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Messages - Enjou

General Discussion / Re: Killing vs Incapacitate
December 02, 2013, 07:40:41 PM
Quote from: todofwar on December 02, 2013, 06:57:21 PM
Quote from: Semmy on December 01, 2013, 10:31:12 PM
At the moment there isnt.
A way to try and have more succes altough its only slightly is going in melee.

In the future there will be more ways added to capture raiders.

I think the ability to recruit prisoners needs to be curtailed a bit. It makes sense now because there are few ways to get new colonists, but would you trust someone who was just shooting at you with a gun? I think in the future captured raiders should be good for slave trade only.

I'd rather there be a risk rather than outright making the practice unfeasible. Maybe there might be a period where those who are recruited from prison need to be kept more loyal than normal until they get acclimated, or perhaps raiders might have a higher chance of having negative traits that make them less desirable to recruit.
Ideas / Re: Raider who defuses blasting charges
November 20, 2013, 12:40:41 PM
Here's a possibility - rather than defusing, what about jamming? If people could have a secondary piece of equipment, perhaps a Raider might have a piece of equipment that disables your ability to remotely trigger blasting charges and other such devices, so if you've made yourself a field of blasting charges the Raiders would try to stay within the jamming radius of other Raiders that have jammers.
Ideas / Re: Penalty for underground base
November 11, 2013, 11:37:12 AM
Here's a simple solution that doesn't overly punish the player - if you place a bedroom underground, then that bedroom gets the 'hideous environment' penalty if the player hasn't built in proper walls. This will make the player want to spend some extra metal in exchange for the safety that an underground base offers.
Ideas / Power management system
November 05, 2013, 09:25:29 AM
I'm loving the game so far after getting it yesterday and playing it a bit, and as I was playing and needed some additional electricity it occurred to me that during emergency situations the player probably doesn't want to micromanage the power consumption. I think a more detailed power management system would be a good way to address this.

One way to do this would be if it were possible to set particular items to have a power usage priority your power grid could selectively shut off non-essential systems when power is low. Instead of setting an item be 'on' or 'off' the player could set it to 'high priority', 'low priority', and 'off', or something like that. When electricity is low the lower priority items would turn off automatically to preserve power for the higher priority items.

Alternatively, rather than having this be done for individual items this could be done by item type by a menu where you would set a power management policy. You could have multiple policies as well - for instance you could have one policy that is in place for day to day operations that prioritizes lighting, luxuries, etc. but has turrets set to low priority or outright turned off, and a different policy for when you're under attack where you put the defenses on high priority, but have sun lamps and doors turned off. In this system I'd also want to have the ability to have particular items capable of overriding the policy and be always on if power is available.

This system could be a research item as well so it isn't initially available, and could require the user to build a computer that does this management.
Ideas / Re: (Theoretical) Rimworld Research Tree
November 04, 2013, 11:08:00 AM
Certainly some interesting ideas, though as some have said it's not perfect. One oddity I'd like to point out is the potted plants - putting a plant and dirt into a pot isn't something you'd need to research.
Lore wise, currency could make sense if its value were tied to a resource. Perhaps to address the concerns of inflation, the space government went back to the gold standard and every space-dollar is worth a set amount of gold or some other valuable scarce resource.
Ideas / Re: Death is not the end of the game.
October 31, 2013, 03:19:35 PM
This would certainly be an interesting game mode.
Ideas / Re: Drug system?
October 26, 2013, 07:14:48 PM
Quote from: Tynan on September 27, 2013, 05:14:03 PMThe effects won't be temporary. It's not a boost like in Fallout.

I'm thinking the more important aspects would be:

-Growing the drugs
-Refining the drugs
-Dealing with the ups and downs of having colonists addicted to the drugs. This includes:
---- They're "happier"
---- They have long-term health problems
---- They may exhibit unstable behaviors
---- They fight differently; don't get incapacitated, perhaps

It's not a button you push for a short-term boost, it's a part of the sociology and economy of the colony.

