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Messages - MajorMonotone

#16
I think there should be a penalty for seeing the corpses of animals but it shouldn't be as severe as one for seeing another dead human. That being said I also think there should be penalties for corpses that are left in the home area and the penalty for seeing a dead corpse should be lowered the further away it is from your home area.
#17
General Discussion / Re: Melee Weapons
July 07, 2017, 04:41:02 AM
If I'm looking to recruit then the mace, and if I'm looking slice off limbs then the longsword.
#18
Quote from: jamaicancastle on July 07, 2017, 03:37:45 AM
The problem with being able to become friendly with the hostile factions is, eventually there'd be no one left to raid you, and then what would Randy do when he hates your guts?
Well by the time that we get to having diplomacy this in depth I imagine there'll be more in depth faction mechanics to help differentiate our selves from the other inhabitants. Possibly a government arch type or religion that encourages cooperation or hostility with other types of governments or religions. It'd be interesting to see a faction not be happy with how you treat your colonists and then possibly trying to coerce them to leave your faction and join theirs. Conditions could be different depending on their government or religion type, for example a communist faction could be unhappy with you that your colonists did not all have the same living standards or that you were exploiting other people for profit.
#19
In a future update I imagine diplomacy will be more fleshed out, allowing more dynamic relationships with factions.

Maybe two pirate factions are rivals and want to ally with the player to help take down their rival. Or maybe due to the really fucked up way you handle your colonists and prisoners they warm to because hey, you aren't that different after all.

I think I'd like to see an expansion of the faction system where there are many more smaller factions instead of 3-4 that control the entire planet and when destroying these factions you have them option of absorbing them into your own.
#20
Make sure the stockpile you want to haul the corpse to has "Allow Rotten" ticked as skeletons are considered rotten.

The other alternative is to build a wall around the corpse, move all flammable material away and then molotov it.
#21
Prepare.
#22
You can play the game on any difficulty and not have to resort to using kill boxes, my favourite method is a semi-trench warfare method of having a front line and then several fall back points but this method is quite dependent on having a specific terrain type.
#23
I usually play Rough because while I do like a difficulty increase I'm not really okay with any of the negatives of the difficulty increases other than more frequent/powerful raids. It sucks to have my colonists be miserable just because of the difficulty setting.
#24
Quote from: Brutetal on March 16, 2017, 10:42:25 AM
I understand your arguments.
But consider still; This is mainly a STORY-Teller, not a "game" in the usual way. So those arguments are a bit sloppy.
I think it is good to NOT have a "counter option" to anything. Of course I will still RP my game and just ignore the spine replacements or what not. But it doesn't feel the same if I know there is a solution. And that's quite the point.
And in this "game" I want such elements. Not because they're punishing, but they create stories. Or better; they help you imagine stories.

Of course, healing all disabilities and the like would be nice, but I don't see the point there. It is just not necessary. And if you'd like that, well, there are mods for that.
I think Ludeon and Ty are envisioning this game the way they think fit best. And as the creators, this is their right to do so.
Gameplay, or storytelling, is ALWAYS way above anything else. So you're "canon argument" may be a good point, but is quite irrelevant.

I think most people are still seeing RW as a "game" rather than a storyteller. That two things are not the same, but can look the same.
Of course you can play it like a game, but what you get out of that, in form of ideas, will mostly not "fit" Rimworld. Not because it's a bad idea - it's because those ideas are more appropriate for a game, and not RW.

To be fair, your argument of "Story telling always come first" is flawed itself because the game lacks mechanics that would help story telling AND the game itself.

Take for example a colonist becoming disfigured, in a game-y sense it's irritating because you can't fix a destroyed nose and thus he has bad relations with everyone he meets until he dies. Then in a storytelling sense it doesn't make sense either because while Bob's walking round without a nose Terry's been giving 4 bionic limbs and a brain stimulator and the only reason you can't create a nose is because? They didn't think of it at the time? They don't know how? It doesn't make sense story wise that they wouldn't help Bob get a new nose.

I think the solution is to have the options available but have them be restricted in some sense so that it helps create a story of HOW it got repaired. So when Billys spine gets broken there's a story to how it was fixed.
"We couldn't create the micro-gears needed to give Billy his new spine and Leah didn't have the knowledge to anyway, so we reached out to a few friends in the Alberro Ridge, pulled some strings and now we're just waiting for Tyler and Carver to get back so Doc can help Billy walk again, provided nothing goes wrong during surgery that is."

