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Messages - Johnny Masters

#466
Ideas / Re: Visitors Mechanic - Entertainment
September 18, 2014, 11:22:53 AM
Like all the above  ;D

Also, reading this, made me think that a click + drag feature to re-arrange/manage resources would be really cool. So you suddenly have some visitors but your storage is empty in the reception area? Draw a box in a couple of meals in your storage and drag them to the reception storage, release button. Voilá, the food is marked for hauling with some sort of priority and moments later you have your little bed&breakfast running.

Hell, it would be awesome for the whole colony and you wouldn't need the current sub-par priority system we have.
#467
Ideas / Re: Visitors Mechanic - Entertainment
September 17, 2014, 08:21:05 PM
Quote from: Zsword on September 17, 2014, 07:29:43 PM
I would like to be able to heal wounded visitors without capping them myself. :( I can't just leave them there to die from bleeding out! He was just caught in the middle... Why are you maaad. ;~;

Everyone wants it for quite some time, hopefully it will be in 7 :D
#468
Ideas / Re: Mushrooms, Mycoprotein and Vegetarianism
September 17, 2014, 07:00:21 PM
I Support, except there shouldn't be a bonus for being veggie. Instead, meal types should require  2-3 ingredients for fine and 3-4 for lavish instead of requiring meat.

I can have a lavish meal without meat and being veggie doesn't give you powers.
#469
Ideas / Re: Visitors Mechanic - Entertainment
September 17, 2014, 02:13:20 PM
Also, before anyone speak against as "its not in the survival spirit of the game", remember there are already tons of other organized lifeforms in the world, so the potential is there, there's no reason not to make the most out of it.
#470
Ideas / Re: auto-approach ranged attack
September 17, 2014, 10:40:06 AM
A hunt enemies would be cool, or you know, the staple  RTS command:  A + left click attack move. Which would be awesome, specially to kite cents with snipers. That with control groups = tactical win
#471
Ideas / Re: Cramped/ugly enviroment
September 13, 2014, 07:14:42 PM
Hopefully most of these are under way. But i do think the moral system needed a rework, most debuffs should (IMHO) work to cap overall happiness, not just simple adding or subtracting. instead, mental breakdowns should be triggered by more impacting events, such as losing a friend or a body part. So being around corpses all day won't make you flip every now and then, which is annoying since that's now how most humans work (we are far more adaptable and endurable, unless you have the pussy trait), but if you wander around corpses all day AND had your hand cut off AND the last meal just got eaten by Herbert the non-working noble, that, that's the time to flip.

Amusingly enough, i think the damage/absorption system would benefit more by going from % to adding and subtracting.
#472
Ideas / Re: The Hive.
September 12, 2014, 04:58:45 AM
I like it. I mean, maybe as a rare event, biome threat or a game mode, and I'm all for different game modes aside the main traditional experience.

Reminds me of Infested Planet, you have a bunch of hives that just pops weak zerg-like aliens that gets stronger over time and overruns you if you are not careful/finish the hives fast.

The fun would be having your soldiers shooting stuff non-stop while trying to build your colony economically until you had the resources / equipment / defenses / manpower to finish  all off. Maybe there's a main hive. So, yeah, there's at least these both ways, hives popping aliens out directly into you or some sort of buildup before an attack. ideas ideas

P.S.: The pop -> attack would be easier to implement tho, since you just need a hive building and a script to generate these arachnids (i like arachnids better xD) and one behavior, which is to attack something. A gatherer colony would just need a lot of extra scripting. but hey, if it could be done, sure why not...
#473
Ideas / Re: Suggestion and Discussion Megathread
September 12, 2014, 04:32:16 AM
*replying the rest of my post that didn't fit*

==Game modes ==
- Random drop. Including dead or wounded survivors, that is no chargen. Random starting kit.

Lone badass survivor - A single survivor with excelent skills must survive on his on. It would work wonders with other types of game modes such as invading raiders camps, stealing parts for a spaceship...

-Military Defense - A military detachment makes a forced drop to a rimworld planet. You have a lot of experienced soldiers (5-10) a few techs and lots of resources and weapons. The idea is to quickstart a fortress from scratch and defend against a few waves of: raiders, monsters, raging animals, zombies, tribals,skynet robots, zombie raiders, zombie monsters, zombie robots, zombie tribals, aliens, zombie aliens... 

You get some downtime to heal, rebuild, expand or craft while you wait for you rescue. If it should ever come.

Alternatively, you may have a setup phase where you instabuild stuff within a certain timeframe, with a set of resources or resource points.

