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Messages - Headshotkill

#151
General Discussion / Re: Slave labor
December 23, 2016, 04:23:31 PM
Quote from: Zombra on December 23, 2016, 02:03:50 PM
Quote from: Headshotkill on December 23, 2016, 07:04:58 AMYou cannot be a good person if there isn't a choice for evil, if you give someone a drug that makes him imcapable of doing evil things that doesn't make him a good person.
There should be a slavery system, so we can CHOOSE, NOT to conduct slavery.

By that logic, there should also be a rape system, a torture system, a domestic abuse system, and a child pornography system in the game, so we can choose not to use them.  I'm sure Tynan would agree that that's development time well spent.

No that's not my logic, that's just plain wrong.
First, rape is probably a magnitude worse than slavery, slavery is a system where someone loses their freedom and has to obey a master.
There are many examples where slave masters were very humane and respecting to their slaves, like in the Roman empire where house slaves and agriculturale slaves lived decent lives. There were also examples of atrocious acts committed against slaves, like in 18th/19th century America, but we must bring in the racism factor for those times...

What I'm saying is, slavery is a system, a hybrid economic/judicial system. It will probably sound weird to you but slavery on it's own is by definition, a neutral system. Meaning it is neither good or evil, it is the way it is executed that decides it's moral value.

Rape is full blown sexuall assault, it is inherently evil and no matter what way you perform it or what method you use it's evil. Do I want this implemented? NO, IN WHAT ******* WAY DO YOU THINK I WOULD WANT SOMETHING LIKE THIS, SHAME.

Child pornography, I'm not even sure if you're serious about this, and it makes me think you know little about this game. Tynan has said he doesn't want people giving birth and children in the game as it doesn't fit the timeframe a single game plays in. And again, DO YOU THINK I'M A F*****G PEDOPHILE WTF!

I feel as though you have very little substance in your arguments, just because your feelings are hurt by a warped mentality of a subject you shouldn't force it upon others and at the same time portray other rational people that you don't agree with as the most evil scum on the earth surface.
This post clearly shows you have nothing to defend your claim, it was a copy paste of your first respons to me. Blatantly accusing me of wanting rape and child pornography in this game, that's it, you expect me to get scared of some buzz words?
#152
Mods / Re: IDEA: Z LAYER
December 23, 2016, 12:54:35 PM
#153
Ideas / Break out captured colonists.
December 23, 2016, 07:49:40 AM
When a raiding party captures one of your colonists they would take them to one of their bases nearby and keep him/her captive there for some time. Maybe they keep him/her there very long, maybe the sell him/her to the slave market after a couple of days.

Anyway, we should be able to investigate where they're being held captive and when we find out where, we should be able to raid that base and resque the colonist.
#154
General Discussion / Re: Water
December 23, 2016, 07:39:57 AM
There's a Mars mod that has implemented both the need to empty bladder/bowls and a need for hygiëne.
To be honest it works really well and boosted realism a lot for me, the only thing is that the mod hasn't implemented alternatives to a functioning toilet or shower. There should be primitive options so you don't have to build an expensive shower/sewage system right away with the little resources you have.
#155
General Discussion / Re: Slave labor
December 23, 2016, 07:04:58 AM
To be clear, when I play Rimworld I'm very peacefull and Geneva-like.

You cannot be a good person if there isn't a choice for evil, if you give someone a drug that makes him imcapable of doing evil things that doesn't make him a good person.
There should be a slavery system, so we can CHOOSE, NOT to conduct slavery.
There are so many deep story lines to explore surrounding just the topic of good vs evil, colonist can have sadistic traits, others can have empathic traits, these can collide, rivalries,... It's not just the practical side of evil things like slavery and evil science experiments, it's the stories that develop around them.


