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Messages - kingtyris

#1
I think a whenever a predator begins stalking a colonist they should have a roll-of-the-dice chance of being made aware of it based on their personal modifiers, then depending on what stance you have them set in they either run from the danger or start to fight the creature off.  That way you could sometimes avoid the frustration of having a colonist die to a sudden predator attack while still having to fear the occasional ambush attack.
#2
+1 The redundant zones don't really bother me but I could do without them.
#3
Ideas / A way to make water work
May 16, 2016, 08:23:29 PM
There have been a lot of discussions on this forum about adding water to the game, with many good arguments in favor and a lot of good arguments against. I would still like to see water implemented in game, and here is how I think it could work.

From the beginning, pawns find their own water sources. The pawns themselves won't actually ever have to visit a water source, as it is assumed they simply grab a sip whenever they're thirsty. However, streams and watering holes are often contaminated sources, so until a fresh supply is secured pawns are much more likely to suffer from water borne illnesses and stomach problems.

Fresh water can be secured by building rain collectors (Passive and require no power, but only work when it rains or snows) and water condensers which draw moisture from the air. Water is collected in barrels that function like batteries, filling with water as long as water collection is positive. Water can be transmitted via pipes that operate on the same principles as electricity. Each pawn living in the colony passively draws water from the supply. As long as the colony has fresh water, pawns chances of contracting water borne illnesses is reduced.

This could also introduce droughts to the game. A drought would trigger when it has gone too long between rain showers. Droughts would cause crops to stop growing and eventually die unless watered, condensers would stop working without water to draw from the atmosphere, and pawns would start suffering from thirst(acts like starvation) if there is no water in storage(We wouldn't have to add another 'need' bar like hunger or joy or rest; a hidden timer could start ticking when water runs out during a drought and at given intervals all pawns start suffering from the different stages of dehydration.)

Another use for water could be for crops. Crops outdoors wouldn't normally need watering, except for during drought conditions. Hydroponic basins would require a water supply to be attached, while indoor crops(which are a bit OP and honestly could use a bit of a nerf) and drought stricken outdoor crops would need to be within range of a sprinkler(works like a sun lamp, any plant within its range is considered 'watered' and the sprinkler draws from the water supply)

There should be some other uses for water (maybe an ingredient for lavish meals?) But I'd like to see water added in some capacity, and I think this could make water useful and meaningful without being a burden on the player.
#4
Ideas / Re: Better Sieges.
March 04, 2016, 10:58:34 AM
I'd like to see escalation in sieges. So say, if a siege group deploys from your north, you would have to attack and rout them quickly, as after a given time (say a day maybe) another group would appear and simultaneously besiege you from the south. This would of course be later game sieges, where the AI actually IS trying to wreck your colony. The bigger your population, the more siege groups would attack.
#5
Ideas / Re: Allergic reactions
February 26, 2016, 04:18:18 PM
Like, maybe some pawns are allergic to certain food types? "Jerbear is allergic to potatoes and will become very ill if he eats them."

Not a terrible idea. It would add in more of an incentive to grow a diversity of crops.
#6
Ideas / Re: Speech Balloons
February 25, 2016, 12:23:41 PM
Making the bubbles big enough to read the text wouldn't be a good move in my opinion. I could see MAYBE having some kind of symbol in the thought bubble, like a sad face for a bad conversation or heart for lovers in the new relationship system, but honestly its a feature I could live without.
#7
Muffins you deserve a spot on Rimworlds art team. Forealz
#8
Ideas / A way to make water work
February 17, 2016, 11:09:07 PM
There have been a lot of discussions on this forum about adding water to the game, with many good arguments in favor and a lot of good arguments against. I would still like to see water implemented in game, and here is how I think it could work.

From the beginning, pawns find their own water sources. The pawns themselves won't actually ever have to visit a water source, as it is assumed they simply grab a sip whenever they're thirsty. However, streams and watering holes are often contaminated sources, so until a fresh supply is secured pawns are much more likely to suffer from water borne illnesses and stomach problems.

