Maybe this could be a difficulty option, for example having a checkbox under the narrator to render him omniscient to stick to the uncertainty veil.
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#62
Ideas / Re: water as a semi rare resource
October 07, 2013, 12:46:48 PM
Maybe (I know this suggestion may kill Ty, but whatever, suggestion time !) having the possibility to have running bodies of water that you can divert to get nearer to your base, and the possibility to have bridges over these bodies of water in order to make the crossing faster than just going through shoals (thanks google translation ^^').
#63
Ideas / Re: Of starting colonists' skills and their potential as a difficulty "slider"
October 07, 2013, 12:41:06 PM
This kind of thing may lead to some difficulties, but on the other side, you could balance that by the needs of the colonists:
for example a medieval serf and a medieval noble don't mandatorily need electricity to be happy, maybe some torch providing them with light should be enough, where some futur-life humain may need his futur-life thingy to be happy... future-life thingy that needs high level technology. Because it's futuristic.
for example a medieval serf and a medieval noble don't mandatorily need electricity to be happy, maybe some torch providing them with light should be enough, where some futur-life humain may need his futur-life thingy to be happy... future-life thingy that needs high level technology. Because it's futuristic.
#64
Ideas / Re: Manufacturing System
October 07, 2013, 12:36:46 PM
Like I said before, pushing the question of feasability (in term of realism) sometimes pushes the game in a wrong direction gameplaywise. I mean do we even question the fact the character punches tree in order to obtain wood in minecraft? no, because it's fun !
The same would be true for rimworld, I mean in real life if you were stranded on a moon:
1) you would be dead, because the low gravity of most moons doesn't allow for an atmosphere, and even so mostly not liveable
2) even if you survived the crash and the potential lack of oxygen, it would take weeks with DIY tools to dig a simple room in the rock
3) this game is driven by a story, do every narrator really get in the details on how everything works? will the player even question it if the whole game was based on some simplifications?
Then on that, adding some sort of tier availability system adds both to the gameplay and to the narration, as improving the possibilities of the colony is a challenge in itself and may provide the player with powerful tools for the continuation.
The same would be true for rimworld, I mean in real life if you were stranded on a moon:
1) you would be dead, because the low gravity of most moons doesn't allow for an atmosphere, and even so mostly not liveable
2) even if you survived the crash and the potential lack of oxygen, it would take weeks with DIY tools to dig a simple room in the rock
3) this game is driven by a story, do every narrator really get in the details on how everything works? will the player even question it if the whole game was based on some simplifications?
Then on that, adding some sort of tier availability system adds both to the gameplay and to the narration, as improving the possibilities of the colony is a challenge in itself and may provide the player with powerful tools for the continuation.
#65
Ideas / Re: Suggestion & Discussion: Manufacturing System
October 06, 2013, 05:28:06 PM
Yes, actually my initial though was to raise the point that not everything has to be self-explanatory. I mean at the end of the day rimworld is a game, and from what I saw of it (exploding rats), it doesn't take things seriously, and things can be explained by "magechnology"...
On the other side I would be very glad of having a quite wide range of possibilities, with a sort of construction tech tree, but maybe not to the point of a minecraft (yes I said it) building system (wood -> planks -> sticks -> ladders). I am more like having a special item ( like the said smelter, forge, some kind of automated assembly line and maybe nano-assembler) to unlock some part of the whole construction system. i.e: the smelter allows production of specific alloys, thus enabling the construction of better walls and the forge, which when built allows for constructing the next tier of items, and so on...
On the other side I would be very glad of having a quite wide range of possibilities, with a sort of construction tech tree, but maybe not to the point of a minecraft (yes I said it) building system (wood -> planks -> sticks -> ladders). I am more like having a special item ( like the said smelter, forge, some kind of automated assembly line and maybe nano-assembler) to unlock some part of the whole construction system. i.e: the smelter allows production of specific alloys, thus enabling the construction of better walls and the forge, which when built allows for constructing the next tier of items, and so on...
#66
Off-Topic / Re: Hell Yea!
October 06, 2013, 01:47:34 PM
I can't find how to add a kitten on my kickstarter backing. :/ damn.
#67
Ideas / Re: Suggestion & Discussion: Research System
October 06, 2013, 01:41:22 PMQuote from: AspenShadow on October 06, 2013, 01:33:24 PM
Quoted from Zeiph: "improving what you already have (or giving you the option to do so, like some kind of an upgrade system), for example adding fertilizer to the crops, improving the solar output of your panels by adding focus reflectors". Why research an upgrade that you aren't going to immediately implement? I think that sort of system would be adding unnecessary work for Tynan at this point, the passive boons are also classed under improvement then surely?
