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Messages - Xerberus86

#211
hey guys, knew about rimworld since alpha one but never really gotten the time to research about it and decide wether i wanna jump in to it.

currently watching mathas alpha 6 rimworld lets play and the game looks great. i am currently primarily playing dwarf fortress 2014 (got new feature update :D) and my survival simulation genre-itch (or how you wanna call it) got bigger. i am a HUGE fan of the firefly movie and series (both i have watched at least 3 times).

i will most likely join the moldly alpha-bunch and i am curious when the dev has planned to release the game. now don't read this as "i want it to be released soon.", i completely understand that good things take time and an answer mich leads to a longer planned developement period is more satisfying for me than saying  "we'll hit beta next month".

rimworld has already some great game mechanics implemented and i hope that future features / mechanics will build on synergies between those already existing mechanics (colonist mentality, body parts and health system, deep item statistics, etc.).

from the current videos i could find thus far it seems that the most common threads are:
- raiders (both small groups trying to raid and more like siegers)
- environmental hasards like storms and lightning strikes
- cyberkinetic aliens
- local wildlife going BOOM :D

...are there other plans for more kinds of dangers? i think with enough gameplay mechanics implemented, adding some new kinds would be quite easy and / or modding some in could be easy enough (no modder myself sadly). but what about the inner dangers? right now it seems if you have a pretty "secure" colony then the only real danger are some random artillery shots and some environmental hasards. maybe having some violence and some traicherous colonists might be a nice idea, or some colonists just go crazy or get possessed by an alien artifact. having some kind of zombies (personal opinion / idea) might be interesting....maybe less like walking dead but more like dead space zombies? an obelisk which appears and might reanimate the fallen colonists & raiders?

dwarf fortress is a great game and i will play it an & off for the near and distant future but games like rimworld have the potential to add their own flavor, drawing inspiration from the "800 pound gorilla" and might even improve on things. my biggest complaint / trouble / problem with those kind of games is that lategame they get too easy, nothing is really happening and "FUN" is only happening if you let it happening. in dwarf fortress that means you can build your fort up to a point where it can be selfsustaining without your input and where is no real danger left. now vampires for example and "crimes" can and will be FUN and give some challenge but they can be dealt with easily and lategame you can close-off your fort and nobody can go in. (cage traps for example are completely OP, you can catch a dragon with a wooden cage without any failure-state...100% gurantee that he will go in the cage-trap).

in rimworld i think adding artillery is a nice incentive, if i remember correctly, in the beginning i saw some dynamite being in the game where the enemy could destroy your walls and attack you....is this still possible? i think adding lategame danger like sieges with artillery, some mind-bending drones and some cyberkinetic aliens might be interesting and i hope that things will get added which also might pose a constant danger lategame. some of the most fun moments i had / have in dwarf fortress is when in the cave below a forgotten beast awakes. my last fort got destroyed by one consisting of precious opal, he had already his arms and one leg missing and yet murdered my whole fortress by deadly headbanging them^^. are there some kinds of monsters / aliens or lategame super-threads planned?  i read something about ancient ruins on the kickstarter page, i think adding some exploration to such games might be a huge point differentiation them from the mass.

sorry for the wall of text, can't wait to join the moldly crew ;).

ps: i read in one thread about alpha 7 something about clothemaking and stuff....does that mean that besides visual appearences we could have some clothing / armor system which would actually matter? i also read that getting / providing food is pretty easy, why not give each colonist a different food consumption rate based on their body volume (aka fat people eat more than thin ones) and / or people with hard jobs like mining need more food and growing food / harvesting food could be scaled based on a herbalist skill (bad herbalist harvest less plants than good ones...aka harvesting 10 berry bushes with a newby herbalist might only give you 3 berries while with a good herbalist might give you 6-7 berries).

edit: i also read somthing about more Z levels, is this still planned or a discarded idea?

thanks for ya patience :)