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Messages - GC13

#16
Ideas / Re: The many-guns problem
November 14, 2013, 11:44:42 AM
Assuming someone in your colony knows how to maintain guns then I doubt that degrading guns over time will be an issue. Life isn't like Fallout 3: guns don't degrade over a timescale of hours, as literally dozens of rounds are put through them. Since the game is only going to last for many months and not many years, gun degradation should never be an issue.

It's also kind of silly for a gun to be scrapped when it's dropped. Sure, X-COM does it, but there's a good story reason put in for why it happens. Real guns can survive being dropped from a few feet in the air.
#17
Ideas / Re: The many-guns problem
November 13, 2013, 10:17:24 PM
How about we take the third way: simply turn off the spigot. Rarer raiders, encouraging us to fight them with fewer people, and fights with raiders that seldom turn lethal (for the raiders, anyway). Raiders raid because they don't want to work for a living, not because they want to commit Suicide By Colonist; if your colony is well-defended or is able to quickly mount a spirited resistance they should run away.

Giving us the ability to melt a gun down for three units of metal is a very unsatisfying experience that will make a player upset that the traders have so little money rather than thinking "well, it's three more metal than I would have had".
#18
Ideas / Re: The many-guns problem
November 13, 2013, 12:17:55 PM
I worry that if we are allowed to recycle guns into scrap metal that we'd be faced with one of two circumstances: guns either give an unrealistic amount of metal (remember how cheap very large objects are for material), or people complain that their gun yields less than one tenth of the metal that they could have sold it for. Guns aren't valuable for their raw material though, they're valuable for the machining that's gone into them. It's akin to melting your car down: you'll get a lot less metal out of it than if you had sold it (even to a scrap yard, but preferably to someone who wanted to drive it) and used the proceeds to buy metal.
#19
Off-Topic / Re: Any Xcom: Enemy Unknown players around?
November 12, 2013, 11:53:20 AM
Enemy Unknown is really good, and I'm going to be all over Enemy Within once the price comes down a bit. I was kind of disappointed to find the multiplayer a ghost town when I wanted to try it, but I probably would have gotten curb stomped anyway.

I actually owned the original before I got Enemy Unknown, but never got around to installing them. I loaded it up for a few minutes and was instantly put off by the interface. The graphics are pretty homely as well, and considering everything I've heard about the gameplay (the game seeming to be about abusing a few exploits) I'm not sure it's worth the effort to learn.
#20
Ideas / Re: Common Rooms
November 06, 2013, 06:30:58 PM
I'm certain we'll get the tools we need to make these. Something citizens can do to boost their happiness in recreational time.
#21
Ideas / Re: Suggestion for different power grids
November 05, 2013, 01:21:11 PM
Quote from: Eviscerae on November 05, 2013, 11:33:12 AMI wasn't aware that certain items can only draw from certain power sources.  But even with this being the case, I think there's still room for thought about adding an ability to direct some of the power, or at least have a bit more control over it.
I haven't tried it, but I assumed that you had got it working that way. If that's not why your situation improved, it might be a bug regarding power transmission.
#22
Ideas / Re: Power management system
November 05, 2013, 11:12:31 AM
Now this is a good idea. A two- or three-tier system where items start turning off is good. Perhaps the lowest tier turns off automatically when power usage exceeds power generation, the middle tier turns off when there is no power stored in your batteries anymore (and functions as the bottom tier if you have no batteries, except it will try to turn off everything in the bottom tier first to fix your shortfall) and the top tier it tries to keep on all the time? Maybe a fourth tier, so you can make some of your always-on stuff more important than others (turrets versus the nutrient paste dispenser, for instance).
#23
Ideas / Re: Suggestion for different power grids
November 05, 2013, 11:08:56 AM
How do things run more efficiently when some power can only be used by certain items, which in turn cannot draw power from a second power source if their grid gets unloaded? The only reason your batteries would have charged more quickly is because there was less that they are allowed to feed into. You can get the same effect by turning off unnecessary machines.

Anyway, clearly you're able to separate the grids already, as you said that you did. Maybe you're asking for a way to share limited amounts of power between them? Grid A can donate up to X amount of its power across this connection so long as its stuff is already fully powered?
#24
Ideas / Re: Your not so cheap ideas.
November 05, 2013, 11:01:59 AM
Alright, if my second and third Cheapest Ideas posts are in here, then I think just about everything in the thread belongs here...
#25
General Discussion / Re: How do you update RimWorld?
November 05, 2013, 01:02:05 AM
It's as simple as downloading the new copy, extracting it, and playing it as far as I'm aware.
#26
Steam it and forget it. If you must roll back for some reason, you have the option to pick up the old version (since storage is cheap).

Though I do dream of the day when Steam allows there to be multiple versions of a game available for download, rather than you being forced to one. It doesn't matter for me, but people who use mods heavily like to complain about Steam and I suppose I empathize a little.
#27
General Discussion / Re: Game Play section?
November 04, 2013, 09:09:12 PM
Wouldn't general discussion be where you discuss general gameplay matters? Or do you mean a New Players forum for the questions, leaving GD to be where we talk about stuff like "how do you like to lay your base out?" and stuff?
#28
Yeah, the first thing I'd check is that I hadn't drafted everybody when I wasn't looking. (Er... Wait.) I'd like to think a food shortage wouldn't slip by me.
#29
Yeah, I've been eagerly watching The Mandate. I really hope they get funded, but I have a sneaking suspicion they have a fallback plan. They've put too much work into it to just pack up and go home.
#30
A quibble: that's not "true" inflation, that's the effect of a dwindling supply versus a constant demand. Price goes up, it's true, but for a different reason.

Wouldn't any kind of fuel be a bit... Bulky for major transactions though? I mean, sure, you could siphon a bit off of a trader's supply to even out a transaction and have a very safe bet that the next trader would accept it as payment, but it's really more of a good than a currency.