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Messages - Johnny Masters

#421
thought: endgame for dwarfers is to become a horta

btw, graboids, as awesome as they are, travel in sand only, so they'd be another thing to worry about in the open. Not that i'm complaining, sandworms are one of the first suggestions i thought about.
#422
Ideas / Re: Fallout 2 Artstyle
October 01, 2014, 01:40:37 PM
I don't know what to say, because i love fallout, but i have no idea exactly how fallout art style would slip into the game engine

But sure, a fallout texture pack, however it would look, would be neat. Anything fallout related as well would make a good mod; real power armor, giant scorpions or any kind of radioactive mutated...thingies. one-sleeved jumpsuits, stimpacks, drugs, perks, dark humor, colt .223, supersledge hammers, dogmeats, deathclaws, power cells, nuka cola, radioactive gamma gulp beer, caps instead of silver, etcetera.
#423
:P



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+3 for graboids :D
#424
Ideas / Re: Diplomacy
September 30, 2014, 05:45:04 PM
Quote
Food for thought that instead of choosing a mission statement, your actions write one for you based of what you do most and how you choose to interact with other towns.

Although the mission statement idea was growing for me, i kinda like this better
#425
I like turrets :(

But i also think there should be a limit. A control console is a nice one, perhaps it requires the research skill, putting those techs guys to good use (might need a new renaming tho). Alternatively, as my skill synergy suggestion, might require research and shooting skills.

6 turrets per console seems like a fair guess.

Actually, even non-manned turret control relays would help a little. Perhaps they simply support a certain number of turrets or they support a certain number of turrets in a given radius.
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I kinda want killboxes to remain but i kinda hate them aswell, as they are the be all end all defense system
#426
10 vs 200 is not epic, it's wait for it... legendary  8)

I really like last stands, really do, but a last stand is the climax of the story, not a regular monthly "issue".

The thing is that it's an ever-growing situation. If you get attacked by 200 raiders, you know next month you'll be attacked by 210, or 250.  hence why we need more diverse types of attacks and enemies, while still keeping the last stand or the "horde" type
#427
Ideas / Re: Crime and Punishment in Rimworld.
September 30, 2014, 04:06:26 PM
I dunno if i should be glad or sad that people think rape is darker than blowing people up, shooting their eyesockets off, capturing survivors and killing them in cold blood only to then eat their cooked meat, or selling an incapacitated friend as slave, for a couple of silver.

Not that i want my colonists to rape each other, but i also don't want them to get mangled to death by a hundred cannibals nor any other type of bad event, although they do make good drama. But i guess i understand it's a touchy subject, at least regarding the nonsensical PG system where sex (lovey sex, not rape) is bad and blowing heads off is not. But that's a cultural discussion not suited for this place, also its your game and your forum. Discussion end :)
#428
Ah, i understand what you are saying, it's just that i thought toning down the number of enemies is the #1 thing to change n ppls mind, and should be taken into consideration before any further tweakings. By suggesting a slower mining speed, or a mining tool(for example), it already has lower number of enemies in mind. I think It's been mentioned a couple times in this thread alone, together with a more diverse behavior/goal for enemies.
#429
We'll have to agree to disagree then. While giving better defenses is a way to make building outside worthwhile, it's useless if it becomes too easy (thus boring) to build inside. We (at least most of us in the topic) are  trying to make building outside more viable, not dwarfing easier while at it.

Or we balance outside and inside (sticks, carrots, features, investments, etc) or we just add goodies to being outside (happy events, specific types of resources that are only in the open, better trade offers, etc).

We really don't want to create another problem while fixing one.
#430
I like that Geo, but i worry it would get messy with the resource/hauling/priorities management, that gets a little hectic as you get more colonists and more jobs are added.

Perhaps if two walls surround a tile [WRW], it would get roofed with "[wall material] support column", whilst a complete walling would create a proper roof, which will give a certain amount of supporting as per previous comments
#431
Ideas / Re: Visitors Mechanic - Entertainment
September 30, 2014, 02:06:25 PM
If you read carefully you'll know I support visitor zones, i was referring to visitors foraging ability and not being pigeonholed to a specific zone, which could cause a lot of A.I. pathfinding and behavior issues.

The visitor zone would serve as "baiting" but not negating certain actions. 

Since my killboxes are made of concrete, sandbags and corpses i don't see how they would be a better alternative than a comfy visitor zone.

But sure, there will be those times where they are right in the middle of the fire, what we might be looking at is the "forbidden zone" suggestion.
#432
Quote from: ShadowDragon8685 on September 30, 2014, 02:12:20 AM
No, it really doesn't. If they had magic drills that can go through rock like that, they'd be much better off drilling into the mountain themselves to get a metric assload of metal to sell off for money for which they had to fire off precisely zero shots.


Except it really does it. The game already has magical drills, the ones you start with. Seeing as how raiders, or whatever you wanna call them, have the same diverse background and technology as your own, you could say that: since they have access to orbital drops, they would have access to some sort of mobile driller, its even like a driller is lower tech than dropping from space (or however you wanna imagine it).

It's not magical, they pop unannounced but they didn't teletransported there, the movement part is just omitted from the player (as is the orbital drop).

