Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - NickB0

#1
Ideas / Re: Faction relations, more raid types
September 30, 2016, 05:57:01 AM
Quote from: Esphaine on September 28, 2016, 09:01:48 PM

-Overrun/Total War/Long Siege. Happens at high interest, low fear, probably only on higher difficulties too. A special raid type where initially a few guys will arrive hauling steel, components, etc. They set up a semi-permanent settlement at the edge of the map - beds, power, sandbags, mortars, and turrets. Every day more raiders arrive carrying with them more food and materials. Some raiders do nothing but maintain the place; the rest will attempt to wear down your colony. Between constant shelling, raiding parties thrice a day, and scattered looters, your colonists will struggle to find time to even eat, let alone sleep or work. However, they'll all retreat if they take too many losses in a single day. Should only happen to large, wealthy colonies.


I really like this one. I think it might be better if they didn't have mortars though. In a normal siege you feel the need to deal with them immediately because mortars can cause devastation in no time. I would like this type of raid to be more like attrition; slowly ware down the defending colonist by blocking them inside their walls and starving them of resources.

Some measures would have to be made to prevent players from exploiting and profiting from the daily raiding parties, like maybe having the raiders gear disintegrates on death or brain implants that kill them if they are captured.

#2
General Discussion / Re: Charge rifles are too common
September 27, 2016, 03:32:45 PM
Quote from: Mikhail Reign on September 27, 2016, 01:57:27 PM
B: I'm not saying they should use particular guns, because realisum (using 40k as a reference?). I'm saying they should use interesting guns because it's the year 3000 so it should seem like it. If everyone is going to use Lee Enfields and M-16's, why bother to set it in the future at all? Instead of 'Rimworld' it could be 'Shipwreaked 1987' and I wouldn't be able to tell.

Well the guns have been renamed in the newer alphas to more generic names like lee enfields to survival rifle, and m16 to assault rifle ect. so these guns are probably not weapons brought from 20/21th century earth. They were most likely manufactured on the rimworld by factions/corporations who's tech level does not exceed the 20th century.

One of the interesting things about rimworld is the colliding time periods. You have the tribals with primitive technology, Raiders with modern weapons, and super advanced mechiniods. So maybe it would be cool to have an advanced faction with advanced weapons.

I'm not sure if you're arguing you want laser/rail/particle guns to replace all gunpowdered weapons or if you want both. If gunpowdered weapons were replaced by the future guns, would the damage output be the same? If yes then it's just a reskin and not very interesting.

If the future guns are more damaging/accurate/faster then that just throws off the balance of the game completely. Tribals have less deadly weaponry than pirates but they make up for that weakness by having 2x as many soldiers. Would futuristic factions have less soldiers than gunpowdered factions to balance it out? Then once a futuristic faction is defeated during a raid your colony has probably collected a bunch of future guns. This will obsolete your gunpowdered weapons making them as useless as bows are now.
#3
Ideas / Re: Clean room command
September 26, 2016, 06:43:22 PM
Quote from: ruddthree on September 26, 2016, 06:12:46 PM
Just lock (forbid) any connecting doors, with a colonist inside the room, and he/she will be unable to do anything else aside from treating patients (if he/she can) or cleaning the floor.

yeah it's also tedious:

1  - Set a pawns #1 job priority to cleaning.

2  - Draft and move him to the room.

3  - Lock him in by forbiding doors (which of course locks everyone else in/out).

4  - Undraft

4a - There's a good chance the pawn will immediatly just sleep on the floor (tired after long raid) so then redraft.

4b - Set his restrictions to work only

4c - Undraft

5  - After the room is cleaned, the doors have to be unlocked and the cleaners job prioritys and restrictions have to be set back normal.
#4
Ideas / Clean room command
September 26, 2016, 06:02:56 PM
It would be nice to have a command to clean all messes in a room. After a raid when lots of colonists are recovering, it's best to have the hospital 100% clean to reduce the chance of infection.

