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Messages - ParagonTerminus

#1
Ideas / Re: Musings on ammo
October 06, 2014, 03:32:47 PM
I am personally against the idea of implementing ammo at all.

I already have to try desperately to survive 6 Centipedes and 4 Scythers dropping right into the middle of my base when I have unlimited ammunition. Were ammunition to be implemented, and especially with the health system, a colonist running out of bullets would be tantamount to suicide in most situations as he just gets munched up by high-calibre bullets.

I think the current weapons system will work just fine, thanks.
#2
Stories / Re: Rule #1 of electricity
October 04, 2014, 06:02:43 PM
Quote from: Iwillbenicetou on October 02, 2014, 07:26:03 PM
Quote from: ParagonTerminus on September 20, 2014, 05:10:15 PM
What I want to know is why you didn't build a Metal base.

Metal mastar raec

He just started :P Give him a chance.

HERESY

MY FIRST BASE WAS ENTIRELY STONE/METAL

WOOD = DEVILSPAWN
#3
General Discussion / Re: Your weirdest habits
October 02, 2014, 01:56:48 AM
Quote from: keylocke on September 29, 2014, 12:08:53 PM
Quote from: PookyJM on September 28, 2014, 10:18:26 PM
-If I can afford the metal, red carpet is for work area, green for bedroom, blue for passage/road

-woot. i also color code my base.
red is for defensive areas, green is for community areas, blue is for private rooms, stone floors are for fire buffer

Count me in on the color-code train!

Blue carpets for colonist rooms, red lights for storages, and green lights for the runway I always build outside the spaceship hangar.
#4
Ideas / Re: On the subject of Mortars
September 30, 2014, 03:22:38 PM
Quote from: Darth Fool on September 30, 2014, 01:37:58 PM
Also, keep in mind that the AI is particularly stupid and will launch mortar fire at your closest colonist, so if you send a colonist out in the direction of the enemy mortars, not in range of bandit snipers, and away from your valuable buildings, they will uselessly attack the individual.  Hopefully this will change in the future, but for now, it is trivial to prevent Enemy mortars from being a serious threat.

Never said they were anything but trivial, but it is quite annoying to have to rebuild walls and power conduits when you have no idea they were destroyed.

Anyways, in the end they got bored of camping it out and attacked, and were thusly arseraped by my defense.
#5
Ideas / On the subject of Mortars
September 30, 2014, 12:24:41 PM
Worthless in Colonist hands, OP in Raider hands. How?

Well, when recently besieged, I sent out my two best sharpshooters to man an Incendiary and Explosive mortar of mine to kill off the raiders, who had their own mortars. Out of at least 20 shots, only one of ours landed and barely scratched one of the raiders.

Meanwhile, their two Mortar gunners were flawlessly destroying my homes, my generators, power conduits, etc. This needs to change, heavily.

Either improve colonist accuracy with Mortars or seriously nerf Pirate accuracy with mortars. I'll be happy with either.
#6
General Discussion / Re: Your weirdest habits
September 25, 2014, 02:24:42 PM
Here's one I have:

Whenever I choose my starter colonists, I try to get at least one male and female of similar ages and then decree that they shall be a couple and then weave it into the story.
#7
Ideas / Re: New trait ideas
September 23, 2014, 03:19:43 PM
Quote from: Tynan on September 21, 2014, 12:17:39 PM
Quote from: ParagonTerminus on September 21, 2014, 07:23:44 AM
I don't want to have the dilemma of having a super-useful colonist who may also end up stabbing another super-good colonist without warning.

Dilemmas are usually considered the best kind of game design.

Yes, but what worries me is that I'll be off tending to something when suddenly a message pops up: "Hey, your favourite colonist just got stabbed without warning and there's NOTHING YOU CAN DO ABOUT IT (except reload the save)"

If this were a thing, it should at least have a warning message, and if it does, the point is somewhat ruined.
#8
General Discussion / Your weirdest habits
September 21, 2014, 10:00:45 AM
Surely everyone has them?