-Abandoned outpost
You drop in near what seems to be an abandoned outpost, full with quarters, medbays, walls and sentries. But of course there are corpses everywhere! Soon you are welcomed by the obvious horde wave. It could be just a fiery start or a map thing, such as constant threat below.

-Constant low threats
As it is, you get a random attack every few days, with increasing might, followed by a few days of relative peace. A nice change of pace would be having constant threats, such as feral animals or skirmishing raiders, so you'd have to keep constant patrols or defended outposts, getting more mileage out of your soldiers and keeping the adrenaline up (for those that love a gunfight).

-Sensible colony demographics -
Should be harder or rarer to recruit people from enemy factions. New colonists should mostly come from random events (escape pods or friendly imigration). This can be better
used to keep colony numbers from getting too high and the implausability that most of your guys are fending off the guys they used to belong to. Similarly, there could be a larger pool of survivors from the start and it just gets tougher as you lose them. 

Events:
- Invade / rescue missions
endorsement

-Distress beacon
A pod drops and signals help. Getting near could reveal a survivor or raiders dropping in or sprout from the ground.

-Escort - An allied or neutral band is passing through, but they need assistance! You must get out of your meticulously cheap killbox to save your allies. Get favor or resources in exchange.

-Motel
A passing band asks for a place to stay for the night. They could pay or reveal to be hostile once inside.

-The Mist
Just like the movie. Instead of pitch black nights there could be a mist-like phenomena. Obviously there are monsters in the mist. Closed buildings would be safe, but how long could you be holed up?
You'd probably need an event to counter dwarfers tho

Ticket outta town: a random trade ship offers passage for a lot of dough (a lot). That would be an alternative to space ship escape.

Raider extortion : a raider group lands and demands payment for not attacking you. You can pay with money, resources or slaves. You can use the time given to build the required amount or to prepare a pre emp. Probably suggested but there you go again.

Virus: Somehow you got a virus or bug in your power/digital system. Doors open and shut without command, lights flicker, sentries shoot without command, consoles don't answer, etc.

The missing tail: Surviving members of the crash joins up. You get a hefty happiness buff for a while and new crew.

Abduction
Colonist abducted. returned a few days later changed

Allied colony migration
Might lose a few members, gain a few others. Probably just gain.

Toxic Cloud
Could be anything actually (sandstorm, eletricstorm, fog, meteor showers...) but i know it's been suggested to death
#474
Ideas / Re: Suggestion and Discussion Megathread
September 12, 2014, 04:31:30 AM
So, this post hasn't been posted in a long time but i haven't found a substitute for it yet, and most of the below aren't really cheap for the cheap thread.

Well, I've been putting together these for a while but never published, now since a6 i picked it up again. Some stuff changed and the suggestions in this forum are getting to ridiculous amounts, so forgive for the inevitable obsolete suggestion that didn't pass my search-fu. I also kept some popular ones for endorsement.

==General suggestions==
- Character loadouts / Templates
Usually my colonists wear no armor or weapons on their daily abouts, for story, efficiency and safety reasons.
Then theres a raid and (besides the usual freeze from all those stacked pathfinding) i rush my guys to the armory. This is story fun, except the part where i have to spend 20 minutes microing vests, guns and helmets for a dozen colonists. Making a save loadout button would save a lot of time and be really fun, specially with the much requested alert mode, click it and see your guys running untold to the armory to buckle up!
With extra slots you could even have loadouts for certain types of jobs, or to quickly go back to your civil attire.

- Armor penalties for jobs
This one is a good complement for the above. Sure, there's a speed bonus, but certainly there should be more of an  incentive to stop your colony from having power armored lily farmers everywhere,  if not an incentive to have a sensible one. Make it a job efficiency penalty or a heavier speed penalty.

- Slots. hauling slots
its nothing new the slot thing, but to further help with reducing stormtrooper-town, would be having your hauling tasks requiring an empty slot.

- Mix Health and Thoughts & Character and Gear tabs.
Really, there's no need to have 4 different tabs. You can easily stream it to 2, plus its a pain to constantly switch from one to another.

- Show all equipped items
Synergizes with  the above. Why not simply showing all equipped gear in the bottom of the screen? Drop the cloth, but show hand, body and head.

- Revolver. Because sci fi western NEEDS revolvers instead of quickly obsolete pistols.

- Right-clicking corpses gives single objects strips or strip all. So no more bazzilion clothes on the ground.

- Show traits at overview
Less tab keeping is always more fun. I also read a suggestion about adding the interests to the overview. That'd be great.

