote from: Kirid on March 21, 2014, 06:57:26 PM
Quote from: StorymasterQ on March 21, 2014, 12:05:50 AM
"Welcome to Honest Abe's Steam Geyser Site. For power subscription inquiries, go to window 1. For sauna access, go to window 2."
Hehe, That would be awesome! Thinking of how something like power would be privatized..
An npc could come in and sets up a generator, becomes a colonist if you let him build it, but still a sense of "this is my generator". You get a free built generator, pay an fair low rate. Asks first in case the player doesn't want it.

Cue players letting the NPC build the generator, then escorting the "owner" directly to the prison to be sold off.

I got to thinking, if Tynan were to implement a private enterprise type idea like that, let that exact situation be something that can happen. Utilise it as a means of incurring fear as a fear ruled colony. However, doing so would also add a substantial "Takeover" debuff amongst the colonists, particularly those who own that kind of private property. Do it too often, and you'd risk a rebellion among the colonists who own private property like this, and any who'd support allowing private enterprise, such as anyone with the enterpreneur background.
#4
Ideas / Re: The ability to plan
March 18, 2014, 10:18:10 PM
I agree wholeheartedly with this.

If we're mining Prison Architect for ideas, too, I also wouldn't mind something like the Clone feature, where you could just throw down a basic shape if you're mass producing structures, particularly in outside areas.
#5
Ideas / Re: Get rid of Nutrient Paste Dispenser?
March 10, 2014, 08:38:08 PM
Quote from: Benny the Icepick on March 10, 2014, 02:56:14 PM
...or Nifty Dance Party.

I wholly put my support behind more Nifty Dance Parties in RimWorld.

On-topic, I do agree, I wouldn't mind seeing the NPD appear later in the game. It would be better to see their be a step or two between crashing on the planet and creating Cheeze Whiz style potatoes.
#6
Quote from: Darker on March 09, 2014, 06:15:44 AM
I thought this game was about colonising a planet, not the space.

Exactly this.

Rimworld is less a colony game and almost more of a survival game, the way Tynan wants it done. It's supposed to be about surviving long enough to be able to get off the planet and back to civilization, not so much creating your own. Maybe, and it's a real big maybe, the story could resolve in a Starbound fashion, where you have to temporarily colonise other planets in order to refuel the ship you've built, but I don't see Tynan ever turning this into a stellar empire building game.
#7
Off-Topic / Routine- Space colony survival-horror
February 20, 2014, 08:57:19 PM
This being the forum for a game about building a space colony, I thought I'd throw the alpha trailer for a survival-horror game set on a lunar base here for those who enjoy survival-horror.

http://www.youtube.com/watch?v=iAcAd1fUiy8
#8
Off-Topic / Re: What's your favorite game soundtrack?
February 20, 2014, 08:51:59 PM
I've always been a fan of the Mass Effect trilogy soundtrack. Loved the music in that game.

If we can include games that had radio stations though, my favorite will always be K-DST on San Andreas.
#9
I don't know if it's already in place (I've never actually had a colonist catch fire before), but I'd like it if a colonist on fire slowly put themselves out over time, like stop, drop, and roll. That way if your other colonists decide that hauling rocks are more important then putting out the other colonist, they're not necessarily lost because the AI was acting up, but there is still a risk of losing the colonist if their health was already compromised.
#10
Ideas / Re: Mental breakdown
February 15, 2014, 01:44:41 PM
Maybe have some kind of system where certain traits are more likely to push a person one way or the other. Traits like empathetic might push a person towards breaking, while traits like psychopath or combat hardened would prevent such a break.

I don't think anyone in the fields along the lines of the vat-grown soldier, pirate, commisar, assassin, etc would be likely to experience a mental break due to experiencing that much death. Maybe if they lose a fellow colonist they had become friends with, but not likely over killing raiders that were out for blood.

Actually, if a system like this is put into place, you could include some new debuffs into things as well. Let's say you have a scientist that you are forced to throw into combat because you lose some of your primary defenders. When they finally kill a raider, a debuff called "First kill" is applied to them until they can talk it out with someone, maybe a counselor if such a job is added to the game. Failure to talk it out could lead to the person brooding over it and eventually lead them to a break via that.

I have a few other ideas for this, I'll post them here when I get the chance to.
#11
Ideas / Re: Threadfall
February 06, 2014, 05:25:45 PM
Quote from: Untrustedlife on February 01, 2014, 10:36:02 PM
I suppose kudzo could fit.. genetic experiment gone wrong perhaps?

That could be interesting, too. Maybe a consequence to having someone with a poor research/science skill trying to genetically manipulate crops with the intention of increasing the hardiness and ease of growth of the plant.
#12
Ideas / Re: A way to make blast charges much less OP.
February 03, 2014, 03:54:10 PM
While I agree blasting charges definitely need a rework, I have my own idea on how this might be accomplished, and this has actually given me a couple of ideas as to how I'd like to see it done. I'd like to see blasting charges given two seperate firing modes.

The first would be a passive firing mode, much like your typical land mine. These would be invisible to both raider and colonist, leaving only a rough zone as to where you laid them. These mines could not be set within two squares of another mine, and could not detonate another mine, so no more cascading waves of exploding meat grindy goodness. They would be detonated as soon as someone steps on one. Potentially you could include a research to add an IFF transponder on them so colonists could walk over them without triggering them. Mines would also deal higher damage, but only within a one or two square radius.

The second would be an active firing mechanism, much like how they work now. These would be visible, deal lower damage over a 3-5 square radius, and have a chance to detonate other blasting charges around them. In this form, blasting charges would function more like an actual blasting charge, and not be terribly effective as an anti-personnel weapon. Blasting charges would also retain their current fuse timer, and not be an instantaneous detonation like land mines would be.
#13
Ideas / Re: Stun Gun
February 02, 2014, 01:26:24 PM
I'd actually like to see a less-lethal research option for most, if not all guns. It'd be cool if you could load out some shotguns with beanbags or tranquilizer darts for the sniper rifle and Lee-Enfield.
#14
Ideas / Re: Threadfall
February 01, 2014, 01:48:46 PM
Space kudzu could be interesting. It would certainly add a different threat to have to contend with.
#15
Ideas / Re: less random please
January 30, 2014, 10:56:41 AM
The randomiser does seem less random now. I had to sift through about 20 noble-type colonists before I finally rolled a colonist that wasn't spec'd into the social skill.

As has been said though, RimWorld is very much about taking what you can get. I'd actually almost like to see a mode where you could hit the start button and it wouldn't even send you to the colonist screen, just send you to the planet without even seeing who you're gonna get until you land on the planet.