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Messages - MajorFordson

#46
Ideas / Re: Misc Thoughts: Glass, Clay, Windows
September 10, 2015, 11:58:02 PM
I'd like to see "ceramics" as a material, like stone blocks or wood. That way it isn't too specific, and the player can use "ceramics" as a type of stuff. Ceramic tiles, pot plants, walls etc etc all make sense!

Glass being used for existing things would be great, and help bump those items to a slightly later tech stage. The player could still build wind turbines initially!

+1 for storage containers, as opposed to PILES OF MEAT sitting around, but I think Tynan has said it won't be possible...

(personally I'd like to see a new type of metal needed for electronics, either copper or just a generic "rare earth metals" needed for complex stuff)
#47
Ideas / Re: Hydroponics is *far* too ineffective.
September 10, 2015, 11:54:12 PM
Would be great to see their yields turned up, to reflect the care and careful conditions the plants are raised in. As well as the ability to grow a mushroom type crop that isn't tasty, but will grow without power.
#48
Ideas / Suggestion - "Alarm" Presets
September 10, 2015, 11:46:23 PM
So instead of having colonists walking around armed all the time, or requiring intense micromanagement all the time, I propose we have an alarm system.
When triggered by the player, all pawns will undertake certain actions. The player can assign pawns the following behaviors to be obeyed -

Combat behaviors:
Soldier (the pawns will reserve the best weapons for themselves and go and get them from racks, the player sets if they want to have melee or ranged or name the specific weapon. They will also equip any armour, or specified armour)
Militia (pawns with a lower priority for reserving weapons, will only grab armour if it is avaliable)
Medic (will attempt to recover any downed friendlies and treat them)
Noncombatant (will retreat to a preset zone specified by the player and remain there)

Then when the all clear is given, the player can disable the alarm, pawns will return their combat gear to racks or storage then life can continue.

This kind of a system would really get rid of a shedload of really annoying micro as well as having colonists work more efficiently as they're not carrying armour and weapons.

You could also set a muster point for the fighters, they would gather there and then become recruited for the player to control. Alternately they could "patrol" and auto-combat when they face the enemy.

It could be tied to a technology or building for gameplay flow, as the micro that comes with combat at the start of the game isn't too bad and can be rewarding gameplay. But later on it's a nightmare.

If the player could set multiple alarms, it could be handy for certain circumstances, ie equiping soldiers to deal with mechas, or simply having to hide indoors from an environmental disaster.

Oh and finally, let's see a means of digging tunnels underground. Even simply as a way for pawns to get from one building to another during an environmental disaster. It wouldn't be a Z-level type thing, more of an entrance way on one spot then an exit on another, or even a whole network of tunnels!
#49
General Discussion / Object Descriptions and setting
September 07, 2015, 11:38:09 PM
Do we know if item descriptors are going to get a pass over before the game goes 1.0? There's a LOT of creativity for the setting missing, more details that would flesh out the game world and just be downright interesting.

As an example, the description for Teak trees simply mentions how they were "used for ship building in ancient times" This description would be fine if the game were set on earth, but surely in the thousands-of-years-thousands-of-planets something more along the lines of "Used for constructing ships in the earliest days of human history, as well as on primitive worlds all through the galaxy."

Just one example how a currently sort of mundane, Earthly descriptor could be made to fit the setting and tone much better!

(I'd also love to see more detail put into the earthly crops and things, because clearly with humanity this advanced those crops are going to be gene-tailored to be quick and efficient producers for use in survival scenarios)
#50
Ideas / Re: Toilets?
September 07, 2015, 11:27:20 PM
It's sci-fi, why not simply add in a "workbench" which is a self contained all-in-one ablutions chamber, the equivalent of shower and toilet. Much neater, and less childish for those inclined, than having dedicated seperate bathroom facilities.
#51
General Discussion / Re: Faaaaaarms.
July 19, 2015, 08:25:34 PM
Animal madness event = Orwell Syndrome/Virus/Disease
#52
Ideas / Re: Tortoises are OP, please nerf
April 05, 2015, 10:26:47 PM
Would be GREAT to see some sort of mutant snapping death turtle :D

Small creatures in general seem very OP, they all ought to die to a single bullet or melee blow...
#53
Ideas / Physical/outdoor jobs vs skill/indoor jobs
April 05, 2015, 09:38:37 PM
It would be very good to see a split between jobs that require hard labor or being outdoors vs jobs that are relatively easy and are indoors.

