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Messages - Cato1001

#1
Bugs / Balance issues with trade ships
November 10, 2013, 10:52:27 AM
I am on day 90 of my newest Rimworld colony, and I think I have experienced an annoying balance issue... Since the beginning of the colony I have had over 30 farming vessels, 15 industrial traders, and over 20 combat suppliers, but I have only had one slave trader of the entire 90 day experience...
   I think it might help if you made it so that say every 4 ships that pass by must contain one of each type of vessel, so the all ships come multiple times and there isn't an imbalance like the one I experienced.
#2
Ideas / Re: Suggestion and Discussion Megathread
October 17, 2013, 09:13:21 PM
I saw that on the kickstarter one of the modules was asking if there should be an end-game. I was thinking that the actual player should be able to decide that. Maybe there could be an "End-Game Eric" storyteller where there is an end-game or maybe a choice on the menu screen for a version with an end-game.

I was also wondering for the backers in kickstarter that will get the pre alpha version, what form will the game come in: a disc, a digital copy, etc.?
#3
Ideas / Re: Suggestion and Discussion Megathread
October 15, 2013, 08:56:13 AM
Quote from: Cato1001 on October 14, 2013, 11:55:07 PM
I also recommend adding in more researchable items because many of the Youtube videos I have seen quickly finished all the research perks very early in the game.
Quote from: British on October 15, 2013, 07:08:12 AM
As you noted, the game is in pre-alpha, so it's more of a (well-refined) proof of concept than a finished product.
As such, most of the game mechanics (like Research) will evolve at some point.
You can discuss the Research System here.
I was just recommending that adding more researchable topics should be one of the priorities considering that even though research is a specific skill for colonists, the researching skill quickly becomes useless soon after the game begins.
It would also be interesting if you could discover new technologies from ,say, raiders or an injured person that lands and you convert to a colonist. They might have a book or something like that which can be used to find out about a researchable topic.
Also, the technologies may have to be discovered. For example, the gun turret cooling research could be discovered after 3 pirate raids and 6 turrets built.
#4
Ideas / Re: Suggestion and Discussion Megathread
October 14, 2013, 11:55:07 PM
     I didn't know if one of my ideas counted as an idea for the "cheap ideas" thread, but  I am posting on this thread anyways.
     I think that by killing the muffalo, you should be able to get some sort of fabric, because it is weird for carpets to be made out of metal (so the fabric would be another resource). They could also be used to make beds. Future add-ons like coats (if there is a cold biome where colonists need special clothing or something like that) might also require this fabric.
     I was also wondering how all the Youtube video posters got ahold of the game earlier than the pre-alpha.
     I also recommend adding in more researchable items because many of the Youtube videos I have seen quickly finished all the research perks very early in the game.