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Messages - DarkThug

#1
General Discussion / Re: Your favourite storyteller
January 29, 2014, 09:31:50 AM
Yes, No pop cap is without doubt a significant factor to make Randy my favorite. But the most important factor is, like other had said, a complete randomness.

Sometime the game is super easy. I swam in metal from all the drops. Sometime AI just want me to start new game and throw three consecutive raids at me. It make for DFish hilarious story. It also increase replayability.

But then again, many of us come to this game from Dwarf Fortress so we have this mindset. Other scripted story tellers are fine and non DFish players should appreciate them. It lack variety and fall into pattern but I think that is more to do with the lack of content than the story teller itself.
#2
General Discussion / Re: Early Raider Attacks
November 19, 2013, 04:24:20 AM
Quote from: todofwar on November 18, 2013, 05:59:45 PM
My advice: hold off on the turrets. You'll deal with smaller raiding parties. When you have a decent position, then mess with turrets.
I thought randy random take account in NOTHING and just want to randomly exterminate you ?

In one of my randy game, I have a first raid consist of 12 pistol raiders when I have 8 colonists with only 2 pistols and no defence whatsoever (No sandbag, No turret, Blasting charge not researched yet). I survive it but end up with all colonist heavily injure. Before I recover, second raid land. 16 raiders with some shotgun and m-16. Luckily, a slave trader is around so I sell everything I can and buy 4 slaves as a fresh meat to fight off invader. While I'm holding off this horde of raiders in my cave (The only reason I survive thus far), The third raid land lol. Not many in number like 5-8 (I was like fuck it and stop counting at this point) but all equip with advance weapon like Uzi, M-16, M-24. Thus, I'm watching my helpless colonists get their throat cut in their bed and raiders set the whole cave on fire. That is the beauty of randy game lol.
#3
Quote from: Pendryn on November 19, 2013, 03:43:46 AM
Look, can't we all just agree to disrespect each others play-style and let Tynan make the game he is gonna make?
This. LOL
#4
General Discussion / Re: Why Won't They Eat?!?
November 19, 2013, 03:58:33 AM
First time I know this !! :o

I actually think it's weird that a prisoner is allowed to use base's facility freely. (well, may be not since it become a part of prison)
I do think prisoners survival should depend on the whim of warden, to give them food or not, they are prisoners after all. 
However it's not a big deal, I don't mind it either way.
#5
Ideas / Re: Opening Sequence/Introduction
November 17, 2013, 02:08:47 AM
Dear Coolwhip.
At first I was panic that "this is a survival game what is this guy doing talking about space stations" until I read your OP.
Now I am panic that "The game haven't get proper graphic yet what is this guy doing talking about opening sequence" LOL.
;)
#6
Ideas / Re: Penalty for underground base
November 17, 2013, 01:53:51 AM
I do agree with Tynan. We are skypeople here, not a fricking dwarf. We can't be content stay underground all year long.

Slow mining  would accomplish something. At least, it will force player to build above ground base early on. If player got everything set above ground there is lower chance they will want to move it underground unless ravaged by raider.

I believe the frustration of slow mining can be solved by non-combat equipment system, a pickaxe for example. Early on without proper tool it can take ages to dig a hole inside the mountain.  Later on, when trader passby and you buy these tools, you can reliably build network of tunnel( or harvest and grow larger field or keep larger area clean). Down side is these diggers will be unable to equip gun, exclude them from fighting force( or encourage more melee battle). 

EDIT: However I don't think hydroponic farm need to be less efficient though. I believe it should still more efficient than above-ground farm. May be more expensive or be a later tier stuff once we get proper research tree.
#7
Ideas / Re: Language files
November 16, 2013, 09:56:47 AM
Yes, I would love to see this as well.
#8
Ideas / Re: What's in a name?
November 16, 2013, 09:55:40 AM
I think let players change their own colonist's nickname is a good thing. It will help player's attachment to the colonists. As many players name colonist after their friend and family(bad idea really :p). It also help those who run a community game. Many audience want to see their name in the game.

Nickname changing overtime is also a great idea and help enrich game narrative. Actually it can be called title and separate from nickname. It will changed according each colonist feat. Like Tom "Raider slayer", Jimmy "Boomrat slaughter" or Tomas "Agrave Harvester". Something like that. Dwarffortress does that and it is cool.

I don't see much point of changing first&last name though. We can leave it be for those who payed for their name in-game.
#9
Ideas / Re: New Needs Boredom
November 15, 2013, 03:24:34 AM
I also think that there is no need for new bar. Just use the happiness bar. But these entertaining stuff is a good idea.
#10
Ideas / Re: Local jail needs help
November 15, 2013, 03:08:48 AM
Quote from: Workload on November 15, 2013, 02:39:02 AM
Travelers seeking help

Travelers are in need of food and repairs and a place to sleep. Asking you if they can land by you to refuel /repair. After a set time they will leave and pay for the help or they might turn on you and try take your stuff and leave or attack your people. You can toss some sleeping rolls outside or give them nice guest’s rooms. Also have to feed them and sometimes help repair and connect a power cable to the ship to give it power.

