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Messages - MrDemonic

#1
Quote from: zayzayem on January 06, 2014, 08:55:38 AM
Sound good.

Childhood - name change - "Urbworld Tech-head" or "Urbworld tinkerer" or "Urbworld Loner". With a heavier social penalty maybe.
Grammar fixes (you used a lot of fragments)
"As a child and teenager, Dominic never had the voice to stand up for himself. He would favour keeping others happy at his expense if that made his life easier; avoiding confrontations as if it was a deadly virus. Favouring microchips over relationships, his interest in technology is what kept him going. He eventually began his journey; travelling the stars, experiencing and learning about the different types of tech people used."[/s]

I've suggested two bits to remove. The "favouring microchips" is a good part, but I suggest you choose between it and the "avoiding confrontations ..."; it seems a little bit repetitive information - but really, up to you.
The last sentence is already described in your adulthood (and really is about his adulthood).

Adulthood - name change "Techncial genius" or "Travelled tech-head" or "Travelling tinkerer"
Also grammar fixes:
After years of travelling on various starships and sampling the technologies of other cultures, Dominic grew into his own man. He has kept his the naturally caring nature that he had as a child, despite all the bulky others put him through. He has learnt a vast amount on his travels, knowing what would seem like petabytes of information when it came to technology. He even replaced his right arm with a robotic replacement prosthetic to better help him with his technological experimentations. Always researching and knowing how to tweak or fix something.

Not sure if "bulky" is plain English? Last sentence is not a sentence, it's a fragment. It also describes current behaviour, backstories are meant to be that - backstories. Perhaps something about constant researching, tweaking and/or tinkering could go after "Dominic grew into his own man" (describing the man he became).

Thanks a bunch for the feedback. Never thought I would get any haha. I'll have a think about the suggestions you have made and possibly give them more tweaking. Are my Stat modifiers all okay though?

Thanks.
#2
I haven't submitted mine yet because I have no received any feedback on my WIP character because this section seems to be so dead. But it would be a bit silly if they did not give you a finally warning update on Kickstarter for the final submission of characters.
#3
Hey there,

Finally thought about my creative reward that I would like to submit to RimWorld, though I would like some opinions and clarification first. I know my paragraphs are about 70 plus word each but they are just WIPs right now. Will definitely be cutting them down to around 55-60 if that's allowed.

Just wanted to know one thing though. My character is very focused on technology. Being able to tweak, research and possibly invent. This is why I wanted to double check what crafting would be used for. Is Crafting used for creating general items? Or is it focused on technological items? Because that could alter some of my skill modifiers depending on the answer I get.

The short version of my character/backstory is that Dominic is a socially awkward person who is amazing in the fields of technology. He does wild experiments just to see if he will create something useful, fun or useless. He has a lot of anxiety which stops him socialising properly but he is a kind and caring person at heart. Does my childhood and adulthood back stories reflect that? Was finding it a tad hard with the word limit.

Of course my character will have all relevant work disabled applied as we'll. it's just hard to figure out what they do without them having propel descriptions. Also if what I'm doing with the skill modifiers are wrong then please point it out. I'm still trying to fully understand them from the Guidelines page.
So please let me know your opinions. These are WIP so please excuse any spelling or grammar errors. They will be fixed before submission.

Name: Dominic *Last name removed*
Nickname: *Last name removed* or Dom
Sex: Male

Title: Urb World Techy
As a child and teenager, Dominic never had the voice to stand up for him. He would favour keeping others happy at his expense if that made his life easier. Avoiding confrontations as if it was a deadly virus. His interest in technology is what kept him going. Favouring microchips over relationships. He eventually began his journey.  Travelling the stars, experiencing and learning about the different types of tech people used.

Stats
Construction -1
Research + 2
Mining -1
Shooting -2
Social -1
Medicine +1
Crafting +2

Adulthood:
Title: Jack of all Tech
Backstory:
After years of travelling on various starships and sampling the technologies of other cultures. Dominic grew into his own man. He has kept his naturally caring nature that he had as a child. Despite all the bulky others put him through. He has learnt a vast amount on his travels. Knowing what would seem like petabytes of information when it came to technology. He even replaced his right arm with a robotic replacement to better help him with his technological experimentations. Always researching and knowing how to tweak or fix something.

Growing +2
Research +6
Crafting +3 (clarify what crafting will be for)
#4
Ideas / Re: The many-guns problem
November 12, 2013, 01:57:27 PM
Going along the line of having weapons degrade, you could mark certain guns to be broken down into spare parts. To allow other guns to be repaired from said spare parts.
Or you can have the guns be broken down and added as metal to your inventory. It would have to be a small amount of metal to make sure it doesn't get exploited somehow. Maybe 10 metal per pistol, 20 for M-16s, 30 for M-24s and so on.
#5
Ideas / Re: Security Camera and Militia
November 11, 2013, 07:59:56 PM
Care to elaborate on how it is unnecessary or not practical? Instead of just giving a simple "there's no point to it." answer.
#6
Ideas / Re: Security Camera and Militia
November 11, 2013, 06:34:47 PM
Quote from: maxthebeast11 on November 11, 2013, 04:27:17 PM
There isn't fog of war in the game currently. It has been suggested.

