It only kicks in when fires are really large scale, though. So it's not exactly saving your wooden base if it catches.
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#542
General Discussion / Re: What is Rimworld?
March 11, 2015, 08:13:37 AM
I wouldn't say this is a useless conversation. Having a way to define the game does a lot in laying the groundwork for direction and expectations. Alot of the mods and suggestions are tugging in all sorts of different directions and I understand the reluctance to double-down on any one of them for fear of alienating people.
There are RTS elements and citysim elements, though those don't seem to be the primary drivers of the game.
The problem is that the gameplay experience is very modular. You can totally turn this game into essentially sim city if you play for years on lower difficulty. Can turn it into an RTS with large bases at high difficulty. Hell, even an inbetween point has a bit of a 'sims with combat' feeling.
The common element in all of those is that the people are at the center of it, as managing them is the central mechanic regardless of any direction you go in.
It seems like the current build direction is focusing on more dynamic environments more than new mechanics, which I look forward to seeing.
There are RTS elements and citysim elements, though those don't seem to be the primary drivers of the game.
The problem is that the gameplay experience is very modular. You can totally turn this game into essentially sim city if you play for years on lower difficulty. Can turn it into an RTS with large bases at high difficulty. Hell, even an inbetween point has a bit of a 'sims with combat' feeling.
The common element in all of those is that the people are at the center of it, as managing them is the central mechanic regardless of any direction you go in.
It seems like the current build direction is focusing on more dynamic environments more than new mechanics, which I look forward to seeing.
#543
General Discussion / Re: Biome Difficulty? Arid Shrubland
March 11, 2015, 07:57:30 AM
Yeah, I agree with OP. That's probably the easiest Biome.
Insofar, I've been playing in Tundra, though it's not quite what I expected. I imagined it would be more like a polar ice sheet instead of just a cold desert.
Insofar, I've been playing in Tundra, though it's not quite what I expected. I imagined it would be more like a polar ice sheet instead of just a cold desert.
#544
Ideas / Re: Remove debuff when selling enemies to slavers
March 11, 2015, 07:48:49 AM
I don't mind the debuff. I do find it annoying that it stacks, though.
#545
Ideas / Re: Reverse the Decision on Trees and Fertilizer Pumps...
March 11, 2015, 07:48:05 AM
Seeing some of these suggested alternatives just leaves me optimistic for the current changes in place, lol.
#546
Ideas / Re: Trade with other factions
March 11, 2015, 07:41:28 AM
Would love this. Current trade mechanic, while nice, is.. awkwardly limiting. Not in a challenging sort of way, either.
#547
General Discussion / Re: Brain Damage
March 10, 2015, 09:00:43 PMQuote from: Vexare on March 10, 2015, 05:51:59 PM
Ok. First off, I'm trying hard to ignore your somewhat insulting bits and the end there (and edited out those parts) and keep this on topic because it's obvious you have disdain for the "endless play" style some prefer in a storyteller a' la Dwarf Fortress style game.
I don't have a particular disdain for it. It's as I said at the end of my last post: Don't sell it as something it's not.
I'm not sure why you're insulted. You're the one insisting that anyone not buying into your specific brand of the dramatic is an RTS addict that doesn't appreciate depth or nuance. I'm just letting you know that it's just one perspective of many.
Your drama is boring to me. You see it as 'playing like an rts', I see it as 'not playing it like the Sims'. Let's be ever-mindful that you're the one who opened this tangent can of worms to begin with.
You may find random RNG punishment to be exciting and fresh or whatever. Sure. I find it pointless and don't see value in having agency removed. You need to divorce yourself of this odd idea that 'rts playstyle' is behind everything you don't enjoy or that playstyles unlike your own have no depth.
This is what raises the question before this of the limits on what kinds of stories can be told.
That aside, I don't need luck with my brain-deads. I just kill them off and pretend they went out better than that.
#548
General Discussion / Re: Cryptosleep pods require Uranium
March 10, 2015, 08:29:49 PM
Oh. Derp.
#549
General Discussion / Cryptosleep pods require Uranium
March 10, 2015, 08:06:34 PM
I think I missed when this was added. I'm certain it wasn't like this before.
#550
Mods / Re: I can't see the range of vanilla turret
March 10, 2015, 03:16:46 PM
This is odd for me, too. I also use CR, but it's inconsistent for me.
