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Messages - crystal6tak

#1
Ideas / Re: Killing killboxes.
May 26, 2018, 12:23:32 PM
Quote from: Alenerel on May 26, 2018, 06:54:35 AM
The problem with removing killboxes is that you WILL get overwhelmed, even if you build efficiently.

If you want a challenge its as easy as not building an killbox. I want challenges, but not only in the meaning of overwhelming raids... There can be other type of challenges too.
Hence the reason to find a solution to make kill boxes less effective. We don't want a brute force solution (sending more units per raid) to counter killbox as that'll make it too overwhelming for non-killbox users.

On the other hand, if we balance the difficulty according to non-killbox users, it'll be too easy for killbox users.

Simply telling the player to not build killbox as a solution is just... too artifical. Especially if it's such a general progression of your colony. The most logical structure of a colony is to build a wall around your base, and have an entrance, which you will likely heavily guard, and... oh oops, you just built a kill box.

Tweaking what makes kill box so effective is the ideal solution. Building kill box will still be a thing (e.g. for slaughtering manhunting packs) but it won't be a be-all solution for enemy attacks.

Making the player build other types of defenses BECAUSE they're just as effective will make the gameplay feel more organic. Feeling challenged because the game is actually challenging is much more organic than feeling challenged because you're limiting yourself.
#2
Ideas / Re: Your Cheapest Ideas
May 21, 2018, 09:46:48 PM
Allow crafting of healer mech serum using luciferium, advanced components, and glitterworld med?

I don't think allowing this recipe will be too overpowered given:
-It give a reason to not burn luciferium immediately upon getting some, but instead to collect them to craft the mech serum but risk colonist using the drug.
-Bionic limbs can be bought anyways and provide bonus stats (I expect the total ingredients to cost much more than a bionic limb).
-Glitterworld meds and luciferium are hard to come by (especially luciferium).
-Requiring advanced components means this recipe will generally be used in late game, so it won't be a tool the player can exploit.
-Give another use for advanced components, other than building the ship.
-Fits the lore since both luciferium and healer mech serum is mechanite based.

I'd like to see this recipe added as acquiring a mech serum seems to be annoyingly difficult as it only spawns by quest. Luciferium on the other hand is rare, but will definitely be encountered since there's so many ways to get them.

In my late games where my colony is thriving, I will have come across many luciferium but no healer mech serum quest (I've gotten 3 techprof core quest in a row when I've long completed all the research...). So I'd like it if there was more ways to acquire these mech serum.
#3
Seems more like a gameplay mix between Don't Starve, Minecraft, and Terraria. Other than blocks and walls, most of the artwork looks original and has a very old school MMORPG esque to it.

Other than a bit of art, NOTHING is similar to Rimworld. Both serves a completely different experience. One provides a colony sim with tons of drama while the other provides RPG with base building elements.

The game looks very interesting though, although the art is putting me off, looks too...rough and unpolished.
#4
Ideas / Re: Killing killboxes.
May 13, 2018, 07:16:22 AM
First time posting here, don't know if reviving old threads like this is ok.

I like this idea! Although the heatmap system could be simplified to be done without adding an entirely new system.

Just put an invisible 3x3 wall where an enemy down/dies. These walls don't actually block anything and is only taken into path calculation by enemy AI's. I'm assuming enemy AI's already take into account obstacle levels when path finding. They'll break down a wooden door when the base is surrounded by plasteel walls. So I'm assuming they do take into account the different levels of hardness between wood, slate, plasteel, etc.

Use this pre-existing system, give these invisible walls hardness (or whatever the game code named this variable). When a raider dies/downs, a 3x3 invisible wall spawns there, but with a very low hardness (lower than wood). When another 3x3 invisible wall spawns and overlaps a previous 3x3 invisible wall. The overlapped walls increases in hardness. Eventually the killbox entrance will be blocked off by invisible walls with hardness level much higher than plasteel so the raiders will stop pathing through there.

Then, just to keep the realism, make the invisible walls faction specific like the OP mentioned. Shouldn't be taxing to the system as the game just has to unload and load some walls depending on the faction of the raid.

I prefer what PatrykSzczescie said, instead of reducing the heat levels over time, do it after each raid. So similarly, just lower the hardness of each wall after the end of each faction specific raid.

Only issue I see with this is the enemy might start using these invisible wall as cover, hopefully the game code is flexible enough it can mark these walls to not be used as cover without too much effort from the dev.

I'm currently still playing my first colony (I'm on the 9th year already though). The very first defense system I setupped was essentially a killbox, and I didn't even know killbox was a thing! Lol.