I have always wondered if coa coa plants should be added to the game and I want to know if people agree with me.
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#3
General Discussion / Avatars
June 22, 2015, 11:35:47 AM
How do people get the rimworld colonists as avatars? I really want to have my own but I don't know how.
#4
Ideas / Children (not breeding)
October 15, 2014, 12:00:33 PM
Remember this is NOT a topic about breeding this is about children.
With that done lets get started. I think children should be in the game but they can't do as much as adults until the age of 12. Without breeding the way you would get children is with the starting colonists and random events. Children won't be able to do as much as adults would be able to do or not be as skilled in it.
Here is a list of what children would be unskilled in:
Smart labor
Hunting
Building
Mining
Social
Medicine
Also having children around will give mood boosts and major penalties if they dies (thanks to spectre)
Now for the ideas given directly to me or ones that I thought of with the constructive criticism, the children will learn skills faster and gain passions for certain skills as they grow.
Say little Pat is 8 years old, he starts mining, he has a chance to gain a passion for mining and will develop traits that work with mining such as increased strength so he can haul more metal back to the stockpiles. His mining skill will also increase faster than an adult due to the fact that he is learning at a young age
Also having children around will give mood boosts and major penalties if they dies (thanks to spectre)
With that done lets get started. I think children should be in the game but they can't do as much as adults until the age of 12. Without breeding the way you would get children is with the starting colonists and random events. Children won't be able to do as much as adults would be able to do or not be as skilled in it.
Here is a list of what children would be unskilled in:
Smart labor
Hunting
Building
Mining
Social
Medicine
Also having children around will give mood boosts and major penalties if they dies (thanks to spectre)
Now for the ideas given directly to me or ones that I thought of with the constructive criticism, the children will learn skills faster and gain passions for certain skills as they grow.
Say little Pat is 8 years old, he starts mining, he has a chance to gain a passion for mining and will develop traits that work with mining such as increased strength so he can haul more metal back to the stockpiles. His mining skill will also increase faster than an adult due to the fact that he is learning at a young age
Also having children around will give mood boosts and major penalties if they dies (thanks to spectre)
#5
Ideas / Kain's Bucket list of Ideas
September 22, 2014, 10:19:46 PM
1. Colonist customization, What they look like and their stats.
2. Different raiding mechanics, as the days go on raids are few and far between or the raids are constant every few days and they get easier depending on who raids you.
3. Breeding, I'm hoping that very long term colonies would be a thing so breeding would be a good way to get more colonists. Children can't fight and can't do complicated things that adults would be able to do.
April 21 2015
4. Grow able cocoa, Good way to make money and colonists happy.
5. Dynamic traits. For instance a colonist who just sits around and does less work than everyone else will develop the lazy trait
6. Fitness. Colonists need to work out and working out should provide benefits to your colonists. If a brawler lifts weights a lot they will develop melee skill or a "strong" trait and will become buff.
7. Ranching. Basically like a growing zone but with animals, colonists will breed animals and slaughter them (only animal I think would be able to be herded would be muffalo)
3. Breeding, I'm hoping that very long term colonies would be a thing so breeding would be a good way to get more colonists. Children can't fight and can't do complicated things that adults would be able to do.
April 21 2015
4. Grow able cocoa, Good way to make money and colonists happy.
5. Dynamic traits. For instance a colonist who just sits around and does less work than everyone else will develop the lazy trait
6. Fitness. Colonists need to work out and working out should provide benefits to your colonists. If a brawler lifts weights a lot they will develop melee skill or a "strong" trait and will become buff.
7. Ranching. Basically like a growing zone but with animals, colonists will breed animals and slaughter them (only animal I think would be able to be herded would be muffalo)
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