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Messages - Mikhail Reign

#16
General Discussion / Re: Lower adulthood age?
February 14, 2017, 02:25:03 AM
Quote from: Hans Lemurson on February 12, 2017, 01:58:30 PM
Quote from: Tynan on February 12, 2017, 01:28:52 PMIt has nothing to do with the "age of adulthood", it has to do with the "age when you've been an adult long enough to have a story about it".
Makes sense!
#17
Quote from: sadpickle on February 12, 2017, 08:11:13 PM
The TV is a really weird joy item. For the record, I've never built one, ever. Hundreds of hours in-game, and like the spaceship, I don't see the point (more joy, rarely a problem in a developed colony). I'd much rather see, I don't know, books. Or toys that can be played with. A TV is just... odd.

I own a real TV in the real world, and I almost never use it. Coincidence? Maybe.

I constantly forget that the TV is a joy item as well. It seems so out of place in the game. Oh hey, we are all struggling to eat but don't forget about getting a TV.

A book shelf would be a lot more appropriate.

On that - why is anyone broadcasting? Broadcasting costs time and effort. Its not like there is a CocaCola company to chip in a few million bucks of advertisement money to make it worth wild. At best you are just broadcasting your location in a world of people that eat people. I'd put that time and effort into... not dying I guess?

This is another on of those things that I think individually is just a bit grating, but its the larger picture that is the real issue.

The game has no direction. Pawns are refereed to as both colonist and survivors - those are 2 completely different situations with a completely different need and want tree. Colonists would build art and TV. Survivors stop at nothing to escape. Its it Space Western inspired or not?  Is there futuristic tech or not?

I really think Tyson should do an update that includes absolutely 0 new content, and all he does is go back over whats already been done and bring it all in line with whatever vision he has. Currently everything seems all over the place.
#18
Ideas / Re: Take to NEAREST stock pile
February 13, 2017, 07:46:48 AM
So why doesn't dropping it on the floor and letting the haulers sort it out work again?

If you had
a single tile @ high priority in The hospital (holds 10)
X2 tiles in the freezer @ normal priority (holds 20)
Make until have 30 - drop on floor.
Make the floor of the kitchen a stockpile that accepts nothing (Handy for keeping count of thing on the floor so you don't make 10000 while you are waiting for the hauler to pick them up)

The cook would work until 30 meals were made
Haulers would fill the hospital first then then excess would go in the freezer.
Since a cook can make meals faster then haulers haul, they would be picking up batches of 5+, limiting the trips.

Obviously you can change the numbers and the amount of tiles, or use a low priority somewhere for over flow.

I rarely find 'take to stockpile' very efficient.  haulers Haul, crafters craft. Carrying a finished time to storage is something haulers should do, not the crafter. L
#19
Quote from: b0rsuk on February 13, 2017, 06:41:54 AMIt's a frontier world, Wild West in space

Other then hats and dusters - name 5 things that make it 'Western'. Other then the robot faction, and a couple of other thing, you can almost say the same for space

It may as well be 'Post Apocalypse Earth 2025'
#20
Quote from: b0rsuk on February 13, 2017, 04:29:31 AM
Plasteel - it is implied it's more resistant to heat because it's a spaceship material, and traditional rockets we have must endure very high temperatures coming from friction against air. Items made out of plasteel in Rimworld are very fire resistant, except power armor and charge rifles for no reason.

Why is a reskin needed ? Why not reskin swords, surely they must look different in year 5500 ?

The way a sword looks stems from
a) physics
b) human anatomy
There are variants, like longswords, rapiers for piercing, sabres which only cut, brittle katanas which require high skill to use because they're made of inferior iron, two-handed swords. But what else could possibly change ?

Similarly, assuming that physics and human anatomy don't change significantly until 5500, how do you infer different shape of a rifle from these ? If rimworlds have roughly the same materials and methods of production available that we have to day, how could they come up with something very different ? Only if there's some kind of discovery that doesn't require very high end factories and high tech production chains.

