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Messages - Johnny Masters

#91
Quote from: kingtyris on March 19, 2015, 12:42:48 PM
Is there going to be any incentive to build a diversity of fun stations? Otherwise I can see players building a minimum of the cheapest stations to keep their colonists happy.

Yeah i was hoping that too. My guess is that different pawns would have different preferences, so a joyous activity would have varying efficiency. Some pawns could even refuse to do some of them.

Not sure about a mood bonus "plenty of attractions", but could be a thing as well.
#92
Ideas / Re: Trade Alternatives
March 19, 2015, 12:31:21 PM
Quote from: MarvinKosh on March 19, 2015, 06:47:26 AM
At a guess, I would say that whomever or whatever operates trade ships this far out, it may take some time for shipments to move between solar systems.

If there are automated drone ships which can make contact with individual planets, then they likely take goods back and forward from some sort of 'hive' ship. It makes sense to not get a channel directly to a hive ship - they may not want to give away their position and invite an ambush, or the comm range of an improvised console may simply be too short to reach it.

While the crew of the hive ship (if there is a crew) may know that a ship crashed on a planet and that there are survivors, they may not be authorised to do anything about it. Their main concern would be getting the next shipment ready.  Also, they may have no particular qualms about exploiting rimworld systems if the locals (your colonists) are willing to gather up resources and ready them for transport in exchange for things that they have in abundance.

It'd be like Amazon in space. :D



Also makes sense, i wouldn't even be surprised if it were to be the actual amazon hehe

Besides trading, one must also think on the purpose of your pawns own ship. Since pawn backgrounds vary randomly, from primitive to glitterworlds, i think it's left unexplained so the player fills it with his own explanation (oh, it was a survey, a passenger, a military vessel, etc). Which, again, makes it possible for there to be more of it out there, giving you a chance to be rescued, as far as remote that chance would be.

Unless your pawn's ship was a trader itself, then local traffic is more than happy to see you go out of business? 
#93
Quote from: stefanstr on March 19, 2015, 04:13:24 AM
Seeing that TV got added I have a question: what programs would that TV even receive? The planet only has max. two towns, some tribals and pirates. Who would broadcast anything?

Maybe it would make more sense as a DVD player or something?

Maybe cable is really good or traders sell data packages worth years of content.
#94
Ideas / Re: Trade Alternatives
March 18, 2015, 10:35:59 PM
Quote from: keylocke on March 18, 2015, 01:28:57 PM
tl;dr

i feel like the whole convo has been discussed to death before. my search button is broken by lazy, but i'm kinda sure i've been in a similar thread before. the "you can now trade indoors" is pretty new though, coz of the item degradation of A9.

as for the "you can't hitch a ride with the space traders" ... because "reasons.." argument,
my opinion is that it's a game balancing or design issue rather than a lore issue.

camps are usually divided between the "why" and the "why not?"
i think it's a matter of paradigm shifts.

as an experiment : the "why nots" should take the perspective of the "why" and vice versa.

seriously... fun times..

Well, i did point that the can't catch a ride was, essentially, a gameplay decision to allow for both trading and the game to exist, which is something we agree. I usually try the "experiment", as you put it, but regarding the subject i never heard, until know, a sensible explanation. But Kegereneku's interpretation of trading ships as automated trading subroutines actually makes sense for me and its kinda cool. He also brought slave trading up, something that i completely overlooked and that would have prevented somethings. Since slave trading happens and their price is actually not that high, we can infer that transportation costs are not that absurd, one would just have to interpret/assume a reason why there aren't any non-questionable vessels around.

I won't dabble much on the rest of whys and hows because its too deeply in the realm of conjecture.
#95
Ideas / Re: Electricity as goods for trade
March 18, 2015, 09:43:02 PM
Although i really like Sim City (the inspiration for selling  energy off-map, right?), i don't think it fits the scope of this game. I mean, there are just a few factions and they are scattered around the globe. I know you may thing "but its just 3 squares off my colony!", well i don't think a world map square equally translates into a game map, if that were the case, you couldn't even choose map size, also the planet would be really, really, reaaaalllyyyyyyyyyy small. Even then, the practicalities of building a grid would be very dubious, specially regarding its integrity in such a hostile world: They would be vulnerable to sabotage and there's very little you could do.