- Force action (eating)
probably already suggested but really, mental break downs because the character can't seem to priorize feeding itself? Nah ah.

- Force task (half a day doing the same task)
Very useful to priorize a task without having to check the nerve wrecking overview, again. The guy will simply do a task you just ordered  and won't wander off again and again because he can't seem how important it is to haul that metal, or finish that wall section before incoming raiders. Perhaps 0.5 day is a reasonbly amount of overriding set normal behavior.

- Walls (and powered doors) shouldn't be able to be destroyed by punches. / armor rating
They really don't. Would work wonders with a penetration and armor rating system, and better defense for powered armors (32% is a joke right?) or armos in general. This could ditch the % system for simple numbers, which i guess is better to compute both for man and machine.

Stuff would have hit points and hardness/defense rating, weapons would have damage and penetration rating, you could have weapons with huge damage but low penetration or low damage and high penetration or stuff in-between, so a gun with 4-10 damage (here i am hoping random damage will be implemented) and 2 P would ignore 2 points of hardness from something before reducing damage.  (10 dmg , 2 ap -  10 AR = 2 final dmg.  50dmg 0 AP  -  50 AR = 0 dmg, 1 dmg, 50AP - 50 AR = 1 dmg). Surely, you would have a different rating for each type of damage, as it already is.
...
Of course this would make killbox even more cheap, so you'd have to make new ways for enemies to overcome walls. Rocket launcher is a popular one, but if everything goes right and Ty listen to us, there will be a tool/auxilary slot which some raider could have equipped something like a climbing tool. Once inside they could open up the doors for the others to let them in.

Heck, you could even get a battering ram. Imagine the sad story of stench, the slumworld pyro that would charge - molotov in hand - the ram before it gets too close to your walls. Alas he is mowed down. Jon, the huntsman, was giving sniper support, but they were  too many, he tried to rescue stench, but Ross, his sniper companion wouldn't let him "lets go man, lets go! he's dead" ."but, stench! its stench man, he's our friend" "you are my friend too! you gotta live, live for stench, live for sara!" "damn, damn those raiders!". Damn those raiders indeed Jon. R.I.P. stench. Erm, but i digress.
(disclaimer: actual stench death was far inglorious, but jon and ross were indeed sniper buddies. Ross died of blood loss after getting his leg torn off.in what was supposed to be an easy clean up job. Jon was by his side, but he couldn't rescue him, there were too many, he died on his arms on the way to the medbay. Jon escaped 4 days later with Lynx, and guilt uppon his shoulders, plus (minus?) a few missing limbs. In loving memory of Stench, Ross, Sara and Hawk, thanks for your time).

anyhoo...
- Nerf killboxes
And when i say "nerf" i mean making other diverse strategies more viable (more is better). Sure, everyone loves a killbox, the last defense against the mad horde, very cinematic indeed. And by all means, lets keep the killbox.. against tribals, zombies, etc.  But smart enemies shouldn't just charge in to death.
See killboxing isn't a problem, the game is too good to be one, but it's definitely a "thing", borderline troublesome, the be all end all defense strategy. It makes for some ugly designing and reeks of cheapness too. It also doesn't make sense sometimes (like assumingly intelligent foes) running up the hill to get mowed down when they can just hop a wall.
My idea is reducing the numbers of  enemies to balance it out and to make them more diverse in their tactics, while allowing you to do the same.

- Should be able to stay ontop of sandbags or debris
Related to the above, its just a cheap mechanic to exploit for killboxes. It also doesn't make sense, if i ever walk over a sandbag or a bunch of rock i wouldn't involuntarily slide forwards. If anything, make the character lose the cover bonus, since he's standing on top of something. As a player i feel obliged to fall for such tricks because of the ridiculous amounts of raiders you get.

- Stack clothes like other resources
Its just that a lot of things should be stackable, clothes is one, for those that like to role play closets. Would be less of a minor thing if clothes would degrade after a while. But I'm not sure it should be a thing. I guess it's been already suggested, but yeah endorsement.

- Suppression
Already been suggested, keeping it for endorsesakement. Suppression would make for longer drawn out fights instead of the gib-fest we have (nothing against gib fest, but longer shootouts are also cool). Getting shot at would reduce speed, give a small cover bonus and increase weapon cooldown.

- Exploding dead sentries? c'mon!
Really, who designed those turrets? Michael bay?? those things have a larger  explosion AoE than a mortar shell. Lets just catapult sentries (or whichever explosion device is inside those things) and throw them at raiders. Job done.

