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Messages - MajorFordson

#76
Quote from: Xerberus86 on September 07, 2014, 01:31:38 PM
Quote from: Leird on September 07, 2014, 01:20:21 PM
I'm looking forward to Tynan add'ing fishing to the game! So that it'll be easier to get meat for meals!

either that or remove the cannibalism mood debuff :P.

I really hope corpses can be used for non-cannibal food paste. Any future sci-fi citizen should be fine with food that is completely reconstituted molecules. You may as well say that eating vegetables grown over a cemetery is cannibalism!
#77
Not that it has anything to do with the discussion, but apparently up until the last 100 years, lobster was considered as a poverty food!
#78
I don't think the AMOUNT of food should figure in better meals.

To my mind, basic meals should only require one food type and no powered stove top. (unless it's meat I guess)

More advanced meals should simply require multiple ingredients, so two or more food types, as well as powered kitchen and the relevant skills of course.
#79
I think you're looking at it only from a "play a game to win, minimise weakness and maximise efficiency" there RawCode. Whereas the thing that makes games like Rimworld, Dwarf Fortress etc into great games is the procedurally generated storytelling and characters. I see no reason that "weak" colonists should be perfectly balanced through some other means, though of course there should always be opportunity available to the player. (even comatose character the player no longer wishes to support can be sold for organs)

I'd like to see things like colonists being able to have a wheelchair to add to this. As I said before, Tynan could make a game that a lot of less-abled players could connect with. I'm not trying to say he needs to turn the game into some complicated medical-simulator, or severely cripple a player with unbalanced weaknesses, but it could be a small aspect to the game that really shines and stands out in the gaming scene, which is usually about flawless superman-bodied action heroes.
#80
I'd like to see an option to sell prisoners/people to medical ships. Organ harvesting, anyone?
#81
I think it adds great personality and narrative drive to the game. Real people suffer from medical problems, so why not colonists? Though to make anything really punishing will be unfun.

I think it would be fine to have asthmatic colonists who occasionally have an attack and have to go lay down. Or older colonists can have a heart attack and possibly be revived or possibly die (if death by old age is a planned feature) as well as other old age diseases. Yes it's "upsetting" and a "negative gameplay impact" but Rimworld is about narrative experience. These are things that video games almost never explore. Games with crazy raiders caving skulls in are a dime a dozen, but a game where you have to decide if you want to keep supporting a comatose comrade with vital resources is something very unique and mature. I really hope Tynan puts in stuff like this, because it truly is "cutting edge game content" to explore things like OPs affliction. As well as being something great that people could relate to.

Just because OP's in-game equivilent might be less physically robust compared to average, healthy characters doesn't mean he couldn't save the day with some sharp rifle work, or research indoors to help the colony evolve. In one game of mine a favored colonist became badly crippled, so I left her to hobble around indoors and do a great deal of research to help the colony as best she could.

I care for my colonists, and if they've worked hard to help everyone survive then they will damn well be looked after if ever they are crippled, not simply sold away or killed to bow towards video game min-maxing. To me games like Rimworld and Dwarf Fortress and the rest are never about "making your numbers be positive until you beat the game" it's about nurturing and enjoying a character, drama-driven experience!
#82
General Discussion / Re: Who is ison?
September 04, 2014, 12:04:44 AM
Quote from: Shinzy on September 03, 2014, 04:28:44 PM
I hope you can amputate limbs either way!
Cause my guys ain't gna contract any sort of diseases when they're all made of logs

There ain't going to be termites in the game, is there?

Thanks for the belly laugh! ;D

Malaria? Surely any standard sci-fi medkit would have a coverall vaccine or cure inside. Need to get more exotic with the diseases methinks!
#83
Don't forget, they're advanced sci-fi food crops, engineered to produce food in as short a time as possible! Or at least they should be, if they're survival kit seeds.

I found it hard enough to get food on a desert map, several colonies have starved. But perhaps I just didn't lay out enough farmland.

When there are more aspects to growing food it will be much better. Alternate play styles is a great thing.

For example, players on a desert map might find it much easier to grow unpalatable foods (like a type of cactus?) then use the nutrient paste so that colonists can eat it. I think meat should be the same, colonists shouldn't be happy with beetle and iguana meat. Which gives the player more choices. Do you farm water intensive crops to feed your colonists, or make them put up with nutrient paste so they can survive?

If desert is the "hard" area when it comes to food, then tundra should be the "extreme" challenge. With no source of surface-grown food (or very very slow growing lichen?) so the player either has to hunt animals (which could migrate through tundra, instead of sitting around on the map all the time) or grow food indoors.
#84
Ideas / Re: Suggestion - Daily Schedule
August 26, 2014, 11:55:46 AM
I think this is a great idea. Hungry colonists can wait an hour or two for dinner. And there can be a random variable + colonists personal preferences so the event isn't just like a bunch of robots having a button pushed.
#85
Ideas / Re: Job
August 26, 2014, 06:37:44 AM
You can already do that, through priorities : | You can make a colonist do nothing except mine/cook/doctor/craft if you so desire.
#86
Ideas / Re: Deadly squirrels?
August 26, 2014, 04:47:51 AM
Just because melee is currently not very good doesn't mean that it can't be a major gameplay feature. Primative/savage pawns attacking with no regard for their safety could be a great early game danger. And even when you have lots of ranged weapons, once they make contact then your friendlies risk hitting their own people.

With adequate numbers, or speed and armour buffs, humans/animals/mechanoids can make melee very relevant.
#87
General Discussion / Re: Eating priority.
August 26, 2014, 04:43:51 AM
Maybe it would help if colonists "job checked" hourly or something. Currently it feels like they will NOT check if they need to do anything else until the current job is finished.

Also I think firefighting and doctoring should, of course, be a priority over eating. You'd not stop giving life saving aid to a friend just because it was dinner time.
#88
I'd like to see raiders flanking. Essentially having them split up for three assault routes, instead of conga-lining a single approach, so to speak.
#89
General Discussion / Re: Tynan plays Rimworld
August 25, 2014, 10:44:46 PM
Quote from: Tynan on August 25, 2014, 03:17:40 PM
I try to watch other people playing to get a feel for how it actually runs, though. I do think watching the game in motion is really important for a game designer, and I think the best way to do that is to watch other people play. When you play yourself, you're not really approaching it like a normal player would because you know so much and assume so much more.

IIRC Valve spend a LOT of time watching players playing their games, for the first time and getting their feedback. Happily I suppose this forums can provide a lot of that feedback.
#90
Ideas / Re: Recycling of weapons
August 24, 2014, 10:23:31 PM
1. Use huge amount of silver to bribe all factions friendly
2. Sell gun stockpile
3.????
4. Profit!