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Messages - Mathenaut

#31
Ideas / Re: More granularity in outfit settings
April 28, 2016, 10:29:43 PM
Not really a micromanagement thing. Default isn't anything that needs to be toggled for anyone that doesn't want to bother.

Until the quality system gets a better look at, this doesn't seem too bad.
#32
Ideas / Re: Remove "wanderer joins" or revamp.
April 28, 2016, 07:00:23 PM
Quote from: Zombra on April 28, 2016, 02:40:46 PM
It does seem weird.  With just a tiny bit of reframing these events can be made more sensible, interactive, and fun.

Instead of just arbitrarily adding a guy to your roster, start it like a visitor event.  "A visitor arrives who would like to join your colony."  Then they walk up like any visitor, with the question mark floating over their head.  Just like any other visitor, you can look at their stats at any time.  You can right click on them and "Invite to join Colony".  If you don't, after a certain amount of time they will leave.  That's all that's needed to make this event not weird.  Should be very cheap to do.

I actually like this.
#33
I never really bothered much with mortars. There's enough gambling with the game as-is.

Raids are mostly just resource caches.
#34
The whole point of space traders is bulk sales.
#35
If you have a geotherm that is a little too far out from your main base, you can wall off two sunlamps and a heater, then grow some long-term crops (like corn or devilstrand).
#36
Ideas / Re: Sun lamp Timer
April 28, 2016, 03:26:04 AM
That's quite a few solars per lamp
#37
Ideas / Re: Let's talk about melee combat
April 28, 2016, 03:24:19 AM
Unless you're working with heavy caliber, alot of munitions won't cut through steel. Don't even get started on a good ballistic shield, there's only so much in RimWorld that would even crack that.
#38
Gimmicky solutions to gimmicky strategies won't plug a perceived exploit, it will just carve room for a new exploit. Putting dogs in a raider camp doesn't stop me from sniping the camp, it just means the dogs get shot first. Thanks for the meat I guess.

You're not really going to fix this without completely revamping sieges, because anything in an open field like that is vulnerable to snipers and counter-mortar fire. Those sieges are mincemeat vs anyone prepared to handle them the second they show up.

I think we're well and off of the bar set for an exploit in the first few pages by now, though..
#39
Components aren't really an issue once you get over the midgame hump and don't get botched by a trader drought.
#40
Mortars are literally math + a tube.

Reality is too unrealistic for some people, seriously.
#41
Should release it as a mod. I've been thinking of patching up a few small fixes into a sort of 'balance patch'. I think this fix would fit well with the 'less incident trolling' mod.
#42
Ideas / Re: Let's talk about melee combat
April 27, 2016, 10:49:03 AM
You'd be surprised at the people who stand still when someone is coming at them with a knife. RL isn't a video game.

This is important because most guns that are easy to use don't have alot of stopping power. If your pistol isn't a .45 or higher (which means you aren't firing on the move while hitting much), you need a well-placed shot or you're getting stabbed.

You don't have auto-correcting aim or a reticle in RL. You can practice this at home, actually. Get laser pen and put it on a 2.5lb weight. See how long it takes you to train it on a target, then see how well you do it while running.

In practice, you don't see laser sights for much. Those are more for other people than for the shooter, and you'll find that the laser sight is actually misleading. You'll essentially have to train your accuracy through muscle memory, which is what is being 'simulated' in FPS games.

#43
General Discussion / Re: Thank you Tynan
April 27, 2016, 10:39:16 AM
Definitely some fun relationship stories on my end with A13.
#44
General Discussion / Re: Colonists wont Watch T.V?
April 27, 2016, 10:37:32 AM
Quote from: cultist on April 25, 2016, 06:10:19 PM
Quote from: Negocromn on April 24, 2016, 02:45:06 PM
they seem to watch tv very rarely, I was thinking the same on my first A13 colony as it took my colonists around 6 months to watch TV after it was built

horseshoes on the other hand is a daily activity for everyone in any colony I ever played since joy was introduced, they religiously play it every single day haha

There was talk about hidden joy preferences at some point, but I'm not sure it ever made it into the game.

It's there in the debug. It's a small modifier to the joy gain from X activity.
#45
General Discussion / Re: Beatdown
April 27, 2016, 10:32:06 AM
Not really. Most times where you get cut or shot, you aren't going to hit a major artery like that, puncturing while the pressure is enough to drain you in moments. Even getting a limb blown off won't put you out in minutes.