This could have two effects -

1) Jobs that require skill at a bench, such as sewing or cooking, could be made much easier for crippled colonists. Suddenly your colonist who suffers from old age or a terrible wound no longer shuffles around trying to haul a single load of timber over the course of a day. The player could set them for "light duties" only, meaning they would focus on housekeeping and crafting jobs, which they could achieve much better.

2) A better weather/day night cycle. Imagine, the sun sets and your pawns stop mining or logging in the pitch dark of night and instead spend a few hours indoors performing jobs in the warmth and light of your buildings, before retiring to bed.

Two aspects of the game that I think would become more immersive and offer a better balance for the various chores.
#54
General Discussion / Mundane wildlife?
April 05, 2015, 09:31:33 PM
Is it just me, or are the creatures and plants in Rimworld extremely limited for a sci-fi title?

Now I'm not looking for bug eyed aliens, but there could at least be some interesting non-terrestial animals in the game. Even human made mutant creatures would be great.

The "super beavers" event made me laugh out loud, and is a great example of an interesting game event/challenge.

It would be great to see more animals that are original creations that fit the sci-fi setting better. Why not a whompa/snow monster type creature that attacks during blizzards in the snow, or a bog dwelling half catfish half crocodile monster?

Or how about a meteor crashing and bringing an all consuming fungus or mutant plant, which will grow unchecked unless the player attacks the plants. Moltov cocktails would come in handy here, giving utility to a less useful aspect of the game (fire as a weapon) or perhaps melee bladed weapons would be good for clearing the infection.
#55
- Hire an orbital ship to assist with combat. For a large price you could order down orbital strikes. Either that or it automatically attacks enemies for a short time. With slight inaccuracy and a large amount of fire, it could be a risky move.

- Comms console could be used to pick up entertainment for colonists, if ever "recreation" makes it into the game.
#56
Ideas / Re: Fungus
October 05, 2014, 09:42:11 PM
Oooooh I'd LOVE to see underground plants.

Also as others have said, aggressive plants that can start to grow into your flooring or buildings if not controlled.

As well as physically active predatory plants, making the jungle even scarier! Or maybe desert sand trap type plants, like the Sarlaac in star wars!
#57
General Discussion / Re: Internal vs external problems
October 05, 2014, 07:52:16 PM
Hmmm, given the limited control over pawns players currently have, "internal" conflicts like you stated are extremely hard to control. They will become more interesting when the player has more options along the lines of telling colonists to take a day off to improve their mood or peacefully restrain them for psychological treatment etc
#58
I'd love to see the NPS

1. Be able to turn human flesh into non-cannibal food source
2. Be able to turn inedible organic matter into food source. Why not somehow allow full corpses to be deposited, and the whole thing is broken down into nutrients, not just the meat.
3. The ability to research and use mood stabilising chemicals. Being able to pick from a list of enhancements with pros and cons would be great. So perhaps a drug that increases happiness but slows people down.

Always good to have multiple options for the player to have their own game style, as long as it makes sense and there are reasons to choose one way over the other. Currently this isn't really the case.
#59
General Discussion / Re: How viable is melee now?
October 05, 2014, 07:46:02 PM
Now that early raiders only bring melee weapons, I hope Tynan considers downgunning the starting colonists. A single survival pistol or rifle would do fine. Otherwise you just slaughter early raiders.
#60
It'd be very cool to see more "trader only" items for the game world, to make money more meaningful. Things like exclusive technologies, luxury items/clothes/foods for colonists. Then players who like to focus on farming and production will have a reason to be wanting loads of money! Intelligent game design choices that allow players to choose their own unique play style is what makes these types of games really great, though it can often be hard balancing it so that the "normal" gameplay style is challenging whilst still allowing alternative playstyles.

If robots make it into the game, the player could even have a society that focuses on production and trading and leaves almost all of their defences to robots!