Yeah I suggested pretty much the same thing a couple alphas down. Abrasive should either be a chance dependent debuff or people should stop caring after a while. "Oh, here comes mr. sunshine, i'll just ignore".
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#32
Ideas / Re: Camera Rotation. Is it possible?
April 03, 2015, 01:20:31 PM
But... but.. but why?
The game is nearly complete top down, there's not any of those isometric troubles of things getting occluded because of orientation, if anything it would create issues. Might I ask what exactly moves you to want such a thing?
The game is nearly complete top down, there's not any of those isometric troubles of things getting occluded because of orientation, if anything it would create issues. Might I ask what exactly moves you to want such a thing?
#33
Ideas / Re: Pregnancy as another way to boost numbers
April 02, 2015, 11:59:51 AM
I'm leaning more towards Monkfish's position in that it's only a matter of thinking on how something could work instead of the many ways it couldn't. As long as it brings fun or challenge (which equals fun) I don't see why not children, if it brings too much trouble then yeah, no children.
I wasn't thinking much on regular children as a sustainable colony population renovation system (not against nor pro it), but more like an event of sorts, kinda like the blonde chick in Lost or rather the many women in lost who got pregnant. I guess the players could have the courtesy of being prompted by a decision tho'.
Regarding odds, Tynan has not stand against such thing (or for), nor is the whole PR thing what he is concerned. Like other suggestions here, its just that is far below in his priority list and instantly below a somewhat confirmed relationship update.
I wasn't thinking much on regular children as a sustainable colony population renovation system (not against nor pro it), but more like an event of sorts, kinda like the blonde chick in Lost or rather the many women in lost who got pregnant. I guess the players could have the courtesy of being prompted by a decision tho'.
Regarding odds, Tynan has not stand against such thing (or for), nor is the whole PR thing what he is concerned. Like other suggestions here, its just that is far below in his priority list and instantly below a somewhat confirmed relationship update.
#34
Ideas / Re: Next world (after ship escape)
April 02, 2015, 02:42:15 AM
"Space. Space never changes"
#35
Ideas / Re: NOW PLEASE
April 01, 2015, 04:54:24 PM
People pay attention until they don't, that's when accident happens. That's why cars have seatbelts.
I don't see a problem with a save "seatbelt", specially if you could toggle it, should it bother some people.
I don't see a problem with a save "seatbelt", specially if you could toggle it, should it bother some people.
#36
Ideas / Re: Thinking beyond 'Joy': Law and Order
April 01, 2015, 04:50:10 PM
Loved the reference cues hehe
Problem is that in this game you aren't running an enterprise/factory nor a established city with laws and whatnot. While i can see the people talking about some common sense, like "lets not kill ourselves", i don't think our old military veteran ol' Joe would feel kindly after some people, probably younger than him, bugger him so he can't sip his "medicine" while at "work". "Work" because no one is paying him or anyone, so applying policies is either an act of strength or social agreement.
But at the same time it makes sense that if you are having trouble with some activity, people would voice it. So we could tie this with those colony elections threads, where you can have some sort of authority figures and decide upon touchy subjects.
So, every once in a while or every time you decide, you might call a general assembly and attempt to pass laws, building some sort of constitution. If everyone agree then great, its a law and punishable, if someone doesn't agree, he may either be convinced, agree but get a constant mood penalty related to the prohibition or he might outright refuse to follow the law and decides to leave the colony. Depending, you might even prohibit or allow on a case by case bias "Joe, if you can't drink, then don't!", but this might come with side effects such as "why everyone but him must...?" or "why everyone but me can...?". And again, even on a case by case, you could convince, coerce, conform or the pawn could simply leave.
Problem is that in this game you aren't running an enterprise/factory nor a established city with laws and whatnot. While i can see the people talking about some common sense, like "lets not kill ourselves", i don't think our old military veteran ol' Joe would feel kindly after some people, probably younger than him, bugger him so he can't sip his "medicine" while at "work". "Work" because no one is paying him or anyone, so applying policies is either an act of strength or social agreement.
But at the same time it makes sense that if you are having trouble with some activity, people would voice it. So we could tie this with those colony elections threads, where you can have some sort of authority figures and decide upon touchy subjects.
So, every once in a while or every time you decide, you might call a general assembly and attempt to pass laws, building some sort of constitution. If everyone agree then great, its a law and punishable, if someone doesn't agree, he may either be convinced, agree but get a constant mood penalty related to the prohibition or he might outright refuse to follow the law and decides to leave the colony. Depending, you might even prohibit or allow on a case by case bias "Joe, if you can't drink, then don't!", but this might come with side effects such as "why everyone but him must...?" or "why everyone but me can...?". And again, even on a case by case, you could convince, coerce, conform or the pawn could simply leave.
