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Messages - kingtyris

#136
Ideas / Re: Late Game Opposition. Idea Thread
January 13, 2015, 10:35:07 PM
I like these, a lot of really good ideas. +10
#137
Ideas / Re: Split thresholds for cooking/crafting bills
January 13, 2015, 10:28:10 PM
+1, this is certainly necessary.
#138
Ideas / Re: Locking doors
January 13, 2015, 10:27:13 PM
I like this idea. Beating down an unlocked door just seems... Silly. With the exception of prisoner doors, which I think it should be assumed are locked and unlocked with each use by the colonists.
#139
Ideas / Re: Late Game Content Suggestions
January 13, 2015, 10:23:53 PM
I'd really like to see some kind of government system implemented. Nothing too complex, but once a threshold of colonists has been reached, maybe a new research is unlocked, 'Townhall' or something, and colonists will vote(or randomly select, really) a colonist to be the colonies 'Mayor' once a room is zoned as town hall after building a podium or ballot box in it. The colonists can receive passive buffs, or even debuffs, based on the traits and skills of the mayor. For instance, if the player has a high social skill, the rest of the colonists will have a constant better mood, while if he has the psychopath trait, they will live in constant fear. High mining makes the colony a more efficient mining colony, etc.

Eventually the colony can work on improving diplomatic relations with the surrounding settlements to the point where they agree to form a confederation under a single unified rule, leading to an ending where the colonists decide to remain on the world and form a new society instead of escaping. A pretty happy ending, I think.

Also, a lot of discussion has been had about out-of-colony missions for colonists to go on. I like the idea, but I don't think we need an actual map to go to. We can simply send colonists off map on a mission, and the storyteller will determine their chances of success and they return after a given time. For instance, a 'raid' mission will have a higher chance of returning all colonists alive if they have high combat stats, good weapons and good armor. Or a diplomatic mission will provide better results if the envoys have a higher social skill. A good series to look to for an example of this 'unseen mission' model would be the Rebuild series.
#140
Ideas / Re: Cosmic drop
January 11, 2015, 12:42:46 AM
...

(slow clap)
#141
Ideas / Re: Metal bars as a craftable item
January 04, 2015, 04:08:38 PM
Not so. How realistic is it already to turn raw ore into a thermal generator? Or turn logs into a conduit wall. The game already asks for a certain level of suspension of belief.
#142
Ideas / Re: Food and clothing balance issues
January 03, 2015, 05:47:57 PM
Maybe all clothing should have a chance to be rendered 'Ruined' after taking damage. Would make tailoring a bit more useful.
#143
Ideas / Metal bars as a craftable item
January 03, 2015, 05:44:50 PM
As any good gamer knows, whenever a game features metal ores as items, it should also include an option to smelt them into metal bars.

Why would we do this you ask? Well, as the game progresses, resources storage becomes more problematic. Larger colonies tend to require larger caches of resources on-hand for repairs, new structures, etc. One metal bar could represent, say, 5 pieces of metal, yet remain stackable, thus rendering a stack of 50 metal bars equal in value to 250 metal.

Such a systems could work well for other items, like turning wood logs into planks.
#144
Ideas / Re: Story Popups
January 03, 2015, 05:36:56 PM
I love the idea of Rimworld having storyteller AI's, and any such AI is in need of a system like this.
#145
Ideas / Re: Vents
December 18, 2014, 08:55:39 PM
Ventilation is desperately needed. Until it is implemented, the temperature system is just slightly broken.
#146
Ideas / Re: Better powered doors
December 18, 2014, 08:54:56 PM
I agree. Second to these ideas.
#147
Ideas / New random event suggestions
November 29, 2014, 03:06:22 PM
The random events can get a little stale after the 400th time you see the same one, so this thread is for relatively cheap ideas for a little more variety.

Some ideas:
-Enemy supply convoy. Groups from enemy colonies will pass through your territory. They will avoid your settlement, but you can sally out to attack and claim booty, weapons and captives.
-Debris shower. Metal slag from destroyed spacecraft falls from space, causing damage to your colony.
#148
Ideas / Re: Hobo's Suggestions :)
November 02, 2014, 07:00:28 PM
Good ideas. I especially liked the workout room idea.
#149
Ideas / Re: Making medicine!
October 25, 2014, 02:41:34 PM
I like the concept of being able to grow/harvest different types of herbs and having different tiers of medicine. Like, simple herbs bestow a lower chance of improving medical care, yada yada, all the way up to advanced herbs which are rarer and more difficult to grow yet can be used raw or processed into advanced medicines which work miracles on injured colonists.
#150
Some pretty simple ideas. I noticed in the changelog that tailoring had been removed as a research requirement, and that weaponsmithing was being added, and that got me thinking; How realistic is it that a colonist would be able to craft a machine gun when they only have a background as a Glitterworld plastic surgeon? But if they sacrificed a captured Uzi for science, it could teach them all they need to know to start reproducing them.

Also, the clothing mechanic is a nice touch, but it seems a little shallow. What if, over time, clothing begins to degrade, representing the wear and tear of a life of tough colony work? This would give tailoring an extra layer of necessity. Also, it would make the wearing of armor a bit more tactical; instead of constantly wearing the armor(because why would you ever take it off at the present?), your colonists would take it off for storage while they performed their day to day chores to avoid damage.