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Messages - REMworlder

Pages: [1] 2 3 ... 31
1
Ideas / Re: Heist / Robbery
« on: March 11, 2016, 03:29:50 AM »
I'd love to see more objective-based raids. It's always felt weird storing my valuable gold and silver outside, out in the open for anyone to steal, where I kept food and perishables indoors as if they were somehow more valuable to traders. I think a sort of vault would be perfect.

2
Ideas / Re: What music would you like in this game or added in?
« on: March 07, 2016, 12:06:04 AM »
It'd be cool to see some OST RimWorld music from:
-The Black Keys
-Loscil
-Death Cab for Cutie
-Maybe something from MGMT
-Towns Van Zandt, who looks like Kylo Ren
-Father John Misty

I'm picturing some sick tracks that taste like Mojave dust, feel like getting shocked by your kitchen stove, with some Vangelis synth vibes too because we're in space after all

edit: I'd forgotten about El Ten Eleven, classic 2010s vamptunes. Perfect startup stuff. Next time you're vomiting, picture you're on a rimworld sick from cryosleep, and the bass will kick in. Before you know it you'll have created a research station and been nuzzled by your starting animal

3
General Discussion / Re: Mechanoids showing mercy
« on: February 19, 2016, 02:56:03 AM »
Clearly a vestigial subroutine remains in place from when the mechanoid predecessors were first built to shepherd corporate assets to new planets...

4
General Discussion / Re: Real-life depictions of sculptures!
« on: February 10, 2016, 02:30:20 AM »
Damn son, those are some real nice details.

5
Ideas / Re: Colonists caching food
« on: January 23, 2016, 01:45:59 PM »
This was an introduced feature to allow colonists to travel longer without running back to eat meals too often, but a toggleable option might be interesting.

6
General Discussion / Re: Does anybody miss the change log yet? :'(
« on: January 23, 2016, 01:26:43 PM »
Fan-made Change Log:

1/16 RimWorld now on Ubisoft Uplay
Began work on RimWorld DLC for Origin

1/17 Expanded on breakup relationship module
New pirate faction leader: Tracy Smith "the heartless bitch"
Late night bug fixing at Chili's happy hour

1/18 Texture work; grass now greener
Some bug smashing

1/19 More bug killing -- shoutout to Terminex for help
Introduced exciting new exotic RimWorld animals: mouse and pigeon

1/20 Implemented best-friends-forever relationship module
Carpet now gets stained when puked or bled on

1/21 Klingon language version almost complete (translated by Tynan)
Bugs in my skin

1/22 Introduced new animal: Screaming Fireflies
Added Screaming Firefly's sounds
General bug fixes

1/23 Noise complaints from neighbors
Random bug fixes

7
General Discussion / Re: Purchasing Rimworld
« on: January 23, 2016, 01:23:11 PM »
I'm going to take back what I said about Workshop. I just noticed the changelog shows a note of workshop integration in July so it's still possible(?)

https://docs.google.com/document/d/1_rCdGYp3nbSUXFG4Ky96RZW1cJGt9g_6ANZZPOHyNsg/pub

8
Ideas / Re: Alpha 13 Character Records: kill count titles and glory
« on: January 23, 2016, 01:16:23 PM »
Seeing notable characters on other factions is a really cool idea! Makes me think of some Illiad-type stuff where legendary warriors getting killed could decide battles; instead of mowing down tribals, target some of their biggest warriors for that fear/respect or debuffs/buffs.

9
Ideas / Re: Re-animating ships
« on: January 22, 2016, 01:25:00 PM »
I like the idea because it touches on the bigger universe of the game, which is easy to forget about. Looking in another direction away from the typical zombie could be interesting. What if the alien ship makes unburied corpses burst into flame? Or turn into beer? Is it just a punishment? Corpses already have a bad mood modifier so one question is whether this just piles on the hurt -- which isn't a bad thing necessarily for Fun.

There's already been discussion about corpses and scavenging. Those are familiar concepts and make sense; what's neat is exploring in the opposite direction.

10
General Discussion / Re: Purchasing Rimworld
« on: January 22, 2016, 11:54:10 AM »
with steam you can get better modding and updating services

If you're talking about Steam Workshop when you mention better modding, it's not necessarily planned. https://ludeon.com/forums/index.php?topic=7498.msg77441#msg77441

11
General Discussion / Re: Prevent global debuff for organ harvest?
« on: January 06, 2016, 03:16:50 PM »
It is kind of weird that colonists with diverse backgrounds from not only different cultures, but different planets, feel so uniformly the same about organ harvesting. Especially, say, if a colonist has his liver shot out by the same prisoner whose liver's harvested. Increasing the debuff and limiting it to the doctor, or maybe only colonists with a certain level of medical knowledge, makes a lot of sense.

I think the debuff is almost 100% in response to the profitability of organ harvesting more than anything. I'm not sure if I disagree with that, but it's not a great solution.

That all said, the organ system itself is kind of weird and largely useless. Following the organ debuff changes, almost 70% of users never or rarely transport organs. Specific organ damage is rare to begin with, especially things like hearts, so the only purpose for organs is to harvest and sell. Which ironically strongly discouraged by the hard debuffs. It's weird that the mechanic is so cool, but players are discouraged from using it.

12
Ideas / Re: WORM SIGN!!!...I'm talking about sandworms here.
« on: January 06, 2016, 02:37:55 PM »
The harsh desert biome definitely needs something to make it unique so it's not just a big frying pan with sand in it. Sandworms could be really cool, even if they only cause earthquakes as a result of lots of pawns being close together or something.

Introducing some sort of padded or sand flooring that deters sandworms could work too; flooring selections are kind of lackluster so that would be a nice addition anyways.

Brainstorm on what could attract sand worms:
-Food. Leads to super-fortified granaries.
-Gunfire. Player 3's entered the game.
-Some type of valuable good analogous to spice that might be found commonly in extreme deserts, like maybe uranium or some new valuable yet to be introduced.

For additional character sandworms could be only active during the day, leading to nocturnal colonies. Or vice-versa, leading to colonies that completely shut down after sunset.

But sandworms in general would be chill.

13
Ideas / Re: Floors
« on: January 06, 2016, 02:35:57 PM »
I think he's asking for Z-levels :D
Oh wow, nice translation.

14
Ideas / Re: Idea: Improved fatigue system
« on: January 04, 2016, 07:48:59 PM »
Fatigue has some really interesting implications if it can be tied to other colonist inputs like clothing, activities, or food type. The problem is keeping the workings of the system obvious to the player. Another issue is vicious cycles -- I forget the correct mechanic name -- but where a colonist, for example, is exhausted so he takes awhile to get to bed, which makes him exhausted, etc. Traditional comeback mechanics would say this sort of thing impedes the player experience.

15
Ideas / Re: Animals.
« on: January 03, 2016, 09:30:34 PM »

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