I wasn't suggesting a FOW. This suggestion is about security systems in general. I was detailing how the cameras could work as an example. To be honest, the security systems aspect could work even without a FOW.
#7
Ideas / Security Camera and Militia
November 11, 2013, 03:43:15 PM
While I have seen the mention and/or discussion of cameras/security systems in RimWorld. I wanted to give my suggestion/take on the matter.

What do people think of the idea of being able to place various security systems around your colony? I'll focus on camera for now.

Security Room/Console:
Firstly you have a security desk/room. This can be as simple as the comms console or you can have a whole room dedicated to monitor different security assets of your colony (Cameras, motion sensors, lasers ect). You will need to have at least one colonist in the room in order to get alerts of any intrusions so the colonist can alert the Militia (more on them later). This could maybe add the role of Security/Security Officer so you can have colonists automatically monitor the security systems without having to manually tell them each time.

Militia:
Instead of having to manually draft colonists to fight raiders. You can assign them to be part of the Militia. This will make them become automatically become drafted and ready to fight whenever they are alerted to a threat. They will automatically go over to an area that you have marked to which you can position them in a more tactical manner yourself once they have arrived. This marked area can be done using a Zone similar to how Home Zone works. Once the raiders have fled or been defeated then they will become un-drafted.
I suggested this because what I do (and possibly many others as well do) is when raiders come to attack me I simply select everyone and draft them because most of the time all my colonists can fight. But I can see this becoming a problem when larger colonies who have colonists who cannot fight have to defend against an attack. They will forget that one or two of their colonists cannot fight and see them just taking hits while not firing back.

Security Cameras:
You can place security cameras anywhere in the world as long as it has a power conduit connecting it to a power source. The camera turn and survey a certain area with a certain field of view (Maybe a research topic can be upgraded cameras with longer/wider fields of view.). If the security camera spots a raider(s) in it's field of view, it will alert the security room/console and whoever is monitoring at the time can alert the Militia to become battle ready. If there is no one at the console at the time of an alert from the camera. There will be a time-delay to when the system will automatically tell the militia colonists to become battle ready (This could allow you to build a PA system, so you can place speakers on the walls of the colony so you can always have someone within earshot of the alert.
This can be done with a lot of other security assets as well. Motion sensors that detect motion within a certain circular area or general area. Lasers that trip an alarm when a raider walks over them. Breaking down a door that has a security panel on it triggers an alarm.

It will make defending your colony a lot more tactical and fun. Having to think about how you can make your colony secure, where systems should go? Where should the Militia go if the alarm sounds?

Opinions or comments? This is just something thought of while coming home from work so it may not be the most thought through of ideas.
#8
Ideas / Re: Transport
November 01, 2013, 07:52:03 PM
Interesting. You could have transportation as a research tree. Starting with basic vehicles. Then moving up to more specified ones, like trucks being used to transport miners and resources, fast moving buggies to transport colonists around the map and colony (if it's big enough).

Though there would need to be some kind of fuel. Could use solar and have all the vehicles as electric!
I like the idea of even having a very basic mode of transport that would be used in favour of walking.
#9
Quote from: Tynan on November 01, 2013, 04:55:45 PM
Since there is no strong central government, a fiat currency doesn't really make sense in this context. When stockpiles are working better I'm going to remove the arbitrary money currency and replace it with fungible, granular commodities like gold and silver (which may still have uses of their own).

Similar to what I was exactly going to post!

My original post before Ty posted:
Quote
You could just use...everything as a currency. Sounds odd I know, but I mean that in the sense of everything you can pick up, mine, craft, grow and so on has a value. So instead of you simply giving money to a trader for an item. You...well trade with the trader!
#10
You could do currency in a dynamic way almost. Everything you start a new colony, depending on where you crash determines the type of currency you use and the value of it.

Crashing on one planet makes you use gold as a currency. Gold being gold, it has a high value, meaning you have to use less of it to buy something.
While crashing on a different planet make you adopt...I don't know...bottles or coloured glass as a currency (Maybe even similar to how bottle caps were used as a currency in Fallout). This particular currency would have a very low value, meaning you would need to use more or it to buy something.

You could even have multiple currencies active. You can acquire different currencies that each have different values. Though it would be more interesting to stay away from real currency like dollars or pounds.