As for the battery thing... I actually like, more so as a buy resource than selling, which has been pointed to the possibility of exploitation.

The hows and whys could go on and forth forever, anyone could make a case against or for the plausibility of selling/buying energy, specially in a sci-fi game with a lore-in-progress such as is. It all boils down to how it will affect gameplay and how much options/challenge/fun it adds.

I happen to think buying energy could add a bit of tactical choices to the game, which adds to the fun. Selling has its ups and downs and need some thought. If its possible or not is mental masturbation. Then again, that's my opinion.
#96
Ideas / Re: Belief System
March 18, 2015, 09:32:32 PM
Quote from: Silvador on March 18, 2015, 09:17:49 PM
No. Religion only makes a mess of things. One need only look at our own, real history to see the absolute shambles that religion has made of it, directly or indirectly.

Adding some form of belief or religion aspect to this game will only serve to needlessly weigh down a colonist's daily life and potentially create pointless irritations between other colonists or even tribes/raiders/whatever. I don't want to build a grand settlement just to have some random schmuck colonist join and ruin everything because his or her belief grates with everyone elses'.

Which, actually, does make for greater challenges and story making, at least gameplay-wise.

I actually wouldn't mind any kind of religious behaviors in-game, but since i know not everyone is as tolerating as i am i think a joy-based thing is a good compromise. Everything else, such as strife and other religion related events should, well, be events.
#97
Quote from: keylocke on March 18, 2015, 02:01:17 PM
ack 7 pages.. has anyone suggested the "sexy times" as fun yet?

double bed, a couple of beers, boomshakawow, ftw!

yes? ;D

But of course mt good sir! Although i dont expect sex will be in the next joy (bleh to fun) update. My fair guess is that if is implemented (and it should), it will feature in a relationship update.


Quote from: Argon on March 18, 2015, 04:53:07 PM
Quote from: Kegereneku on March 18, 2015, 04:47:17 PM
I preferred calling it "joy".
"Joy" is less likely to be misinterpreted on the forum than "fun". I find it more serious too.

But I don't really mind.
A fair point, but I would not define Boxing as a joyous activity, despite it being fun.

-Argon

I find joy is also better, more broad in its application. Also, FUN is already used by the sims.

Im not a boxer, but i think they do get joy from it, at least if winning. Losing a match could have a negative impact similar to losing a gamble. There are a lot of joyous activities with a competitiva side that still provides joy.

One could make a case about the 'getting punched' parte, but i still dont think it would be a good one. I used to martial art, and apart from getting a broken arm i did enjoy myself in fights (sparring or competitiva), although i still cant speak for a boxer.
#98
Ideas / Re: Belief System
March 18, 2015, 05:04:45 PM
Quote from: SSS on March 18, 2015, 03:49:01 PM
To be honest, I'm not looking forward to it.

Social systems are fine, but I wouldn't really care to have religion (or "non-religion") in the game. I think it limits storytelling freedom too much in comparison to the former, plus it is indeed a touchy subject.

Even Jono's suggestions with the stereotypes could cause offense.

I couldnt agree more.

I think there's much to be gained by keeping it simple. There's a joy system coming so let it do its thing and make religion provide it.

"but my religion doesnt pray" "but mine need an altar" "but mine...". Well the game (and player) could easily regulate who can or cant do such or such religious activity or interact or dont with any religious building/station you might build.

I like complex systems but there's power in simplicity and abstraction as well
#99
Ideas / Re: Guard Posts (made simple)
March 18, 2015, 04:18:16 PM
I love the concept of guard posts and patrolling. Alas, as others pointed out, the way RW currently works make it a waste and an efficiency disaster. Only way i could see it working is (re)introducing fog of war and removing omniscient alerta, which is something i would LOVE to see, but is/would be controversial to say the least.