Ight screw it. Nope. Screw it. Every gun in game should look exactly like guns that are currently purchasable in real life with absolutely 0 deviation. The Charge Gun should be removed because its impossible over 1500 years for humans to deviant from a design at all - since it is impossible to store enough energy to be a weapon obviously it shouldn't exist either. Leading from that, the power armour, and power shield should also be removed. The energy required by the shield is the same as required by a gun (stopping/starting a bullet is the same energy requirement) so obviously thats impossible. Looking back at history its plain to see that we have used the M16 for a millennia, and will continue to use it until the extinction of out species.
#21
Quote from: Boston on February 12, 2017, 06:55:53 PMI agree that weapons could do with a reskin, but that isn't really a priority. Like, at all. I would much rather have effective and well-implemented mechanics over some, bluntly, non-important reskin any day. That can wait until the game is finished.

This is the most derailing argument. The whole point of discussions is to discuss stuff - saying 'oh well I'd prefer X over Y' is subjective as hell. Everyone is also aware that stuff takes time. Its not like anyone is demanding that this happen now, in the next alpha.
/rant

That said - how many passes have the characters had? Thats just fluff for stats - exactly the same as the guns. Its not like any characters have any back stories as cliche as "Fought in the Reitbam War before becoming a mercenary". If they were all that bland and obviously a contemporary carbon copy, it would all get old pretty fast.

Off the top of my head now - in the same way that statues have 3 or 4 variants for the same thing, why not guns? It would better represent the way guns would look if they were constructed adhoc on random planets. They could all be stack-able, have the same stats etc etc, but each gun would have 3 or 4 variations of skin (it could even be related to the quality ie: a legendary pistol would look like some kinda railgun/bullet hybrid like Mals from Firefly, and a poor one would look like M1911 clone - the stats etc wouldn't change from how they are, given that a legendary pistol is already better). This would help with identifying stuff on the ground - instead of having to click through all the weapons laying around on the ground to find the good ones, you could just SEE which ones were better guns.

You could even take this a step further and do this to all crafted items - nice hats look better then crappy ones, a little bit of wear on them when they are buggered etc.

I'm not saying never add anything new, but the game has plenty of different systems, I think a little bit of time spent tying them together into something a little more focused wouldn't be a bad thing.
#22
Bronze isn't better for making swords. It's a soft metal....

Also can't produce charge rifle, but a power suit is fine. And a reactor. And a space worthy ship.
#23
My problem isn't with the mix of technology. It's with it all looking like I brought it from the corner shop in 1995. Like why of any gun design to be passed down through the ages, whispered around tribal camp fires, handforged in medieval furnaces, mass produced on fantastical futuristic glitterworld industrial islands an M16 clone?
#24
Ideas / Re: Take to NEAREST stock pile
February 12, 2017, 09:12:44 AM
So what stops the haulers taking it from the stockpile that's nearest and then putting it the highest priority anyway?

If I have a stockpile for food that's high priority and one for normal I want the high one used and filled first before the normal one. That's what the priority system is for.
#25
Ideas / Re: Take to NEAREST stock pile
February 12, 2017, 06:49:22 AM
Set a zone marked 'Cooks'. Allow everything except that space. Put your cools in that zone. When they finish meals they will put it in the correct spot.

Or just drop them on the floor, instead of taking them to the stockpile. If cooks have hauling as a lower priority then cooking, they won't touch them and a hauler will come  and grab the lot. Marking the ground around the stove as a stockpile that accepts nothing allows you to still keep count of meals you have in storage for the brief time they are on the ground.
#26
General Discussion / Re: Lower adulthood age?
February 12, 2017, 05:45:32 AM
Yeah I would use 16 as 'adult' I reckon. I imagine in a Rimworld settling, adulthood would be when you were big enough to do stuff.
#27
Geothermal plants, interplanetary rocket engines and nuclear reactors are'abundant, easy to make and cheap to maintain' using that standard.

What you know affects what's easy.

If I asked someone 100 years ago 'make me food right now' compared to now, what they would create would be entirely different. What they have on hand, what they individually know, what they culturally know - all those things would mean that what you make would be different.

So in the year 3000, on a derelict planet, after falling from the sky, if I ask someone 'make me a gun' they shouldn't hand me an M16.
#29
Yet I can hammer together solar panels, nuclear reactors, batteries, etc etc out of nothing.... Production isn't the limiting problem.
#30
Why are you going back to 40k? I thought we kinda established that it was an off topic tangent? Different game. Different world. Their ballistic weapons aren't guns you can buy today - ie: they look 'cool'.