But sure, just as some research path could prevent/help against orbital drops (AA guns, shields, radars to give you a head start ), you would get the same treats against drills (sensors, armored floors and walls, better doors...).

But i do agree on the purpose of raiders, I've been trying to think of some sort of goal or object of valor that a raider faction would want from you,. Probably would need a bunch, for reply-ability. Stuff like dropping near the crashsite of a ship (or your own ship), the only thing with a unobtanium reactor, capable of taking you off the planet. Else yes, they would be just psychos.

Quote from: ShadowDragon8685 on September 30, 2014, 02:12:20 AM
200 raider doomstacks is just crazy, unless we can get the colony that large. I mean, of course, raiders should be glad to opportunistically attack anything they can get away with attacking, like if you left a steam generator out in the open. (...)

I don't know if you are agreeing with me or not, either way, toning down numbers and making things beliavable is half my discourse.

Quote from: ShadowDragon8685 on September 30, 2014, 02:12:20 AM
Quote from: TinnedEpic on September 30, 2014, 12:59:28 AM
-Let the A.I use explosives to bust down walls/doors instead of punching.

Agreed, but the AI should not be able to bust down walls/powered doors by punching, unless the AI in question is (a) a muffalo, or (b) a battering ram/siege engine. Raider type enemies would need sappers/grenadiers to blow down walls, and if you kill those, they bugger off. The player also needs embrasures to build up a good pillbox.

That's about the other half of my discourse. But i'd want a better armor system implemented (see my previous comments, if you feel like).


TinnedEpic:
Quote from: TinnedEpic on September 30, 2014, 12:59:28 AM
Gas leaks - It's a common problem, why do you think they take the canary into the mines?

Was about to post that. Even without gas leaks, living into a mountain has a very stale air, so you'd probably need some ventilation shafts or air purifiers objects (think of a one block thingy with a radius that would negate a mood modifier :stale air/ bad air. I like that because its a drawback that can easily be surpasses by some techonology, unlike other events.

Also, the lack of sun would reduce vitamin D, immunity and serotonin levels. Serotonin is already covered by cabin fever, but perhaps once diseases are implemented, living inside would allow for some very specific diseases? Increasing your chance to contract some? Certainly it's not the most hygienical solution to stay in confined spaces with several people. Perhaps diseases can infect others if they are touching all the time (cramped corridors).

Quote from: TinnedEpic on September 30, 2014, 12:59:28 AM
-Happiness events, Like seeing a kind of Aurora during some eclipses. Just some events that happen outside that make colonists happy for a week or something.
Quote


This is golden. We should totally make a post about it and have fun listing happy events :D
#433
Quote from: jaeden25 on September 29, 2014, 05:10:49 PM
I think everyone is missing the real problem here. I think the lack of defensive choice in turrets, their weakness to explosives, and their high cost to build are too blame.

Not THE real problem, but one of the problems nonetheless. It's not the real problem because if you had better turrets to make it easier to defend open colonies, it would make it even easier to defend inside ones.

It should be one of these: Or open colonies get as many advantages and drawbacks than mountain ones OR building into a mountain is a technological or economical investment. Currently it's neither.

Quote from: jaeden25 on September 29, 2014, 05:10:49 PM
Sieges are too hard to kill at the moment, when they are far away it's hard to get colonists to attack without them having mental breakdowns on big maps. We need a way to them to sustain their needs away from the colony, we have bedspots which are good, but we need some way of taking food reserve to camp out around the siege.

Like other things it depends on the AI director and challenge intensity, but i agree with the mental breakdowns and supplies.
I already suggested that there should be an  "ADRENALINE" mood buff whenever the pawn is within some radius of an enemy and even a small buff when it's drafted.

As per the supplies, I'm together with those who want a (better) slot system, be it general purpose slots or a tool slot or carry slot. Wanna go on the offensive? Pick a few provisions and hit the road. There could be even a new type of cookable/producible food that lasts longer and tastes like nutrient paste and is used in such incursions, perhaps even if someday we get to raid other camps as well. 

Overall i think the moral systems need a lot of reworking, i have a few ideas myself but let's wait for 7 and see what Ty has been cooking up.
#434
Reading about hydroponics, it's actually cheaper, even on water consumption, at least some of the many types of hydroponics. The investment to build inside would be spending on sunlamps. Plus, i want more things into RW, not fewer :)

I support geothermal instability. It doesn't even need to be related to event, it just constantly flow random amounts of power, a further incentive to build batteries or have back-up power. 

vaults = less encounters, more defense
open = more encounters, more trade
seems like a nice trade off. Open colonies would also get more immigration from other camps, should it be implemented.

mrofa: not sure i understand the home zone bit, care to elaborate?

Jimmy: Makes sense and would go hand-in-hand with having to build walls in the inner side of rocks (to improve mood).
There would be two things on this: roof type and support columns.
roof type depends on the wall type used to make the room (the majority of the wall material at least), so wood roofs would support/prevent cave-ins for a less number of squares than a metal one would. Then you would have to build some columns to support bigger rooms, i.e, a single piece of wall would increase the radius of the supporting roof for x squares.
#435
Ideas / Re: Make Mortar Shells Extremely Bloody
September 29, 2014, 03:06:18 PM
Wait, are you implying there are people who dislike gore? I'm shocked.