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Messages - SweetLogan

#1
General Discussion / Re: Why did you back Rimworld?
October 22, 2013, 12:03:32 AM
Dejix got most of it for me.

It also scratches the sandbox itch. (I reinstalled Pharaoh a while back for this persistent desire)

The reason that made me create a kickstarter account and commit was the presence of gameplay vids on youtube.  Those were key for me.

Tynan being active and engaging with backers, fans, forum members made me happy to kick my backing up a notch.  Plus, it'd be cool to put Sweet Logan into a random raider occasionally.. that or Muffalo Bill. Humm... decisions.

Even if it Tynan takes it in a direction that doesn't entirely appeal to me, personally, I'm sure it will be a solid game and I'm happy to support that.
#2
Ideas / Re: Your Cheapest Ideas
October 18, 2013, 08:12:08 PM
Quote from: Blitzkriegsler on October 18, 2013, 12:24:22 PM
Quote from: SweetLogan on October 18, 2013, 08:05:13 AM
A recreation/social room or lounge chair [..snip..]

Heh, draft a person, right click on the unhappy colonist, click 'arrest'. They unhappy guy gets to go to my fear inducing dark dirty cave of doom to sleep on the hard floor. This way he gets to learn what it is like to be unhappy. If he gets sent to prison multiple times, he needs to watch out for the slaving ship.

But this way, your unhappy colonist is already in a central location, so your drafted colonist doesn't have to walk so far. Plus, a slave that smiles, is a slave that sells!

Honestly though, having more than one way to run things is awesome.  There could be a fear based stockade to adjust a colonist's world views. (but I think that'd be an idea for another thread..)
#3
Ideas / Re: Your Cheapest Ideas
October 18, 2013, 08:05:13 AM
Interior Walls
  -They could be slightly cheaper, build faster, with less HP.
  -Increase happiness with a room, over the thick, cold metal walls. These interior walls have decorative paneling!
(Apologies if this is elsewhere, but most of what I see about walls/structures is for modifying combat, not decreasing resource use or upping happiness.)

Selling research, either so you have to do it again or just for quick cash, to a passing colony ship.
  (Buying was suggested. I don't think selling was. This also might already be planned with factions/trading research)

An event where a weapon breaks or is lost.

A training dummy to shoot/punch to upgrade your combat skills, outside of combat.

A flare gun that scares off animals or recalls colonists. (has a chance to catch something on fire)

Smaller/1x1 dumping areas, to allow more flexibility. (Plus, you can make an S.O.S. with rocks!)

A recreation/social room or lounge chair, where idle citizens go to increase happiness. (Could also be used as a focal point, if the game gets an alarm to call citizens back to base, during an attack.)

A backpack/cart that causes your colonist to go slower, but carry more.