For example, I always tend to leave a small pack of deer/muffalo alive, just in case killing them all ensures they never return and my colonists starve to death.

What about you?
#9
Ideas / Re: New trait ideas
September 21, 2014, 07:23:44 AM
Quote from: keylocke on September 21, 2014, 06:45:34 AM
Quote
@serial killer comment : No. In all ways, no.

why not?? it would be fun to roleplay, lol.  ;D

besides you can manually cancel it by draft/undraft.. or just don't allow serial killers to join you.
but it would be fun if it got triggered by one of those random stranger joins your colony event and it turns out that they're a serial killer.. haha

fun times..

I don't want to have the dilemma of having a super-useful colonist who may also end up stabbing another super-good colonist without warning.
#10
General Discussion / What speed do you play at?
September 21, 2014, 06:20:34 AM
So, after watching people on YouTube play Rimworld, I have to ask: what speed do you guys play the game?

I almost exclusively play on 3x because even at that level, certain stuff goes by pretty slowly. I sometimes cycle down to 1x when needed, but rarely.
#11
Ideas / Re: An opposite to psychotic break
September 21, 2014, 06:15:54 AM
Quote from: keylocke on September 21, 2014, 05:19:16 AM
yep +1.

also, i think there should be some sort of "loyalty" stat, that accumulates the longer a person is part of a colony..

maybe a permanent +1% increase to mental break threshold for every year that they stayed in a colony. maybe up to a +5% max?

Too underpowered. Playing on 3x speed it still takes forever to complete a year, and 1% per year will do very little. Twiddle one of those numbers and it'll be a good idea.
#12
Ideas / Re: New trait ideas
September 21, 2014, 06:13:44 AM
Quote from: keylocke on September 21, 2014, 05:32:36 AM
Quote from: ParagonTerminus on September 21, 2014, 04:34:24 AM
I actually considered making the "Apathetic" trait like your suggestion, constant neutral mood, but I do actually think that's OP since enemy raids are only half of the challenge.

isn't this like the psychopath trait? they added it in alpha 6 (i think)

also, to add to the list :

* insomniac : can't sleep unless really tired. Not sure what this might cause
* pretty/handsome : mood boost to nearby colonist of the opposite gender Seems a little like a downgraded Charming trait, probably only one will get in
* shut-in : gets negative mood from social interaction or going outside, but staying alone inside a room gives positive boosts. I think combining the Agoraphobic and Shy traits might work, but I'd personally separate them
* hunter : gets damage boosts against animals Perks affect, generally, mood, health, and actions. Enjoying hunting doesn't increase the calibre of your gun.
* strong : gets melee damage boost and lowers speed penalty when hauling. I like this one, I support
* fast healer : heals faster from injuries. Would have to be a small boost, otherwise it's OP
* high metabolism : works faster at the cost of faster hunger. Sounds good.
* serial killer : will sometimes kill people at random No. In all ways, no.
* pyromaniac : will sometimes start fires inside the home region Eh, sure.
* kleptomaniac : will sometimes relocate items in stockpiles and drops them near their assigned bed. Nice idea, but what effect would this really have?

Nice ideas, comments in italics.
#13
General Discussion / Re: Men VS Women
September 21, 2014, 04:48:17 AM
11 females, 71 males.

Let the hunger games begin.
#14
Ideas / Re: Your Cheapest Ideas
September 21, 2014, 04:38:22 AM
Weapon Re-Engineering

A researchable bench, much like the Machining table, that after a very long, metal-expensive, power-hungry process allows your colonists to use the weapons of dead Mechanoids.

Would need to be, as stated previously, very difficult to perform or it becomes too OP
#15
Ideas / Re: An opposite to psychotic break
September 21, 2014, 04:35:18 AM
I do support this, but it should only give a maximum 20% boost to working speed and such.