I like this Idea very much. It has FTL feel in it. It also give player something to do with their excess food and energy in late game. If you success they can give you reward. Be it cash, metal or other items that do nothing right now. Or they can actually be spies or raiders trying to infiltrate your base.

Quote from: Workload on November 15, 2013, 02:39:02 AM
The travelers names should be different color then yours maybe green. So you know what guys are yours and there's.

We do already have blue for neutral character. When they start attacking, they can also turn red. Imagine 5 blue suddenly turn red in middle of our base. Chaos will ensue lol



To expand on that, I would like to suggest a landing pad, a repair bay, a bar and an inn. So we can attract more travelers. Have them pay money for a place to stay. Buy food in bar. Occasionally, two drunkard will start shooting each other in the bar. Stray bullet and collateral damage would be imminent.
#11
Ideas / Re: non AI storyteller?
November 15, 2013, 02:44:58 AM
It wouldn't be hard to implement if we don't care about balance whatsoever. However, many players do care great deal about that (I personally don't). I honestly don't know how do we balance it so GM won't crush player's colony in the matter of hours.

There is a game called Dungeonland that do something like this. 3 player playing as hero diablo's style go against 1 player playing as dungeon master dungeon keeper's style. It is balanced quite well. I have great fun playing it with my friend. DM still end up wiping heroes's party most of the time though lol.
#12
Ideas / Re: Colonist Therapist
November 14, 2013, 08:59:43 AM
Now that you mention it. True, it is already there. It could use an improvement to make it more noticeable perhaps.
And colonist's current task would be very helpful indeed.
#13
Ideas / Re: The many-guns problem
November 14, 2013, 05:45:50 AM
While I don't think gun melting is an answer to too many gun problem. It need to be there. The same goes with recycle in general. We need a way to get rid of excess gun, excess body, excess slag or any debris.

The fundamental issue with too many gun, however, is we get too many gun too quickly.
The direct solution would be getting less gun. This can be done by

1. less raiders in general
If raid is really not a focus of the game, It can stand to be less common.
Some player may be disappoint though. Raid is what make Rimworld feel dwarf fortress-ish especially if medical care system is added later on.

2. less lethal raid
Average raider should start running when thing start to go badly, taking too much damage or morale too low. They shouldn't fight to death unless they are veteran marine deserter. They should use hit and away tactic as a raider they are. Grab stuff they want and gone. Players should have problem chasing them down if they want to raid these raider stuffs. It is currently another way around. Raiders come to GIVE you stuffs.
I prefer this solution myself however I suspect it will need significant AI improvement to make raider act less sucidal first.

3. less gun drop
Death raider drop metal scrap instead of functioning gun. Working gun should be rare drop. Or only damaged gun is dropped which need repair. Or only gun part is dropped which need to be research and manufacture (AKA X-com) 
This should be an easiest approach. However, unless we have research&manufacture system in place, It may annoy some player though if they fend off waves after waves of M-16 raiders with a few pistols and all they got is some scraps of metal.

4. gun degrade over time
Gun become consumable resource and not last forever. Players is forced to get their hand on new firearm or scrap excess ones for repair.
A reverse solution. We don't get less gun. We still get a lot of guns and lost as many. More thing to manage. Some people will like it. However, I suspect it will be prone to micromanagement issue. Just like ammunition issue.
#14
Ideas / Colonist Therapist
November 14, 2013, 05:01:59 AM
Rimworld already has a task overview screen which is a HUGE improvement over DF. A task prioritize system is also a GREAT feature. It smooth out assigning job to each individual colonist. However I would like to ask for more information in this screen. Colonist's skills side by side with each task checkbox would be nice. So OI know who I should prioritize mining and to who growing. At very least, have them display in separate tab so I can check them all at once without the need to click them one by one.

Another tab for Military overview screen is also nice. So I will know to whom I should equip with new shiny R4 charge rifle. A button to draft and drop down list to assign them a weapon in this screen would be great as well.

Basicly, I am asking for Dwarf Therapist in Rimworld. 

Yes, I know it is not that big of deal when you play an intent game with a dozen of colonists in your colony. However a 10 man colony could benefit from this feature as well as 100( We will need sorting in this case though lol) which isn't too hard to implement IMHO.



PS. I am not sure if this is already suggested/on TODO list. Skimming through the forum yield me none. If it is already discussed I would appreciate a link. Thank you.
#15
I believe the easiest and most immediate solution to this problem is let manually prioritize overwrite an occupied task. (I meant the one when you right click it not the one in overview screen)

The issue we have so far is that we can't put out the fire or mine a rock beside that colonist because that task is already assigned to another colonist on the other side of map so we can't prioritize it. If we can do that, all problem will be solved. You will want to optimize Job allocation AI in the long run but for now players will be able to micromanaging their way out of crisis.