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Messages - Pheanox

#1006
Ideas / Re: Defensive Structures
October 09, 2013, 07:31:30 PM
If anything, the extra money from the Kickstarter will allow Tynan to continue development longer on his own, letting him put in more new modules and the like, rather then having to hire a second programmer which increases budget more than you would expect.
#1007
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 07:25:33 PM
That would definitely be handy for planning defenses.
#1008
Ideas / Re: More Turret Types
October 09, 2013, 05:35:33 PM
This conversation reminds me a little bit of the Firefly episode "Heart of Gold".  Uh, I don't know if I should give spoilers, since Firefly's been out since forever, but basically everyone that worked long and hard to build up their own piece of land comes out to fight, including people that have absolutely no clue on how to shoot.  Since this is based on westerns, and Firefly, I prefer that interpretation!

As for turrets, I think multiple turret types would be cool.  I don't want to see RimWorld turn in to a tower defense game, but there should be other choices of turrets.  And rebalancing of turrets as well.  They should have less damage, or much higher power drain on them.  I like that they are fairly weak and explode, makes them slightly risky at least.

Honestly I think just having turrets should require an initial research investment, and that there should be a small research tree for them.  Perhaps to make them more energy efficient, shoot more bullets, or new types like a laser turret that needs to charge up before each shot, or a grenade shooting turret.
#1009
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 05:16:23 PM
Quote from: Haplo on October 09, 2013, 04:44:13 PM
I'd like position markers (like the home zone, only one square size per click) to be occupied if attacked.
So you build a sand barrier and mark three squares behind it like this.
If an enemy attacks, three fighters try automatically to man up these positions.

Additionally a retreat zone, where non fighters retreat to, while an attack is occuring.

With this you can build some tactical defenses before the fight and don't need to micromanage everything manually while the attack occures.

OK, I'm not sure if this really qualifies as a cheap idea... :)

This is always useful.  Just generally more zone markers and stuff for planning and organizing your colony in multiple circumstances.  Being able to set bed ownership, medical beds, etc.

Showers to remove dirt.
#1010
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 02:19:22 PM
I thought of a few more as well:

  • Clothing dye
  • A recall button in an attack that cancels all orders and brings your colonists home
  • A draft all button (Or draft all but "Incapable of: Violent")
  • More carpet colors, or simply a color wheel when you click on carpet so it can be a range of colors (I love dark purple!)
  • Nickname option: Allows you to change colonists on screen name
  • Power conduits can be built on top of, can be laid under existing objects
  • Carpet can be placed under already built objects
  • A "dismantle" option similar to PA that lets you dismantle an item and put it in storage so you can put it somewhere else, rather then sell and rebuild
#1011
Off-Topic / Re: Where are you from?
October 09, 2013, 01:55:07 AM
Same as Conti, while growing up lived in Alaska, Washington, Oregon, and California.
#1012
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 01:20:47 AM
Gravestones on the graves that say how the person died and lists their name.
#1013
Stories / Re: 3 nobles walk into a bar...
October 08, 2013, 05:35:11 PM
Yeah this was hilarious to watch.  Actually just the sort of thing I am planning on doing videos on when I get my hands on it.
#1014
Ideas / Re: Defensive Structures
October 08, 2013, 02:17:03 PM
Quote from: Tynan on October 08, 2013, 02:29:28 AM
I wish I could be more so... but time feels very limited. Anyway I suspect you guys want me to actually make a game not hang out on the forums all the time :)

Honestly, I'm surprised you are able to keep on programming on the game.  From what I've seen of most kickstarter campaigns, the devs stop working on the game the full month of the kickstarter to dedicate themselves fully to marketing/pr.
#1015
Ideas / Re: water as a semi rare resource
October 07, 2013, 07:21:47 PM
I could have sworn I posted in this thread last night, I must have accidentally closed the the tab.  My thoughts were that water as a rarity should come in to affect if the Biomes module gets in the game.  In the typical biome we have seen, it rains and is foggy a lot.  These are conditions that would indicate water supply is not something to worry about.  (Despite cacti and the like around the map)

But if you are on a marsh or jungle world, perhaps water filtration has to be implemented to keep the water from spreading disease.  On a desert world, water has to be rationed, and you have to build wind traps (Yay Dune) to capture condensation in the air to keep the population watered.

Water as a resource would definitely be interesting, but I think it would be more interesting in some biomes, and less so in others.
#1016
Ideas / Re: Traits
October 07, 2013, 07:15:16 PM
Quote from: AspenShadow on October 07, 2013, 05:51:08 PM
Have to admit I am a tiny bit concerned about the "Bestiality Thirst" trait that got in there, and I thought Nymphomaniac was straddling the line a little. Personally I just think it's amusing but if we want to keep Rimworld as open to all audiences as possible the game doesn't need sex involved.

But murder, slavery, and drug use are a-ok!
#1017
General Discussion / Re: Questions
October 07, 2013, 05:42:12 PM
Per Tynan, the public alfa will be out *around* December 2013 or January 2014 (He has both months listed in different places). The after kickstarter alfa would be November.  So potentially a month or two sooner.

whoops-wrong button - Ty
#1018
Ideas / Re: Uncertainty Veil (Fog of War)
October 07, 2013, 02:33:27 PM
When I heard this, I too first thought of strategy games, and how RimWorld is not a strategy game.  But on second thought, this came to me.  RimWorld is supposed to be primarily focused on telling a story about your colony.  Uncertainty and lack of visibility adds to ambiance and tension to a story.  It may not be to everyone's taste, and it could make the game more difficult, but a Fog of War system would generate a more desperate atmosphere to your colony.

Since it can be turned on and off, perhaps some AI Storytellers use it, and some don't.  Phoebe Friendly doesn't want you to stress out, she wants to be your friend, so no FoW.  But Cassandra Classic knows that uncertainty is helpful to a rise in tension, so has it.

I also agree that the general lay of the land should be known to the player, anyway.  And any event that involves a crash pod should have an area marked on your map.  Its fairly hard to miss a streaking ball of fire heading towards a location near your base.  Especially if you have a com box, which could pick up distress signals or pirate raid chatter.
#1019
Ideas / Re: Drug system?
October 07, 2013, 02:47:40 AM
Gotta side with Aspen on this one.  I'm so tired of zombies in games.  So many interesting survival games that I just sigh and roll my eyes when I see they just -had- to put in zombies.  There are other, clever things that can be done that don't include zombies. 
#1020
Ideas / Re: Idea- Morgue Ship?
October 06, 2013, 11:44:21 PM
@Jaka Not sure if serious, but it's from the movie Soylent Green.