- Working / Chill slider
Just a colony wide (if not personal) slider that lets you decide how much time the colonist spends working or chilling. You would need a chill mechanic for that, but then again why wouldn't you want it? its a sim game, there's nothing more simmish or humane than humans chilling out. It would give new meanings and new tools for colony morale managment / story imagining. it would give fun.

- Colonists approach each other to talk.
Works great with the above. On their down time when idling, colonists could approach each other to chat up, giving that lively feeling we all want in the narrative. 

-Less limb loss. 0 hp incapacitations
While these details are really, really cool, i felt it they were too much common to make sense, specially getting your leg or arms cut with bows or rocks. Losing all hp in a limb shouldnt be automatic limb loss, you could only have a really long time to recover from it. In the same manner, losing torso all hp could mean bedridden for a month. losing all head hp could mean comatose-bedridden for an even longer time. Sure, if its a gun shot death would be much more prevalent, but against punches and rocks comatose would be less unlikely.

- Emergency power
Because everybody loves emergency power

- Meetings / leader elections
I guess leaders must've been suggested a couple of times, but you know what else comes with leaders in survival themes? the meetings. Nothing rings as "survival" as the group getting together around a table at the mess hall and discussing things, maybe electing a new leader, deciding the future, etcetera etcetera. I don't know. Make it a zone, make it a task, make it an event, but meetings would be cool, just as when everyone meets for a lunch.

-Making Kevlar "stage" less instant
Right now by the time you start getting your hands on kevlar its just seconds before you get power armor, and kevlars are cool.
Since  in this game you have just a few people, you're usually power armor-clad pretty early. There's also too few drawbacks to power armor to use different armor.
I'd just make power armor VERY rare, use some kind of fuel (or an inbuilt stored eletricity that would need to be recharged from time to time/charge station) BUT much better defense ratings.
Kevlars would need a boost aswell. You have the bread and butter (you have hit locations and its easy to increase damage reduction), no reason not to do it.
Synergizes with penetration and linear armor rating. A kevlar would give a high defense to torso, being pretty good against pistols and shotguns (low penetration) but not against a sniper rifle. This also make using different guns a more tactical decision, instead of ignoring "lower tier" equipment.

- Colony Re-settling
Sometimes its just better to pack up and leave. It would be specially awesome on an ironman game, instead of getting total party killed, you get on a side corridor, get on the back room and escape through the long corridor that leads to the other side of the mountain. You lose the colony but you don't lose the man. Its also a nice excuse to start a new game without actually starting one.
It would also be awesome with some kind of hard nature mode where food is scarce and resources are spread thin, but i guess you'd need some kind of transport (like a cart to move at least some resources with you). Probably been suggested, but yeah, there it is again.

- coffee / adrenaline / drugs
repeating for endorsment

- multiple layers (underground, double stories)
repeating for endorsement. But no infinite or various levels. Just an underground and a top story. C'mon, you know you want that guard tower with the lone sniper picking people off, ignoring ground cover. Yeah, i know you do. (also outskirt outposts!)

- Longer time cycle
Its a minor thing, but i just feel the cycles in games like this or sims, or whatever are too fast. 20 seconds for an hour? 1 hour to finish a meal? 5 hours to cross a 5 building colony? Its not game-breaking, but its those little details that start to eat you away after you realisz they exist. I dunno, you already have 3 speed levels, there's no bad side to make the days longer since it only means you add maybe a few seconds to your fast forward.

- Balance skill growth
some skills improve better than others, growing and construction seems specially prone to this, you get to max level very fast while doctoring, cooking and melee are way slower.

-fog of war
repeating for endorsement. I mean, imagine this with no warnings for raider attacks. You have to keep sentries going out for patrols. You discover a raider camp near you. how long will they stay there until they attack? should you go back or send a hunting party? what if you get ambushed? what if you ambush them. Would make the "patrol" suggestion more meaning. You could even:

- patrol safety buff
Give a small morale buff to your guys based on how many people you have patrolling

- security cams
For the fog of war. They would give you line of sight in exhange of power consumption. Perhaps there would be a task to watch the comms under a Patrol task. You could have a type of beacon/alarm building that lasts for a while on its own and rings when detecting some kind of motion/armed motion.

- Bacta tank / vat chambs
Since we have cryo chambers we could have bacta tanks, right? Vat chambers for regrowing parts, as endgame substitute to prosthetics.

- Psionics
C'mon, we've all watched Akira. There's already psionics in the game (in an amusingly randomly bizarre way).
An easy way to implement:
Make it a trait "Psionic" (duh), make a researchable or rare "drop" equipment, the psionic amplificator, not unlikely the one in X-Com apoc. Equip the psionic-only weapon. Explode enemies  from afar. Have fun.