There's certainly a lot of potential here. You could use drugs as a means to recruit prisoners, but they'll be addicted so trying to stop the use afterwards could bring about disaster. Also, if you forbid your colonists to use the drugs you are making, some personality types might use them anyways - recruiting raiders to your drug farm colony might have an added risk of them sneaking a bit of product. I could also see a law enforcement faction being none too pleased with you if you're making a lot of hard drugs, or perhaps willing to take bribes to leave you be if you're only growing soft drugs.
Ideas / Re: Your Cheapest Ideas
October 24, 2013, 10:29:17 AM
Guard towers have been mentioned, but I'm not sure that translates well to top-down - how about one man Starcraft style bunkers instead? Have them cost a lot of metal to build as well as more metal to repair damage.
Ideas / Re: The many-guns problem
October 22, 2013, 12:07:40 PM
Quote from: Gazz on October 22, 2013, 11:37:08 AM
Quote from: Enjou on October 22, 2013, 11:08:04 AMParts could even be divided into types, (basic, heavy, advanced, etc.) giving you a new resource to manage.
A superfluous distinction IMO.
Who wants to build inferior guns?
Right. No one. As a result, the only thing you are ever short of will be "advanced" parts, meaning you have 2 resources in abundance which makes them pointless as gameplay features.

That could be solved in a number of ways. If parts are introduced as a tech resource, they don't necessarily have to be useful for only one thing. Parts could be required to build anything technical, like solar panels, food paste dispensers, etc. and possibly be required to do repairs on damaged tech. Basic parts could be required to make most stuff and repair any technology, but higher end stuff could require more advanced or more specified part types that are less plentiful to build initially.
Ideas / Re: The many-guns problem
October 22, 2013, 11:08:04 AM
I'm not a big fan of the scrap to repair mechanic since that likely means you need to keep track of gun maintenance. I don't want that level of micromanagement. However, scrapping guns is a good idea in general. I would add my voice to those who would have them scrapped into parts rather than just metal. Parts could then be used to craft better guns or upgrade existing ones, or also be a requirement for making turrets - it doesn't make much sense that you can make a turret but can't make your own guns. Parts could even be divided into types, (basic, heavy, advanced, etc.) giving you a new resource to manage.
Ideas / Re: Re: Your Cheapest Ideas
October 15, 2013, 10:12:30 AM
A body armor system.

Basic body armor - low tech body armor, lowers damage from bullets but the wearer is a bit slower when moving due to the added weight. May degrade over time.
Power armor - Greatly reduces all damage taken by small arms, greatly increases melee damage, greatly decreases firing speed. Also faster at mining. Degrades over time but can be repaired with metal.
Kinetic shield - A high tech shield that completely deflects kinetic damage until it is depleted. Must be taken to a charging station once it is depleted.

Behaviors could be modified later to take armor into account, but it wouldn't have to be initially.
Ideas / Re: Got an idea for a Storyteller incident?
October 11, 2013, 02:06:54 PM
Well, Void Gods are something that has said might be added, so here's a few...

You have angered a Void God...
- All your crops die suddenly
- Muffalo on the map have gone berserk
- Zombies are rising from your graves
- One of your colonists bursts into flames

You have pleased a Void God...
- All crops grow faster for a certain period
- A group of raiders attacking you are all struck by lightning
- One of the colonists you buried in a grave comes back to life
- All damage to your colony is instantly repaired

A Void God is bored and is using its all-powerful jerkass powers for selfish amusement...
- Muffalo on the map turn pink
- An insane "prophet" has been sent to your planet to scream and rant at your colonists about random insane stuff
- Your colonists suddenly change sex. All of them.
- Your crops start talking
Yeah, it's a bit of both. You are investing in a product that you believe has the potential to be good, but you are also purchasing that product when or if it releases.

As to spending the money on the project vs. getting paid, the developer isn't necessarily obligated to spend more that they said was required on the project, but it would be foolish not to invest at least some portion of that back into the project to get better tools, better devs and artists, etc. so as to produce a better product that more people will buy after the product is made available to everyone to purchase. But if the dev wants to spend a little extra on themselves that's fine, so long as the obligation of delivering the product is met.
Ideas / Re: ideas-New activity of raiders?
October 09, 2013, 04:40:36 PM
Quote from: Drabus on October 09, 2013, 03:58:51 PM
So evil! Interesting. However, the opportunist colonist may ambush the scout to slim down the herd :p

More than that, killing off the scouting party could affect the raider behavior in a few of ways - if their scouting party doesn't return, perhaps they could feel greater fear and decide the operation isn't worth it or it could result in the raiders just not using as good a plan and just rushing in since they lack intel.