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Messages - kingtyris

#31
Ideas / Re: Suggestions wanted: Animals!
July 18, 2015, 11:38:54 PM
Ooo, how about just regular old sheep? That can be sheered for wool, which you could make clothes out of!
#32
Ideas / Re: Your Cheapest Ideas
July 15, 2015, 11:33:29 PM
Change 'Hops' to 'Grain'

Milk from cows + eggs from chicken + Grain = CAKE :D
#33
Ideas / Re: Thirst System
July 15, 2015, 11:29:07 PM
Quote from: Kaballah on July 14, 2015, 11:46:32 PM
The whole game is about assigning things to do for your colonists, I think mechanics for gathering and storing and treating water to make it drinkable would be no more or less engaging than gathering and storing and treating food to make it edible.  It would add an interesting layer of difference between biomes (does my map have any water? yes? where is it? no? hmm this will be harder!) and all sorts of crafting and production activities.

Fair enough. Although if we are going to add a water requirement, I think the best way to do so would be for water to be a need that takes next to no time at all to fill -unlike food, which takes time to eat- and the challenge would come into the building and maintenance of your water collection/purification/storage systems, and the consequences of that system failing. After all, when I'm thirsty it takes mere seconds to fill and chug a glass of water, whereas my indoor plumbing and well/filtration system weren't cheap or quick to install, and I'm in trouble whenever my power goes out and I have no water.
#34
Ideas / Re: Suggestions wanted: Animals!
July 15, 2015, 11:17:11 PM
Skunks are a great idea, not only could they provide a mood debuff to the colonist but also any other colonist that gets near them, and you would simply have to wait for it to go away.
#35
Ideas / Re: New events
July 15, 2015, 11:14:27 PM
I like the sudden oak death. Maybe a blight hits your map, like weevils or something that kill off trees? Sort of like an alpha beaver event, only it would remove wood resources without filling your freezer with free meat.
#36
Ideas / Re: Suggestion- religion
July 15, 2015, 11:12:27 PM
I think Tynan has said before that he never *promised* religion, just that he would like to include it if he could make it work in game.

I'm not really sure what an entire new system based around religion would add to the game. I'd love to see Void Gods and saintly Ascended Glitterworld humans added in as events to the game, but worship or factions splitting off based on religion just doesn't seem to work in this setting. Although if anyone has some good ideas I'd love to read them.
#37
All I really want before 1.0 is an expansion to existing features. Some things, like trading, diplomacy, and the number and variety of random events have a sort of placeholder, we'll-come-back-and-finish-it-later kind of feel. If the existing features were fleshed out a bit more, I wouldn't mind if no actual new feature were added.
#38
Ideas / Re: Rain should radically decrease comfort
July 13, 2015, 06:58:36 PM
+1 to this idea, I'd like to see the weather system fleshed out in general. Maybe for a given period after a good rainfall, if the temperature rises above say 80 or so degrees then the air is Humid, and pawns have a MUCH lower tolerance for high temperatures and take a mood hit. If it doesn't rain for a long time, then a Drought would occur which would affect non-hydroponic plant growth, and a sudden rainfall could give pawns a mood boost, at least temporarily.
#39
Ideas / Re: Thirst System
July 13, 2015, 06:51:00 PM
I'd like the idea of adding water to the game, but there have been lots of discussions on the suggestions forums and so far no one has come up with a system where water is adequately necessary, whilst not being a huge micromanagement hassle. You're basically adding another arbitrary Need that adds really very little to the game.
#40
Ideas / Re: W.A.S.T.E.
July 11, 2015, 07:35:25 PM
I'd really LOVE a waste system. Not even just excrement, but crafting can produce waste products that the colony would have to deal with/recycle. Like cooking would produce Scraps, which could be fed to animals or used to make compost. Crafting might produce Sawdust or Metal Shavings, which could eventually be repurposed, or just useless chunks of whatever that the colonists would just have to dump in some corner of the map till the trash heap overflowed and crushed the colony :P

Srslytho, waste management is a huge real life headache for people whose job it is to plan/manage any kind of living space, so it has a very useful role to play in the game.
#41
Im also having the no-door-locks problem
#42
Ideas / Re: Suggestions wanted: Animals!
July 08, 2015, 07:20:42 PM
I wish I had thought of dinosaurs before, thats a really good idea! It fits in the Rimworld setting too; either cloned/resurrected dinosaurs or genetic chimeras cooked up in labs from extant species to approximate extinct dinos, probably for Glitterworld zoos.

Also, since husbandry is being introduced, I think predators have a better role in this game than ever. Fighting off packs of regular old wolves, or solitary big cats trying to sneak away with a calf would be a good new gameplay mechanic.

Also, chickens! Since we can farm for milk, why not eggs?
#43
Ideas / Re: Suggestions wanted: Animals!
July 05, 2015, 11:21:20 PM
I haven't read through the thread, but here are some ideas:

Biome specific recolors of existing animals. Muffalo are cool, but a plains muffalo should be brown while a tundra muffalo should be white. The same would work with hares, etc. This would be a low cost way to add more wildlife variety to the game.

More predators! Foxes that attack squirrels and hares, maybe lone bears that attack larger game and the occasional colonist who wanders too close. A predator killing another animal could be treated as a butchering bill, although it would drop less meat and no leather, and the animal would eat the meat immediately. Maybe the behavior kicks in when the animal gets too hungry.

Ents! I mean, Treants! I mean, some uncopyrighted tree mimicker! Pretty rare, attacks when you try to chop it down.

Birds? Can ignore walls, but not roofs. Maybe they fly into your garden to peck at your crops? They don't eat a lot but can be a nuisance, especially in flocks.

Penguins! Because of COURSE penguins!
#44
Ideas / Re: W.A.S.T.E.
June 22, 2015, 06:55:26 PM
+5 I've been thinking about this for some time as well.
#45
Ideas / Re: [Poll] What would you like for A12?
June 17, 2015, 06:48:20 PM
I would really like to see more late-game events. Events that are tailored for larger/richer colonies instead of being scaled-up versions of raids and such. Like say, in a colony over 25 population there is a rare chance that a colonist turns out to be a human-looking mechanoid spy that tries to fight his way out of the colony, and you have to kill them to prevent them escaping and triggering a huge mechanoid raid.