Fresh water can be secured by building rain collectors (Passive and require no power, but only work when it rains or snows) and water condensers which draw moisture from the air. Water is collected in barrels that function like batteries, filling with water as long as water collection is positive. Water can be transmitted via pipes that operate on the same principles as electricity. Each pawn living in the colony passively draws water from the supply. As long as the colony has fresh water, pawns chances of contracting water borne illnesses is reduced.

This could also introduce droughts to the game. A drought would trigger when it has gone too long between rain showers. Droughts would cause crops to stop growing and eventually die unless watered, condensers would stop working without water to draw from the atmosphere, and pawns would start suffering from thirst(acts like starvation) if there is no water in storage(We wouldn't have to add another 'need' bar like hunger or joy or rest; a hidden timer could start ticking when water runs out during a drought and at given intervals all pawns start suffering from the different stages of dehydration.)

Another use for water could be for crops. Crops outdoors wouldn't normally need watering, except for during drought conditions. Hydroponic basins would require a water supply to be attached, while indoor crops(which are a bit OP and honestly could use a bit of a nerf) and drought stricken outdoor crops would need to be within range of a sprinkler(works like a sun lamp, any plant within its range is considered 'watered' and the sprinkler draws from the water supply)

There should be some other uses for water (maybe an ingredient for lavish meals?) But I'd like to see water added in some capacity, and I think this could make water useful and meaningful without being a burden on the player.
#9
I like it. Good ideas.
#10
Ideas / Re: Medieval Factions
December 06, 2015, 06:22:57 PM
Quote from: Z0MBIE2 on December 06, 2015, 10:53:09 AMAs I said, priority. It's likely Tynan would never really code this in if it was tribals with a few different pieces of armour and weapons, or even a few different backstories. It doesn't contribute enough to the game as other updates could.

I realize such an update wouldn't be high priority, I'm just voicing my support for it. It honestly would be about as low effort as a piece of an update could get; Tynan has integrated art from the community before, and there are already medieval backstories. We really have no idea what Tynans exact road map is. I know this kind of update isn't as likely as others but its not unrealistic by any stretch.
#11
Ideas / Re: Medieval Factions
December 06, 2015, 12:02:23 AM
I would support adding medievals to the game, even so far as to add Ish's artwork from her medieval mod.

As for the argument that a medieval faction wouldn't be functionally very different from a tribal faction, you do have a point there. And my rebuttal is.... So what? It would add flavor and variety to a game that, lets face it, gets VERY repetitive. Wouldn't you rather fight off 5 waves of tribals and 5 waves of medievals than just 10 waves of tribals?
#12
At mid-day, you receive an alert: Jerbear has been acting strange all day, claiming to hear faint voices calling to him, beckoning him into the wilderness beyond the colony. That night, you receive another alert, this time that Jerbear is sleepwalking toward the edge of the map. You send another colonist to arrest him, but before he can get to him Jerbear is off the edge of the map, never to be heard from again...
#13
I've been thinking about what a Rimworld expansion pack would look like for a while now, and I think this poll is right on the money. I'd pay for more content to be added into the game.
#14
Ideas / Re: Your Cheapest Ideas
August 27, 2015, 06:26:17 PM
Frozen eggs should remain edible but be rendered inert and should no longer be able to hatch. I was a bit surprised when my eggs in the freezer hatched into baby tortoises.
#15
Ideas / Re: Legal system?
August 24, 2015, 02:29:46 AM
If crime was a mechanic, I think it would really work best as a random popup event:

"Jabear complains to the rest of the colonists that Redfield snuck into his room and stole a potato he was saving for his birthday. Redfield denies any wrongdoing. What should be done?"

Then you could have a few options:

Jail Redfield for 3(or however many) days. If he is innocent, he will carry a serious mood debuff for a long time. If guilty, he will carry the normal imprisonment debuff which will end upon release. There is also the chance that he will become violent and resist arrest.

Do nothing. Jabear will take a serious mood debuff if he wasn't lying about Redfield, and will permanently get a 'Had an unpleasant conversation' debuff whenever he converses with Redfield, the scoundrel.

Or something like that. I don't think a brand new balanced system is needed, when something like that can be handled via the storyteller.