I agree with this but in reality those kind of upgrade would consume time and material to implement, thus it would not be instant, at least for already existing system. The time consumption is more obvious (and adding a layer of strategy: the boon vs other action and some critical material) if you consider that the activity schedule of the colonists may be already tight with hunting or bandit invasion. But I also agree that it would be one more bother in the game production optique.
#68
Ideas / Re: Suggestion and Discussion Megathread
October 06, 2013, 01:31:37 PM
To solve the problem of the learning curve, maybe you could add some kind of a tutorial storyteller that has much less random and also gives advices to the player.
But I am also interested in hilarious extreme events when the player does something wrong, like for exemple risk of self-ignition if going out during sunflares...
But I am also interested in hilarious extreme events when the player does something wrong, like for exemple risk of self-ignition if going out during sunflares...
#69
Ideas / Re: Suggestion & Discussion: Research System
October 06, 2013, 01:22:22 PM
What as been said is generally interesting, but as DIY science is reproducing what as already been discovered, I'm more wondering about DIY industry like producing solar panels out of raw material...
Still I think that DIY science should be mostly about:
- giving you more construction options like new ways to generate energy or producing food
- improving what you already have (or giving you the option to do so, like some kind of an upgrade system), for exemple adding fertilizer to the crops, improving the solar output of your panels by adding focus reflectors
- developping passive boons like improving mining methods and so on
The "conversion" of captured refugee and trading with space vessels could also use a part of research like improving the knowledge of a specific culture in order to gain the trust of specifical people a bit quicker or to negociate tighter prices.
Still I think that DIY science should be mostly about:
- giving you more construction options like new ways to generate energy or producing food
- improving what you already have (or giving you the option to do so, like some kind of an upgrade system), for exemple adding fertilizer to the crops, improving the solar output of your panels by adding focus reflectors
- developping passive boons like improving mining methods and so on
The "conversion" of captured refugee and trading with space vessels could also use a part of research like improving the knowledge of a specific culture in order to gain the trust of specifical people a bit quicker or to negociate tighter prices.
#70
Ideas / Re: RimWorld Art design and Ideas
October 06, 2013, 01:02:02 PM
While I also like the PA architect, it is obvious that by going for this graphical style, the two games will be compared. I don't say you should change it though because it has some great pros, like the simplicity of whatever is on the map. And as for pixel art (which I also like), but it is pretty time consuming to produce good sprites and also some kind of buzz style those times for inde gaming.
#71
General Discussion / Re: Introduce Yourself!
October 06, 2013, 05:46:33 AM
Who am I?
Zeiph, I'm a 25 y-o research engineer in mechanics/robotics applied to clinical use.
What introduced you to RimWorld? Or to this style of game in general?
Well I discovered RimWorld while browsing Steam Greenlight and fell (without contusions, hopefully) on this game. It raised my interest pretty fast because I quite like those kind of games (yeah, sounded more epic in my mind >.>)
What's your favorite other game?
Ah good question, I don't think I have A favorite game as I play pretty every kind of game from mainstream FPS (like the bf series) to RTS (AoE/RoN), turn based strategy/tactical games (Civ,Fire Emblem), RPG, MoBA... And I also play paper RPG with my friends.
But I think I burnt the most time on FPS...
Most embarrassing gaming-related story?
The first time I almost beat one of my friend in civ4, and all he found was nuking all my cities just before turning all IAs against me. I never played civ with him again. Because he's a dick.
What kind of breakfast cereal is the best?
Cheeseburger may be on the top of my list.
Zeiph, I'm a 25 y-o research engineer in mechanics/robotics applied to clinical use.
What introduced you to RimWorld? Or to this style of game in general?
Well I discovered RimWorld while browsing Steam Greenlight and fell (without contusions, hopefully) on this game. It raised my interest pretty fast because I quite like those kind of games (yeah, sounded more epic in my mind >.>)
What's your favorite other game?
Ah good question, I don't think I have A favorite game as I play pretty every kind of game from mainstream FPS (like the bf series) to RTS (AoE/RoN), turn based strategy/tactical games (Civ,Fire Emblem), RPG, MoBA... And I also play paper RPG with my friends.
But I think I burnt the most time on FPS...
Most embarrassing gaming-related story?
The first time I almost beat one of my friend in civ4, and all he found was nuking all my cities just before turning all IAs against me. I never played civ with him again. Because he's a dick.
What kind of breakfast cereal is the best?
Cheeseburger may be on the top of my list.