I think that further in the games development social situations will be fleshed out more to be like DFs, with colonists being able to actual TELL US what has been said and how they feel about it as at the moment story's have to be created by the player without context form the game other than "He said, she said"
#25
General Discussion / Re: Tired of useless colonists
March 15, 2017, 10:27:16 AM
Quote from: Shurp on March 15, 2017, 07:15:16 AM
Hey, wait a sec, if he has a shield there's a chance he'd survive, right?
Possibly, depends on the quality of the shield I suppose.

Personally I like to use the Imperial Guard/ Soviet approach. If a raid happens, EVERYONE has a role to play;
- Everyone who can shoot picks up a rifle, expendable colonists are sent to the front and important ones are kept back.
- The melee users are either proficiently skilled in melee and augmented or are part of the "mob" who cannot shoot and are a fallback crew to defend the main entrance should the enemy break through.
- Non violent are kept as rescuers/repairmen/firefighters.
- Anyone else who cannot do dumb labour/firefight and repair are used either as meat shields or as spare body parts.

This way, no one is TRULY useless.
#26
General Discussion / Re: Caravans
March 15, 2017, 10:15:23 AM
It's all of the reasons you stated plus more.

The point is to be able to expand your faction further so that you no longer have to stay within your respected tile, you can now move out and settle somewhere else or just set up a second colony. Hell you can even raid or trade with other factions for loot/profit.

Creating another colony will play just like the normal game does except you can switch between the colonies by double clicking on the colonists stationed there and they both run simultaneously, so if you get raided at the same time (I'm not sure if it's possible) then you're gonna have a problem on your hand.

You'll have to manage your other colonies as you would your main one, if you wanted to create a colony with the sole purpose of food production you'll have to create the zones and assign the work and make sure everything is set up just like normal.

And yes the ship AI is another way of the planet but it'll spawn far away and to get there you'll need to travel for a long while.

Hope my answer helps a bit.
#27
Quote from: EnricoDandolo on March 12, 2017, 12:53:37 AM
Got another one for you guys.
You know how when you punch metal, it hurts you more then it hurts the metal?
POWER ARMOUR
I recently watched a video where there were 18 disabled people against 1 dude with power armour, AND THE DISABLED PEOPLE WON.
Someone's FISTS shouldn't be able to completely decimate a piece of high-tech spacer armour.

I think the issue with armour balancing is that realistically the only weapon that could reliably penetrate powered armour made of plasteel would be the charge rifle because it's not ballistics based and all the ballistic weapons in the game are too small calibre, which in essence means that if you have a group of raiders with power armour coming at you and you don't have charge rifles your bollocked. However this could be subbed alongside a system to calculate damage done by kinetic force. For example a 50. calibre rifle hitting the chest piece of power armour and not actually penetrating it but the kinetic force of the projectile is carried through and cracks the ribs of the raider underneath.

Very wishful thinking though, alongside a more competent melee system akin to DFs where pawns can grapple and throw each other about, would be useful against enemies that have smaller numbers but better equipment.
#28
Off-Topic / Re: what do you play?
March 07, 2017, 07:10:56 AM
Halo 3 by Bungie, great FPS with a interesting story and characters.

Half Life 2 + EP1&2 by Valve, I put them all under one title but to be honest they're really solid games with fun mechanics.

Counter Strike Global Offensive by Valve, despite the rage I've felt playing this game it always drags me in because at its core it's a great experience.

Mount and Blade: Warband by Taleworlds Entertainment: Great strategy mixed with FP/TP view fighting, graphics are a bit dated but the game still holds up.

Warahmmer 40k: Dawn Of War by Relic: One of the classic RTS games for an awesome universe, specifically Dark Crusade.
#29
I feel the standard start on a temperate large hilly forest is the best place to start because it gives you the best opportunity to learn how to deal with various mechanics in the game, during the summer you'll have to deal with colonists overeating and freezing in the winter. You'll have plenty of open space to deal with spacing your buildings and farms and enough hillside to combat the dangers of mining into hills.

Difficulty and story teller wise I think Cassandra Tough is the best choice because you'll get no bonus stats which will provide the challenge needed to learn the core mechanics of the game but will also not punish you for no reason. Not to mention with Cassandras steady increase in difficulty it should be fine for new players to get used to the game without making it too easy.
#30
Yeah, speed of crafting is effected by your colonists manipulation stat whereas their skill is the probability of creating higher grade equipment.