If the room isn't being cleaned by the automated designated cleaner, the task will have to be done manually. This is done by selecting a pawn and clicking every individual tile in the room with filth on it - which can be difficult to locate because filth can be under furniture or just hard to see and I can never seem to get the room to 100% cleanliness.

Very tedious.


#5
Ideas / Re: Factions overhaul?
September 26, 2016, 05:18:47 PM
I like your idea of having the factions more dynamic so the world feels more alive, however as the game is now the factions strengths are dependent on your colonies wealth to keep the difficulty balanced e.g low colony wealth = weaker raids. Your suggestion of having independent strength unrelated to the colonies would cause the raiders to become weaker and weaker as you achieve more victories against them (or the opposite by having more defeats).

Maybe this could be balanced out by having alot more factions and different ways to interact with them but then this game becomes more like Civilization. This would put way more importance on competing/interacting with factions to survive instead of the interactions of your individual colonists.

I do agree that the factions need more depth though.
#6
General Discussion / Re: Charge rifles are too common
September 26, 2016, 04:58:08 AM
Quote from: Mikhail Reign on September 26, 2016, 12:22:44 AM
Well..... given that its the year 3000 or so, Lee Enfields, Uzi's and M16's should be as rare as 1000 year old guns today, and Charged Rifles (assuming they are the 'current' tech in game) should be as plentiful as AK-47 (variants) are today..

Yes if you want to look at it from a realism point of view, but gameplay is more important than realism. You can also argue that thousands of years from now laser weaponry will be developed that is super accurate and disintegrates targets on hit and everyone has all these different types of super guns, but that would just make for boring gameplay. The best gear shouldn't be available immediately and so easily.
#7
General Discussion / Charge rifles are too common
September 23, 2016, 08:48:26 PM
From the start I seemed to acquire at least 1 charge rifle every pirate raid, later on getting about 5 per raid. It seemed very uncommon for the raiders to be equipped with survival rifles, shotguns and LMG's and I haven't even seen a single one use an assault rifle (I was playing tribal start, Randy Extreme and most of the raids have been sappers/all melee/tribals. Its possible this problem is because of the difficulty and lack of normal attackers)

This ruins the balance because charge rifles are just in general better than all other guns (except sometimes snipers). After nearly 4 years, a colony total wealth of 275,000 and 23 colonist, instead of having varied soldiers with assault rifles, survival rifles, LMG's, Heavy SMG's, shotguns, I just have everyone use the superior charge rifles, which feels kind of boring. And unlike armor which deteriorates and can be damaged by attacks, as long as guns are equipped or indoors they can easily last the entirety of the game at 100%.

Anyone else notice this too? I think it would be fair to have the charge rifles be a late game weapon used mostly by power armored pirates. BTW this isn't me complaining about the difficulty, I just want to see more varied firearms in combat.
#8
Ideas / Re: Guest areas
February 27, 2016, 05:12:53 AM
I really like this idea.

For the encounter to occur you would need to have a reputable doctor (or a successful surgery record for the colony), and the tribe could ask for an organ/limb replacement or maybe disease treatment since they are too primitive to do this themselves.

The more you succeed, the higher your healing reputation will become and more clients will want to be treated by the colony (and tougher surgeries too). You will probably need to have the required organs/limbs/meds/ available so you might have to decline a lot of patients, but the tribes will also reimburse you on successful operations.

Another similar guest encounter could be famine relief. A friendly faction is severely low on food and requests aid, lets say 300 food items (or an equivalent of 30 meals). You could choose to give the full amount or some, and the faction will be grateful. Or you can choose to give none and the faction will be VERY angry at you (unless you are suffering from a famine yourself).

IDK if the faction even needs to visit to pick up the food or have everyone eat in the guest area; it can just be an event that uses the trade beacon to transfer the food, with no pawns involved.

#9
I think there is a bug when transferring prisoners from one room to another (being carried) that is resetting the prisoner tab. Also has anyone noticed incapacitated prisoners (healthy) are not receiving the "convinced by warden" buff when trying to recruit? I am not sure if wardens don't talk to them or if the buff is just not applying.
#10
Ideas / Re: Suggestions wanted: Animals!
July 03, 2015, 06:23:10 PM
Jungle/Forest Spider: Just a giant spider.

