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Messages - Finjinimo

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1
Ideas / Re: Alien like storyline
« on: November 02, 2013, 06:20:53 PM »
Yes... but the story todofwar is referring to (at least as far as I interpret it) is that of the 'monster' alien type -- like in the films Alien, Aliens, The Thing, etc.

The threads you've linked to don't talk about that kind of storyline.

But yes, I dig the concept of finding some form of nasty critter out there that slowly picks off your colonists one by one. It doesn't necessarily have to be an 'alien' but I think the concept is an interesting one.

2
Support / Re: Newbie questions!
« on: November 01, 2013, 08:17:38 PM »
Ya, it doesn't have power.

Power doesn't run through cave walls (but does through built walls). You need to run a conduit to it.

I'd probably also move the chair from beneath the Slurpy Machine... although the image of a colonist just sitting there with his mouth open is pretty hilarious.

3
Ideas / Re: Transport
« on: November 01, 2013, 08:03:23 PM »
What about something like a remote-controlled semi-automated hauler.

You would research it first and once built you have a big old tonka truck to help haul stuff around. Something like the mars rover, but without all the science bits.

I think having a tool like that would be useful and would also mean you don't have to program someone to 'drive' it.

4
Ideas / Re: Name suggestions
« on: November 01, 2013, 07:57:28 PM »
Maybe continue this discussion in this topic

http://ludeon.com/forums/index.php?topic=306.msg4558#msg4558

Or maybe lock the thread because they're all euphemisms...

I mean, I got a chuckle from some but they're not really appropriate for this type of game me thinks.

5
Ideas / Re: Alien like storyline
« on: November 01, 2013, 07:51:00 PM »
You could do it a little like the megabeast type things in Dwarf Fortress.

But I kind of like the way it works in Don't Starve in that if you don't have light at night, then you start to take damage because there are bad things out there that you can't see... That would make solar eclipses much more serious. And give you something to be concerned about other than the next raider raid raid raid.

6
Ideas / Re: Muffalo Ranch
« on: October 27, 2013, 07:33:54 PM »
I really like the idea that 'crazy bob' is running around using a squirrel for a hat.

Muffulo hides could be used for decoration like a rug, blankets for comfort, or incorporated into armor crafting -- rather than straight up use as clothing. I don't really care what my colonists wear unless its something interesting like a ridiculous hat or sweet looking cape.

7
Ideas / Re: Possitive Storyteller Incidents
« on: October 27, 2013, 07:28:10 PM »
 - Perfect Day: a beautiful sunrise, a tasty meal and some good company. The colonists have a renewed sense of hope, if only for a moment (Increased happiness for 24hours).

8
Ideas / Re: Muffalo Ranch
« on: October 27, 2013, 04:44:22 AM »
Step 5 gain their trust and live among them.

Step 6 rally your Muffalo brothers against the humans.

Yes... *steeples fingers* excellent...

9
Anything that enriches the experience, expands the universe and gives fans more material to ponder upon gets my vote.

And it wouldn't necessarily have to be a traditional book. You could publish a series of short stories via your website as whimsy and inspiration takes you -- then if there is enough demand seek to publish the anthology as a paperback later. Broaden the fan-base, yes?

You're probably going to generate some decent fan-fiction anyway. If you build it, they will come eh?

But yes, sometime after the rimworld project stabilizes and is in a happy place.

10
General Discussion / Re: Should there be trading and raiders?
« on: October 23, 2013, 12:06:03 AM »
Lots of good stuff.

I'm with Blitz.

Local Raiders make more sense to me, rather than ones that come from space.

And less frequent but larger traders mean that you would plan for them but also be biting your nails if you miss them due to excess amounts of FUN.


11
Ideas / Sappers: Advanced Raider Type
« on: October 20, 2013, 10:11:12 PM »
Apologies if this has been suggested, or if there is a better thread for this to go (feel free to move this where you will Mr Moderator).

I was trying to think of ways to disrupt the turtling tactic I fully intend to utilize -- that of digging an impenetrable style base into the mountains.

I thought a brutal if somewhat inelegant solution might be a raider type that appears after a few seasons who is able to mine. Someone that targets the cliff-face first, rather than the colony itself.

I see there are explosives in game that can be used in mining or offense/defense. Perhaps Sappers could use that device to randomly clear portions of your mountain.

Story-wise they would be seeking an alternative route into your base by tunneling into the cliff. In practice, they would probably be blowing up portions of the map.

It would mean some raiders have a way to change the landscape, forcing you to adapt. It would hopefully also create problems for the turtle style colony.

I understand that they probably won't mine intelligently or with direction, but it could still provide an interesting spanner in the works.

Or perhaps I've just had too much coffee today... *shrug*

 

12
Ideas / Re: zombies... lots of em.
« on: October 20, 2013, 09:52:00 PM »
I'd rather there not be a zombie iteration of this game. It's just something I have very little interest in, and the little interest that I do have keen easily be sated with a multitude of other titles.

However, if someone were to do it as a mod then sure, why not. That's what modding is for, yes?

13
General Discussion / Re: Kickstarter update #5
« on: October 16, 2013, 07:43:42 PM »
Fantastic stuff!

14
Ideas / Re: FTL-style decision making dialogs?
« on: October 16, 2013, 04:55:40 AM »
Yes... and I am all for that.

I thought these types of events would occur in the same way that traders appear now.

They appear, I can engage with them or ignore them. Then they leave.

Extra Narrative Events could be built on that exact same mechanic. It's hardly immersion breaking, if anything it would be there to enrich the experience of those who choose to engage with it without being detrimental to those that don't want to deal with it.

I am all for building my own narrative through straight simulation of my colony. I am looking forward to the stories that I'll be creating on my own just through gameplay.

I don't really mind if these things are part of the game or not -- I will enjoy the game regardless. I just think these types of events, used sparingly, could be a useful tool that allows us to paint a richer, deeper tapestry of the entire Rimworld universe.


15
Ideas / Re: Melee weapons
« on: October 15, 2013, 08:27:31 PM »
I want to start a colony with a surly bearded man named " Old Man River" who keeps the young whipper-snappers in line with fisty-cuffs and  a quick clip behind the ear. He would charge into battle with his trusty shillelagh and really show those raider trouble-makers whats what! Eh?

Anything that allows me to imagine a narrative something like that gets my vote.

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