P.s.: Guard duty would be perfect for those combat types incapable of most labor. If anything, they could provide a "feel secure" mood bonus to other colonists.
#100
I'm definitely trying the dispensers next time i update, although i wish they didn't look so ugly and cumbersome and bad at wall blending (personal opinion).

Would still be nice to have it deliver already processed food under a power shortage tho', and ofc unable to process more until power is on again. Something like it processes an x amount of paste each time you put food in it, and keeps it stored. Surely it must have some kind of internal refrigeration.
#101
So, NPD negates food poisoning?

I checked the wiki, it says mood is at -8, i take it gets to -4 with research?

I'm always postponing upgrading because i'm always waiting for that next alpha with all the mods i love
*firstworldfastrimworldpatches*  ::)
#102
Quote from: Tynan on March 17, 2015, 11:18:28 PM
I've wanted to do a beliefs system for ages, but I think I should do a "social relationships" system first if I'm gonna go down that path.

Ah, relationship system before belief anytime. Also, belief should profit by the fact its 5k in the future, and kept as generic/fictitious as possible, leaving our earthen ones to modders.

Quote from: lusername on March 17, 2015, 11:57:53 PM
What happens when your guy is a bloodthirsty psychopath and shooting people is his joy in life? I have a guy like that, he loves raiders...

Joy happens! >D



Another one that is so common today that we missed:
-Obsessively checking smartpho- i mean, Personal Data Assistant- for messages, messing with useless apps and ignoring friends.
#103
Senor Chang approves

#104
Ideas / Re: Husbandry (made simple)
March 17, 2015, 04:51:53 PM

QuoteI would add though that the animals meeting in the wild should have a percentage chance to mate (the way you wrote it suggests it would be every time) otherwise the map would soon be full of animals.

As Medio pointed out, purge would be neat! I mean, predation, predation would be neat. Muffaloes and deer could be kept in check by a predator animal and the predator could be kept in check by either:
a) They overpopulate by killing all available prey and starving to death in which would actually mean they would turn on your colonists for food, which you either become food or kill them, fixing the problem 
b) their group splits after a certain number is reached and the split gets out of the map to find food and avoid fighting with their species.

I'm not sure on breeding capabilities of wild animals, but usually they produce a lot of offspring each year and only a few survives to adulthood, so i don't think always breeding would be a problem (see group splitting above), specially if a lot of the cubs end up dying to predators (including you), but i don't see a problem with breeding have a % either.

QuoteExpounding on Johnny's suggestion of fences, they could be used in conjunction with a "husbandry" zone to create areas where caught animals could be kept and bred. The current Growing skill could be renamed to "Farming" and include tending to the animals. They would need to be fed, meaning that there's a requirement for growing fodder. Animals in the husbandry zone that are well fed would have a much higher chance of breeding than those out in the wild. Wild animals could caught by hunters using lassos and dragged to the husbandry zone.

Wait wait! Its really more simple than that. There's no need for a zone! Really, check it out Beast and bumpkins, pretty old and dated, but the husbandry system, while simple, worked rather fine fine, although we'd need a more complete system (in bb you only take milk, not meat).

Then you could either: Let them grow in the wild or fence them in, in which case they could either eat grass (needing a large enough grass area) or available raw food. Or you could feed them with hooper of some kind, in which cause you'd need fodder growing indeed.


#105
Ideas / Re: Write an event!
March 17, 2015, 04:08:29 PM
The Escapee

Part 1:
-A refugee comes to town and asks if he can join the colony (yes, no answer). He may or may not disclose that he is running away from someone.

Part 2:
-A few months later, one of the factions or a raider group prompts you to give the escapee back, for whatever reason (he committed a crime, he's a slave, etc). You decide:  Keep the refugee and fight the faction, possibly turning a friendly or neutral faction into a hostile one, or give him away, possibly causing a gloomy mood in the colony.