Currently the colonists benefit from sleeping with the light on. Why not make them prefer (or benefit from) dark when they sleep? (unless nocturnal)
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#32
Ideas / Re: Chemical weaponry, hazardous materials, and robot allies
July 20, 2014, 07:02:30 PM
Robots would make sense if they ran on electricity. Power consumption and charge time would be an excellent balancing mechanisms.
#33
Ideas / Re: This is the reason why growing fields also needs priorities!
July 20, 2014, 06:53:24 PM
Maybe it would be better to bake distance into the priority equation in some smart way, so that they prioritize tasks that are nearby. If this is already the case, then the mystery is why it didn't work this time. Maybe the equation just needs adjustment?
If it works as it should in most cases, maybe a quick-fix would be to add an option to disable a field, so if they start walking towards a field when they are not supposed to, you can just disable it temporarily.
If it works as it should in most cases, maybe a quick-fix would be to add an option to disable a field, so if they start walking towards a field when they are not supposed to, you can just disable it temporarily.
#34
Ideas / Re: Thoughts on starvation during large raids and possible solution
July 20, 2014, 06:17:00 AM
I addressed the same problem, but offered a different solution: http://ludeon.com/forums/index.php?topic=4804.0
#35
Ideas / Faction specific upgrades
July 19, 2014, 05:54:49 AM
Suggestion: Currently all upgrades are available for research regardless the background
of the researcher. I think it would be more interesting if some upgrades were only available for
certain factions, reflecting the technology level of their civilization.
Discussion: The players would be constrained to certain technology in early and mid game which
will depend on the background of the colonists. The addition of a scientist from a different civilization
would unlock some researchable technology. Hence the players are forced to adapt and come up
with new strategies each game.
This idea is slightly incompatible with the new ship building feature.
It wouldn't make sense if a tribal researcher could invent the fusion reactor. Hence winning a game
would require at least one high-tech colonist capable of research. Is this reasonable? Also, for this to be
balanced it may require some work with the existing upgrades and perhaps the addition of new ones.
To expand on the idea, the technology you start with could be depending on the background of the
colonists capable of construction.
of the researcher. I think it would be more interesting if some upgrades were only available for
certain factions, reflecting the technology level of their civilization.
Discussion: The players would be constrained to certain technology in early and mid game which
will depend on the background of the colonists. The addition of a scientist from a different civilization
would unlock some researchable technology. Hence the players are forced to adapt and come up
with new strategies each game.
This idea is slightly incompatible with the new ship building feature.
It wouldn't make sense if a tribal researcher could invent the fusion reactor. Hence winning a game
would require at least one high-tech colonist capable of research. Is this reasonable? Also, for this to be
balanced it may require some work with the existing upgrades and perhaps the addition of new ones.
To expand on the idea, the technology you start with could be depending on the background of the
colonists capable of construction.
#36
Ideas / Re: 2c New Feature Suggestions
July 18, 2014, 10:31:49 PM
1 - I was thinking the exact same thing.
2 - I like the idea. Could maybe be combined with a watch tower that can be used to defend, e.g. gives bonus attack range but offer no cover.
3 - I like the idea. This is how slaves should behave.
4,5 - You should really try using middle mouse Burton for panning.
9. Some kind of high density storage would be much appreciated.
2 - I like the idea. Could maybe be combined with a watch tower that can be used to defend, e.g. gives bonus attack range but offer no cover.
3 - I like the idea. This is how slaves should behave.
4,5 - You should really try using middle mouse Burton for panning.
9. Some kind of high density storage would be much appreciated.
#37
Ideas / Re: Your Cheapest Ideas
July 18, 2014, 10:10:03 PMQuote from: Nasikabatrachus on July 18, 2014, 07:53:00 PMGood suggestion! This has been my frustration too.
I'd really appreciate it if we could somehow place things like tables and chairs over power conduits; it just makes sense that they could coexist on the same tile, and this change would make slightly more compact colony layouts viable.
#38
Ideas / Re: Your Cheapest Ideas
July 18, 2014, 05:17:12 PM- One-way door - As an option on existing doors.
Window - Lets sunlight in. Day-time alternative to lights.(already suggested)- Watch Tower - Provides extra shooting range but offer no protection.
#39
Ideas / Re: Allow manual assignation of beds
July 18, 2014, 04:58:13 PMQuote from: Tynan on July 17, 2014, 11:26:52 PMI'm all for abstracted control, you've done a great job on that.
Funny, this was in the ancient Eclipse Colony prototype; I removed it because people were spending all their time microing every colonist action like it was The Sims. It obscured what the game is about, which is abstracted control.
Still, assigning bed owners is a good idea and I have an idea for how to do it relatively easily.
However, sleeping spot is perhaps the one thing I wished I had more control over.
Maybe you can find a compromise solution, e.g. the player can select a "preferred bed", but it if a colonist is completely exhausted or in a bad mood and the preferred bed is too far away, they take the closest one. This way players like me feel in control yet the free will of the colonists is never violated as they are free to disobey.
#40
Ideas / Re: Disposal of excess items using crematory
July 18, 2014, 04:36:08 PM
Thanks! You had me thinking I had made the embarrassing mistake of suggesting a feature that was already there.
An abundance of apparel items was how I came up with this in the first place hehe.
An abundance of apparel items was how I came up with this in the first place hehe.
#41
Ideas / Re: Flat damage resistance values for armor and walls
July 18, 2014, 09:51:28 AM
Different damage and armor types is hardly a new concept in gaming. I don't see why it wouldn't work.
Bunkering could be countered by equipping attackers with tools to break walls, e.g. torches, explosives, rams, picks, etc.
It is in fact a bit ridiculous having to rebuild stone and metal walls after defending against bowmen.
Bunkering could be countered by equipping attackers with tools to break walls, e.g. torches, explosives, rams, picks, etc.
It is in fact a bit ridiculous having to rebuild stone and metal walls after defending against bowmen.
#42
Ideas / Re: Relationships.
July 18, 2014, 09:18:44 AM
Big feature indeed. Good thing is you can now build relation ships while you're waiting.
#43
Ideas / Re: Portable Emergency Rations
July 17, 2014, 01:36:52 PM
Maybe the emergency ration could include Red Bull or two for better effect?

#44
Ideas / Re: How about an exile button?
July 17, 2014, 01:32:36 PM
I like the idea, but there is already a solution to your problem:
Arrest --> Execute
Simple but blunt.
Arrest --> Execute
Simple but blunt.
#45
Ideas / Re: More Research Please
July 17, 2014, 11:58:03 AM
Your suggestion makes sense from a gameplay perspective, but how would you practically realize movementspeed, health and learning rate bonuses in the realm of RimWorld? Exoskeletons, genetic manipulation and cognitive psychology?