Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - stefanstr

#136
I have already put about 100 hours into Rimworld and even if development ceased today, I would have gotten my money's worth.

That said, I don't think Rimworld is complete. It needs more variety when it comes to challenges. Right now, it is a tower defense game to a large extent. Diseases and upcoming temperature changes are exactly the direction I want the game to move in. That, and more varied goals for raiders (e.g., they should try to destroy your power supplies or steal your food, not charge blindly).
#137
Quote from: Weyrling on November 01, 2014, 06:25:56 PM
Quote from: vagineer1 on November 01, 2014, 11:14:59 AM
As far as I know it Rimworld lore FTL is not possible.
Then I guess people are grabbing a bunch of supplies and flying away from the "core" worlds as fast as physically possible, considering how many traders show up on a regular basis to a supposed rim world.
What does being a rimworld mean, exactly?
I should probably learn more about the lore, but considering the constant stream of trade ships I'm not really sure what the world is supposed to be on the rim of. Just how many thousands of trade ships are there, if a rimworld can get traders several times a month?

If I remember correctly these are supposed to be traders that either orbit the planet or cruise the solar system. But I gotta admit, it does seem a little bit incongruent with the lore. Then again, potato harvest is every few days, so...
#138
Quote from: Levin on October 31, 2014, 09:08:01 AM
Quote from: UrbanBourbon on October 31, 2014, 01:42:54 AM
4. The ship was anti-climactic. Tried it once. It could work as a bridge to a new game, a new game+ mode. The escape ship eventually crashes, and you start with 3-6 colonists that the ship carried, but this time on a harsher (and previously locked) world or terrain and with a few unique items maybe? There's your cycle of life.

I like this, too. But maybe don't make the ship crash. Make it land. It would add some kind of reward for your efforts (as you could take off again at any time or decide to dismantle the ship for resources). And maybe we could an additional storage module for the ship so that we can go on another planet better prepared. Or maybe we could move the colony within the same planet. That way, you could start in the temperate biome and move to tundra when you feel ready for it...

I think this is a cool idea. Not sure how you would make it harsher, more challenging, but it sounds good.
Maybe simply a different biome from the last you were on.
#139
Ideas / Re: Question for Tynan: the future of raider AI
October 31, 2014, 06:55:54 AM
Oh mighty Tywin Lannister... umh ... I mean Tynan Sylvester.... please deign us with your response!
#140
I only built the ship once, to see what happens.

The whole idea of ship building doesn't make much sense to me, TBH.

One option is you were on a colony ship trying to start a new colony on one of the rim worlds before you crashed. In that case you are already doing what you were supposed to be doing.

Another option is you were on a slaver that crashed. In that case, you have nowhere to go back to anyway. It has been centuries since you left your urbworld/whatever and your whole civilization would likely be gone or altered beyond recognition by the time you came back. Etc.

However I look at it, I don't see a good reason for my colonists to build that spaceship given the Rimworld universe.
#141
General Discussion / Re: RimWorld change log
October 31, 2014, 05:21:38 AM
Quote from: Cimanyd on October 30, 2014, 03:30:11 PM
Oct 29
  • Temperatures now equalize through doors, especially while they are open.
Time to build airlocks!

I think that temperatures should also equalize through normal materials, albeit differently. Something to simulate the constant low temperatures in caves, for example.
#142
The changelog mentions a new temperature mechanic. I think it might add an interesting variation to mountain colonies. Caves maintain a constant low temperature throughout the year (about 10C or 50F unless the cave is in a hot climate) which would make them better than outside colonies in winter, but worse in the summer (so you would have to heat them in the summer).

(Yes, I have basically posted the same thing in the changelog thread but I think it applies here, as well.)
#143
General Discussion / Re: RimWorld change log
October 29, 2014, 05:13:31 AM
It just occurred to me that the temperature mechanic might add an interesting variation to mountain colonies. Caves maintain a constant low temperature throughout the year (about 10C or 50F unless the cave is in a hot climate) which would make them better than outside colonies in winter, but worse in the summer (so you would have to heat them in the summer).
#144
Quote from: StorymasterQ on October 28, 2014, 03:53:57 AM
There are already a self-playing version. It's called Let's Play.

Haha, the perfect rebuttal.
#145
Ideas / Question for Tynan: the future of raider AI
October 28, 2014, 03:35:04 AM
Hi Tynan,

In the "How to bring colonies out into the open" thread, there have been a lot of discussions around possible improvements to the raider AI (e.g., having them steal supplies instead of blind charges, etc.). Ever since, I have been trying to figure out whether something like this is your goal at all or not.

So here goes my question: are you planning on adding some more complex behaviors to raiders? Why/why not?

- I think knowing this will help us to better focus a lot of discussions on the Suggestions forum.
#146
Quote from: Fafnir on October 28, 2014, 01:34:43 AM
Maybe you can create an self-playing (so the player can't do or only minimum) version at a lower price?

I don't see how that would help. It would encourage random, unengaged people to buy the game ("cheap") only to discover they have a deficient version of it. A recipe for disaster, if you are asking me.
#147
I always divide the price of the game by the number of hours I have played it. Rimworld is one of the cheapest games I have ever purchased when I look at it that way. I have only started with Alpha 6 and have already played for at least a 100 hours. Which makes it $0.30 for an hour of enjoyment.

BTW. I am also very cautious when it comes to alpha releases. I have been following Rimworld since the Kickstarter campaign, but only with Alpha 6 have I felt confident enough in the state of the game to buy it.
#148
General Discussion / Re: RimWorld change log
October 27, 2014, 10:04:45 PM
Winter is coming!
#149
Quote from: Coenmcj on October 26, 2014, 09:48:33 PM
If you thought people were turtling now, imagine how it'll be with an enemy you cannot see, checkpoints every 20 metres and an obscene amount of cameras around every corner.

A valid point. The more this discussion is going on the more I am inclined to think that the right approach is to simply balance out costs of an outdoor base vs an indoor base without any new mechanics to discourage people from turtling. (In reality, drilling into a mountain would require a lot of time and materials, whereas in Rimworld, it is actually cheaper than an outdoor base.)

BTW. I have just noticed this thread is the longest discussion this forum has ever seen apart from two or three pinned topics. Apart from feeding my ego as the OP, this is showing that how pivotal this problem is for Rimworld's design, and that it requires some more attention from Tynan.
#150
Really an excellent idea! Stealth/perception would be a much more useful skill than what art is going to be (I think).