Just a quick thought anyways.
#11
General Discussion / Re: Voice acting.
October 31, 2013, 10:20:24 PM
Quote from: salt1219 on October 29, 2013, 08:01:28 PM
and you never found this annoying in other games?  it quickly got repetitive and whenever possible i disabled or turned off the sounds.

if it was something that you seldom heard i think it would be kind of cool.  i think the problem i have had with it in the past is it was always playing too often.   maybe 10% chance?

Not annoying when they are done like this ;)
http://m.youtube.com/watch?v=9mwJaQCf6to
#12
Ideas / Re: Random Skill related events?
October 31, 2013, 09:59:36 PM
Possibly could be an interesting way of creating more in depth characters by allowing stats to have negative values to allow you to add those values to another stat.
Because we all know people who usually suck horribly at particular tasks no matter how hard they try (like my mother. Who will always be very slow and unsure when it comes to computers or technology no matter how long she spends on them). So it may be interesting gameplay and story wise if negative values were introduced.
Having a negative value for a stat could make them less effective while perform the stat relating task. Say the default building speed is 1 if they have 0 skill points in the construction skill(for example), and a colonist's construction skill is -1. That could mean that if that particular colonist tried to build something, they would build at a speed of 0.75 instead if 1. The higher the negative value, the slower they'd build and they'd have a higher chance of getting a negative related event such as the building being constructed has less hit points because it had shoddy structure or whatever.

Just a thought :)
#13
Ideas / Re: Death is not the end of the game.
October 30, 2013, 03:47:21 PM
Then the game starts with you controlling a raider colony and going out to raid other colonies haha.
#14
General Discussion / Re: Voice acting.
October 29, 2013, 07:50:52 PM
There could be just basic voices perhaps. Similar to how units in an RTS respond to you ordering them about.

Clicking on them:
"Hello!"
"Greetings"
"What do you want now?"
"What?"
"Leave me alone..."
"What now?"

Ordering them to do something:
"Will do"
"Yes"
"On my way"
"I'll get it done"
"I'll try my best"
"Let's do this"
"Not possible"
"Nope"
"Not going to happen"

Telling someone to construct:
"Can I build it? Yes I can!" - Someone with high construction skill.
"Hope this fall apart like last time..." - Someone with low construction skill.

Telling someone to clear up bodies:
"Oh...well I guess it has to be done..."
"I threw up last time I did this..."
"Ugh disgusting..."
"Didn't have to end like this"

Or other variations, though I understand it will take a while to do something like that correctly (needing different gender voices so they don't all sound the same and such) and you'd most likely need to do all kinds of different lines relating to all the different tasks that can be done in RimWorld. But it seems like it could add to the game.
Though having no voice acting in the game would work perfectly as well!
#15
Ideas / Random Skill related events?
October 29, 2013, 05:03:24 PM
What do people think of having certain events happen that relate to whether a player has a really high or low skill in a particular field? They can be positive for colonists with high skills and negative for colonists that have really low (or minus) skills. From the way it looks on the Backstories page on the RimWorld wiki, it looks like you can have negative values in skills. Though if not then I apologise. Hard to tell without having the early version of it!
A few examples:

High cooking skill - Sometimes the colonist will have a random surge of culinary genius and create a meal/dish that is to everyone's taste. Making everyone who eats the meal more happy.

Low/Minus cooking skill - An off day? Or a experimental meal gone badly wrong? The Cook prepares a god awful meal and the colonists who eat it become very unhappy and dissatisfied.

High social skill - The colonist feels particularly confident all of the sudden. While the colonist feels this confidence flowing out of his mouth with the words they speaks, they are able to convince any prisoners to join their cause in very little time.

Low/Minus social skill - The colonist can have a number of events happen when they have a very low social rating. Such as getting depressed and becoming less productive in most/if not all tasks give them him/her. They could have a mental break down which could stop them from being able to work all together and having them locked in their room while they recover using a high social skill colonist. Hell you could even have one "snap" and go on a suicidal rampage, taking a weapon from the armoury and shooting everyone in sight until they are killed or restrained.

High shooting skill - During a fire fight, the colonist manages to land a well aimed head shot on a raider and becomes "in the zone", which causes their shooting accuracy and damage to be increased for a short period or time or for the rest of the time they are fighting.

Low/Minus shooting skill - Unsure of the proper use of weapons, the colonist fumbles around and drops the weapon, causing it to go off as it hits the ground (The projectile will go off in a random direction, maybe hitting a friendly colonist or enemy raider).

These are just some examples I made up, but you can more or less make up any of these events that can have short term effects on the colonists (and/or colony). Perhaps even some long term ones, such as characters who get depression from a low/minus social skill will take a long time to recover. Any skill currently could have a small or major event written for it. They could be triggered at random moments or whenever the character is doing the task/job they have the high or low skill in.

I would love some feedback or suggestions on this. Maybe the AI Storyteller will already have something like this in place, maybe not. But I'd like to hear what people have to say on the matter. Maybe even write some events down in this thread for any of the skills I didn't mention!