Ludeon Forums

Ludeon Forums

  • September 20, 2019, 02:32:09 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

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.

Messages - Piata

Pages: [1]
General Discussion / Re: Difficulty
« on: March 17, 2015, 09:35:36 AM »
I have two issues with combat:

1. No-win scenarios occur so easily. If a siege starts and 3 of the guys have rifles (I think they're M-24's), it doesn't matter how many colonists you have or how good they are with guns, all it takes is a few head shots and your colony is finished.

2. There's few options to work with in combat. Either the enemy is wandering into your killbox (which is ideal) or you're marching out to meet them (not ideal with high casualties). As a result I spend most of my game time creating elaborate killboxes as it's the most viable way to keep a colony alive. It's also the most boring...

Some ways to fix this:
  • Make artillery easier to acquire/use and more effective
  • Gun turrets with different barrel types, i.e. a long range EMP for taking out mechs, short range flamethrower for roasting raiders
  • Crafting weapons/armor made easier so you can outfit at least some of your colony in the way you want
  • Crafting medkits or ways to slowly improve medical so injuries are not colony ending
  • Make colonists easier to come by so they're more disposable and losing 2 or 3 in combat isn't colony ending
  • Randomly make some raids that try to cut power to killboxes
  • Randomly make some raids that carry EMPs to disable killboxes

Stories / Re: Whats the funniest thing you have ever seen in Rimworld?
« on: August 06, 2014, 11:15:07 PM »
I had a colonist who's primary occupation was "pop star". She was terrible at everything but art.

I made her butcher animals and mine ore.

More importantly, can we eat the scarabs?

General Discussion / Re: Raiders taking my colonists
« on: July 16, 2014, 10:10:55 PM »
I'd love to raid the raiders to rescue your colonist.

General Discussion / Re: Rim World end-game and Ending
« on: July 15, 2014, 03:09:56 PM »
Well I stopped monitoring this game when there was no patch for several months.. tho I started playing this again after long time. PS. this game been in alpha for year (tho that isn't so bad) I know lot of games that been more than +3 years in alpha with bigger teams. mostly scam games tho
Uh... what exactly were you expecting? The game is updated every month unless Tynan takes a vacation (which he's entitled to do). I would hope the game stays in alpha for at least another 6 months, if not 12 or more. I have yet to build a spaceship and even if I did, I wouldn't expect any big hullabaloo because I did. The game is really about everything that leads up to building the spaceship, not necessarily the spaceship (and ending) itself.

Suggestions / Washrooms: Our colonists are filthy
« on: July 15, 2014, 12:21:17 AM »
I came to the sudden realization that nobody in RimWorld ever bathes or goes to the washroom.

Either all the colonists are androids or they have amazing bladders and no sense of smell or hygiene.

Buy it.

The game is updated monthly and it's by far one of the most flawless alpha's I've seen. There are occasional bugs but the only thing RimWorld really needs is more content and better systems for managing lots colonists.

General Discussion / Re: Psychic Drone balance
« on: July 05, 2014, 11:38:38 PM »
I think psychic drones are a little too common but that might because there's so little you can do about them. In general, it's very hard to stop people from having mental breakdowns once they reach a certain point so a reliable way to keep them sane while still incurring some kind of penalty would be ideal.

Some ideas:
- have a games room where people can play video games so you lose productivity but keep your people from going insane.
- have a colony psychologist (benefits from social skill), which also causes you to lose productivity
- research tinfoil hats

General Discussion / Re: repair faction hate
« on: June 28, 2014, 12:42:31 AM »
Pretty sure you can call other factions with the comm station and bribe them with silver. No idea what this does but I would assume it improves your relations.

General Discussion / Re: Call for Alpha 5 testers
« on: June 24, 2014, 02:57:39 PM »
An Alpha in an Alpha?

I'm in
We have to go deeper
A prototype in an alpha in an alpha?

General Discussion / Re: RimWorld change log
« on: June 24, 2014, 02:47:37 PM »
I want more info on what exactly "basic overworld generation (Alpha 6)" is. This game can't be updated fast enough.

General Discussion / Re: Call for Alpha 5 testers
« on: June 24, 2014, 08:51:28 AM »
I'd love to help out.

I already own the game and I've been in lots of alphas and betas (most recently Planetary Annihilation and Wasteland 2).

Support / Re: Trouble Downloading
« on: June 03, 2014, 03:02:30 PM »
Seems to be working again.

General Discussion / Re: Alpha4d difficulty
« on: June 03, 2014, 03:02:05 PM »
I've only played one game so far, but it ended around 30 days in.

First conflict was one guy with a bow.
Second conflict was two guys with molotov cocktail cocktails.
Third conflict was over a dozen guys with machine guns, laser rifles and grenades.

My 4 person colony with 2 hand guns and a rifle were steam rolled. The difficulty seemed reasonable up until then.

Support / Trouble Downloading
« on: June 03, 2014, 10:48:09 AM »
Sendowl is giving me the following message when I try to download Alpha4

"This website is under heavy load
We're sorry, too many people are accessing this website at the same time. We're working on this problem. Please try again later."

Pages: [1]