#37
Ideas / Re: NOW PLEASE
April 01, 2015, 04:23:00 PMQuote from: johiah on April 01, 2015, 03:37:25 PMQuote from: Johnny Masters on April 01, 2015, 03:24:26 PMThey were all autosaves of this new world I had made that I accidentally overwrote my old one with.
What happened to your autosaves ?
Uhh i feel your pain man. I don't see any problems with this time proven safe measure, so +1 there. Not sure about idea 2, seems like a lot of file bloating.
#39
Ideas / Re: RimWorld Multiplayer
April 01, 2015, 02:14:09 PM
Hello Martion, welcome to the forum.
Multiplayer is one of those hot topics that pops up here every third week or so, with varying results. While i'd certainly love multiplayer implemented, i think its far in Tynan's (the developer) list. Which is not necessarily bad because: Tynan has not said he won't do it, just that it's too much work now; It IS better to work on multiplayer after everything else is finished, because you can have an entirely different game for multiplayer (and that's fine).
As per the thread, I disagree with antibodee or keychan on MP not working in reality or being out of place. It's tricky of course, it can be done bad alright, but there's nothing in the concept of multiplayer that automatically banishes a title to single-player-land, or turn rimworld into a bland rts-starcraft clone for that matter.
If there's a whole set of ways that multiplayer can screw the game up, there's at least that many more that will make it stand out and make it really cool. As long as you have a solid SP experience i don't think people who dislike MP should worry about it. (don't worry, Tynan will focus on SP).
Multiplayer is one of those hot topics that pops up here every third week or so, with varying results. While i'd certainly love multiplayer implemented, i think its far in Tynan's (the developer) list. Which is not necessarily bad because: Tynan has not said he won't do it, just that it's too much work now; It IS better to work on multiplayer after everything else is finished, because you can have an entirely different game for multiplayer (and that's fine).
As per the thread, I disagree with antibodee or keychan on MP not working in reality or being out of place. It's tricky of course, it can be done bad alright, but there's nothing in the concept of multiplayer that automatically banishes a title to single-player-land, or turn rimworld into a bland rts-starcraft clone for that matter.
If there's a whole set of ways that multiplayer can screw the game up, there's at least that many more that will make it stand out and make it really cool. As long as you have a solid SP experience i don't think people who dislike MP should worry about it. (don't worry, Tynan will focus on SP).
#40
Ideas / Re: Randomise particular aspects of colonist with middle-click or shift-click
April 01, 2015, 12:43:04 AM
I'm surprised it isn't already so
+1
+1
#41
Ideas / Re: How to bring the colonies out into the open again?
April 01, 2015, 12:29:06 AM
I don't remember Tynan stating he's not a fan of FoW, specially since the first versions of rimworld had it. I remember him saying that he took it out to avoid some non-specified confusion. Could someone provide a quote?
The problem with a toggle-able FoW is that having it would require a number of balancing done and perhaps even some new systems like line of sight and better AI pathing.
But I guess a toggle would be better than nothing tho'
Just to be clear where i stand: i'd love to see FoW (re)implemented, but the community is currently cooling off on that subject, for a while. It does pop up again every now and then.
The problem with a toggle-able FoW is that having it would require a number of balancing done and perhaps even some new systems like line of sight and better AI pathing.
But I guess a toggle would be better than nothing tho'
Just to be clear where i stand: i'd love to see FoW (re)implemented, but the community is currently cooling off on that subject, for a while. It does pop up again every now and then.
#42
Ideas / Re: How to bring the colonies out into the open again?
March 31, 2015, 10:14:15 PM
Currently, the investment both in time and resources to build underground are far less than for building outside, actually, you only need to spend time to build underground. Sure i understand going underground for protection, and it should offer better protection than outside, but if you are building The Norad, its expected a little bit more of investment than say, a wood Villa.
#43
Ideas / Re: Encounter: Recruiting party from friendly colony
March 31, 2015, 06:47:23 PM
Agreed, and so would the opposite be viable as well, should your place be good enough. Way better than brainwashing hostiles into working for you.
#44
Ideas / Re: General suggestions on RW so far
March 31, 2015, 10:35:06 AM
Leaving aside the needless, unworthy and superfluous, which in this case are opinative qualifiers, we can agree that, at least right now, the children subject is a hassle.
#45
Ideas / Re: How to bring the colonies out into the open again?
March 31, 2015, 10:27:49 AM
To some extent or another, yes.
For supports and roofs i'd say you should have to construct walls in to make proper roofs to avoid cave ins and "cave" roof beauty penalty. Perhaps evento a smooth wall.
That way you still have the benefits of underground but with more proper investment.
For supports and roofs i'd say you should have to construct walls in to make proper roofs to avoid cave ins and "cave" roof beauty penalty. Perhaps evento a smooth wall.
That way you still have the benefits of underground but with more proper investment.