Of all my turrets, only one doesn't allow me to see it's range.
Of all my turrets, only one doesn't allow me to see it's range.
#551
General Discussion / Re: Gold is so cheap to sell
March 10, 2015, 03:09:58 PM
It's awkward, but I think it's approaching a balance.
At the moment, the best use of gold is just to hoard it until you can get an artist that makes better-than-normal quality art. Then you'll see a good return.
I like that art is a thing now, but I'm ambivalent. I sort of feel pigeonholed into needing an artist on every environment I drop into, else I'm reduced to cotton/meal farming to make income.
At the moment, the best use of gold is just to hoard it until you can get an artist that makes better-than-normal quality art. Then you'll see a good return.
I like that art is a thing now, but I'm ambivalent. I sort of feel pigeonholed into needing an artist on every environment I drop into, else I'm reduced to cotton/meal farming to make income.
#552
General Discussion / Re: Brain Damage
March 10, 2015, 03:03:01 PMQuote from: Vexare on March 09, 2015, 02:14:00 PMGames like that have consequences which are sometimes irreversible and at the whim of the roll of the dice. Why does irreversible brain damage bother you so much? Death is permanent and final and ...boring.
This just underscores the point being made. Death is boring to you, so be it. I give special grave plots and memorials to colonists that don't survive the escape. In contrast to dying to sacrifice to save the colony, losing colonists due to 'brain damage' is bland and boring and.. so mundane. Nowhere near as dramatic and, if anything, ruining the moment.
Your example still doesn't hold in contrast to tabletop games. Even those RNG elements are consequences of risks and decisions made by a player. The DM doesn't just randomly roll the dice and say 'you're brindead, have fun with the rest of the party'. There's no adventure in that, no dignity in that. You may think there's some deeper meaning to be contrived from it, and that's cool I guess, but I'll just roll another character and jump back in where the fun is.
I'm not the type of person that builds 3-year long colonies with 20 colonists on low difficulty playing 'little house on the rimworld'. I play in harsh environments, often with Randy, where every episode is a dramatic and desperate tale of survivors trying to get off the rock they're stranded on.
I don't have a ton of colonists because ships that big take an excess of time and metal that isn't worth another month of pirate raids and mechanoid assaults, or god forbid another AI drop. It also means that losing colonists hurts, because each of them are important, they're not just.. accessories.
So sure, random braindead nursery may be great for you, but it's something that's really out of place for me. Long term expensive sinks and years-long solutions may be great for you, but they functionally don't exist for me.
This isn't to say that you can't have those things, by all means. Just don't sell it off as something it isn't. As someone straying far from the point of trying to leave the planet, I'm not the one deviating from the goal, you are.
#553
Ideas / Re: Solution to 'Incicent Trolling' and making every world unique.
March 10, 2015, 02:27:35 PM
Does that mean 'time' will be added to the stuff system?
#554
Ideas / Re: Give centipedes really tough FRONTAL armor
March 10, 2015, 01:54:05 PM
Sandbags aren't enough for Cents. That's an easy way to get your colonists fragged.
#555
General Discussion / Re: Brain Damage
March 09, 2015, 12:24:33 PM
"Countering everything somehow" isn't even the attitude of traditional RTS. Good strategy games reward being innovative and prepared, and moreso they apply consequence to mistakes made.
That's the key issue. It's one thing to suffer consequence because you made a mistake. It's another to be permanently crippled because dice. The major complaints aren't just about bad things happening, it's about removing player agency with regard to things happening.
Ultimately, it goes full circle and back to what I first said: The only purpose it serves is to provoke a dramatic moment in the player. Though, given the lack of agency involved, it will be short-lived and they'll come to the conclusion that many do: The colonist may as well have just died, because they aren't being kept around anyways.
That's the key issue. It's one thing to suffer consequence because you made a mistake. It's another to be permanently crippled because dice. The major complaints aren't just about bad things happening, it's about removing player agency with regard to things happening.
Ultimately, it goes full circle and back to what I first said: The only purpose it serves is to provoke a dramatic moment in the player. Though, given the lack of agency involved, it will be short-lived and they'll come to the conclusion that many do: The colonist may as well have just died, because they aren't being kept around anyways.