- specialization trait
There could be another kind of trait called specialization. Specialization would give just that, something specific under a skill that a colonist knows how to do really well (double efficiency or something like that). Be it building stone walls, repairing sentries, shooting with sniper rifles, etc. That way when Bob the white crag Sniper comes, you know he's really a sniper, not some generic random shooting skilled raider equipped with a sniper rifle (he's really a sniper).

- stored items in roofed walled in areas last longer
Storage equipment is no new suggestion,  but if the game can check for a walled room it could double or reduce the rate at which food gets spoiled. Or perhaps a "cooler" floor type, or walls.

- Blights are not map wide
crop blights shouldn't be map wide. Maybe walled/roofed greenhouses won't be affected while outoodors ones are.

- More common but less severe mental breakdowns.
Also diverse ones, like staying in one place, refusing to work for a while, lock up in its room. Not just stupid stuff like hitting your friends or trying to leave your own safe haven in an hostile world.

- Mechs! nuff said
mechs, mechs for work, mechs for combat, mechs :)

- Eletrictiy priority
like security > medbay > doors > lamps...

- Sandworms for desert maps. I mean, of course right?

- Arrows pass over walls
Repeating for endorsement.
Alsoo rocks, spears... Another good bit to change the usual killbox operation.

- Hauler bot
Really, hauling gets painful after a while, specially with mining operations.
I guess there could be all kinds of specialized bots, but its also been suggested to death. I mainly want hauler bots anyway.

- Plant pots shouldn't need to be replanted. Watering can easily be abstracted

- If not vehicles, at least semi-automatic ferry mine carts. I mean, if minecraft has it, why not rimworld, right? Perhaps an end-game floor type that transports people faster, like personal people tubes

- Happiness/morale affects work and/or combat efficiency
Perhaps a low morale would make you shoot less often with less accuracy, or perhaps work a little slower or walk a little less determined. Conversely, if you fine, things should be a little easier.

- Take prisoner for a walk
The way the prisioning works makes cabin fever - or every other debuff - useless compared to infinite warden chat, but i guess it could be nice (or if the system change) if you could make a prisioner go for a walk with the warden, maybe set a courtyard with a door that can be opened by prisoners.

- Better morale system (at least for prisoners)
The way i'd do it, debuffs would cap the max amount of morale you could get, so even if you get x30 friendly chats , you would only reach so far, and have such and such recruit chance, as long as you have other penalties.

- Wall mounted sentry
There's a wall and there's a sentry. The catch is that since its mounted to a wall, you can still pass under it, or build stuff under it. It would be a weaker, cheaper version, good to defend homes when overwhelmed.

== Map types ==
-Ruined city crawling with robots
You drop in what used to be the ruins of a city that had some matrix/skynet/cylon problem. You have a lot of half finished buildings, a lot of hi-tech and provisions to scavenge, but you'd get a higher chance to encounter mech patrols. This would need to have a rudimentary "stealth" system, where enemy doesn't know exactly where you are (and you them) and toons don't automatically shoot things. So you would get the belly fear of running from home to home while the robots crawl the streets.

-Giant trees
The trees are giant, you actually "mine" inside trees instead of mountains. Would be more awesome with Z-levels tho.

-Pitchblack
Probably been suggested, but a map with pitchblack nights and scorching days (monsters by night, sun damage by day). Or just different night/day cicles

-Zone threats:
Your zone might suffer from a single source of threat (raiders, tribals monsters, robots), or perhaps just have it set to a higher occurrence rate. Good for themed sessions.


== More traits ==
Friendly:  Bonus chat buff to other colonists
Annoying:  Penalty chat debuff to other colonists
Fast metabolism: gets hungry faster, heals faster
Large: big and burly, has extra hit points. Move slower
Thin: slender body for fewer hit points and faster movement
Leader: bonus job efficiency for nearby allies and/or halves penalties for things like corpses or killings.
Sex-Appeal: bonus chat for opposed sex, half for same sex.
Insomniac: Sleep less, but is less efficient
Feral: Can't use tech equipments or weapons but is extra good at melee
Sleepwalker: a "for fun" trait. character will do random things (like moving or carrying stuff) while  sleeping.
Strongback:  should more slots be implemented, this one gives an extra slot, or hauls more resources at once.
Scary:  Emits a fear "aura" that can demoralizes enemies
Stubborn: from time to time it ignores your commands