Possible exotic behavior:

1. Wall climbing; can walk over walls (non roofed only)

2. Wrap and snatch - Spiders would poison a pawn (bite an unsuspecting pawn incapacitating them?), wrap and drag them into the jungle/away from colony, and guard it. The pawn would die within 12-24 hours if not rescued (use the same coding for disease/heat stroke e.g. minor, major, extreme ect). To rescue the pawn, the player will have to "strip" the webs off and probably defeat the guarding spider.
This can either be a storyteller event or the spider can opportunistically pray on a nearby pawn. Maybe it will do this whenever it needs food (every 2-3 days) and will mostly target animals, but if non are available humans are its next pray.

3. Webbing environment - Spiders occasionally leave webs on a cell, which slows down movement speed (spiders can move through freely). The webs can only be placed between trees. These may expire or there may be a web limit.


Sorry if this is a bit overcomplicated for a simple idea. Giant spiders are good without behavior too.
#11
Ideas / Re: flooring balance needs looked into
July 03, 2015, 02:27:55 PM
Yea I agree, it seems the most efficient way to play is to just only use wood floors. It doesn't really make sense to waste 6 stone a tile to floor in a room (it really adds up). I actually made a thread about the stone floors a few days ago that didn't really get any attention http://ludeon.com/forums/index.php?topic=14147.0

It also took me a while to realize concrete and paved tile don't provide negative beauty because the description says "quite ugly" or "not pretty" thus I've never wanted to build them.

I like your balance so far. I think eventually plasteel, silver, gold ect should be used for different floor variety and beauty as well.
#12
General Discussion / Re: Stone tiles too expensive?
June 28, 2015, 11:29:18 PM
Quote from: SSS on June 28, 2015, 08:43:54 PM
It actually costs 6 stone for a floor tile and 5 stone for a wall.

I find it odd too, but I suppose it has something to do with the higher beauty of stone tiles as opposed to wood or steel tiles.

Oh you're right it is 6, but regarding beauty a wood tile only cost 1 wood providing 1 beauty while stone gives 2 which when applied hardly makes a difference in total beauty.

For the most part I just like building stone tiles for myself, not for the colonies happiness.
#13
General Discussion / Stone tiles too expensive?
June 28, 2015, 08:29:32 PM
Throughout all the alphas I've played, I found it strange how stone tiles remained costing 5 stones. Why does a 1x1 tile cost as much as a solid stone 1x1x1 wall? Was there a balancing reason for this?

Not only that but building walls is actually CHEAPER in that they usually only consist of constructing a perimeter, whereas tiles would be built to take up all the cells in an area. So a 10x10 stone room would cost 200 stones (220 with corners) for the walls and 500 for the flooring.

Not a huge game play issue but I am just surprised this was never changed. What do you guys think?
#14
I agree it is kinda silly how a colonist on the brink of death can make a 100% recovery in less then a day without even a scratch. I would like to see the recovery time for all wounds dramatically increased for vanilla, if it could be balanced correctly. It would be interesting having huge recovery periods after raids, and having some colonists forced in bed for days/weeks.

Also we have cuts, punctures and bruises but wouldn't it be cool if bones could break too? Just another layer for the medical system.
#15
I don't know about you guys, but I never fight back against rampaging colonists to avoid permanent eye bruises or even death. Instead I have a pawn lore them into an empty room, then leave and forbid the door thus locking him down until he cools off. This feels very exploit-y and is very easy to get the hang of, which renders the hard mental break nearly the same as the soft one.

Shouldn't a broken colonist not care about what is forbidden and just go through any door? I believe Tynan mentioned once that pawns binge drinking still use forbidden beer for this very reason.

Also when they are locked in they don't even try to knock down the door; they punch it a few times but ALWAYS give up before its broken and just stand there for the remainder of the rampage. Slightly off topic but shouldn't prisoners try to bust down doors too? (this was in a previous alpha i believe)