I imagine a slavery system would be very interesting to ad, along with an entire market system between outposts and factions dealing slaves, and yes I think the current communist-style way that colonies behave in Rimworld should change to a more capitalist style when they're stable.
I don't expect people to work for free in a good functioning colony, once you cross a certain wealth limit they should get a mood penalty for not being individually rewarded for their work. Be it being payed or getting better bedrooms/food/..., this is already partially implemented through the "low expectation/high expectation" mood buffs but should be further expanded.
This would be where slavery comes in, they do the dirty work for free while the rest of the colony chills, although some colonists might get mood penalties for having slaves working.

Besides that, Zombra, when you're faced with the most dark and desperate situations imaginable, you will take steps nescessary to survive.
Under that façade of Western liberal values there still lurks an evil sadistic animal, I encourage you to read books of philosophers who explored things like why people murder or why Hitler was so evil.
#156
General Discussion / Re: Slave labor
December 22, 2016, 07:40:47 PM
Quote from: Zombra on December 22, 2016, 06:07:15 PM
I am completely okay with the game not having an elaborate slavery system.

Why not?

We already have cannibalism and we can conduct science and surgery experiments on prisoners nazi-style. Besides it would probably be a choice wether you want to do it or not.
#157
General Discussion / Re: [multiple colonies] Game balance
December 22, 2016, 11:35:50 AM
I think that's part of the balance problem with multiple colonies. (the events multiplying)

Maybe there should be a check to see how isolated colonies are from each other, for example, two colonies next to each other wouldn't increase the amount of events much because they both operate in the same region.

Now 2 colonies, both on opposite sides of the world would have maximum isolation and thus experience both 100% events.
#158
Quote from: Cimanyd on December 22, 2016, 02:36:32 AM
Quote from: grinch on December 21, 2016, 10:21:55 AM
No, i like subtypes. If you have trouble with items list being too long check this for make collapsible
http://imgur.com/PKib5H3

I really should have started using that a long time ago; thanks.

There still shouldn't be menus like this:



That's less than half of the meat menu. There are only three real options in that menu: human meat, insect meat, and everything else (animal meat).

I just checked, and Alpha 6 (earliest version I have; when I started playing) had a total of 6 different kinds of animals. Muffalo, deer, squirrels, boomrats, iguanas, and megascarabs. The only reason there were that many was to differentiate the three biomes, which was a new feature in A6. I suspect this system is left over from numbers of animals closer to that than to the above image.

Leather at least has differences in stats and in the color of products manufactured from it. All animal meat is already completely identical, right? (other than having one of two graphics) Why shouldn't it be combined? Sure there's the idea of "we just killed all the manhunting boomalopes, so we'll be eating boomalope meat for a while!" but your colonists don't actually care that they're eating boomalope meat and not venison, or rat meat, or their favorite pet, so there is no "depth" there in the first place and no reason for them to be separate items.

Yes, yes there should be such lists, and I hope in the future we'll have stuff added like people don't wanting to eat certain food (like cat meat) because they have a pet cat.
Forgive me for it, but I migrated from Dwarf Fortress to Rimworld so you must understand my unatural desire for detail.
#159
Will this mod be completly implemented in the Mars mod?
#160
But the very social person A, although he's a good talker and people like him, maybe he doesn't like them back.

Kinda like me, back in highshool, I was a good talker and everyone like being around me, but I honestly hated the out of control decadence some people conducted.
#161
Who knows you will be able to investigate other crash sites near your own crashsite for more survivors/loot?
Would be cool to search one of those pocket maps littered with debris and deciding what to take.

Survivors of other crash sites might think you're raiders and attack you?
#162
Quote from: vampiresoap on December 20, 2016, 08:04:57 PM
No, when you have no shelter, little to no food and are surrounded by hostile animals, your survival instincts kick in and you'll do anything to survive. That should be their top priority, not their fricking feelings. It just goes to show how fragile Rimworld colonists are. They are basically just a bunch of green-hair liberal college kids who constantly accuse people of offending them and demand "safe spaces".

SHOTS FIRED But in the right direction to be honest... °_°
#163
General Discussion / Re: Well Done!
December 21, 2016, 12:15:28 PM
Oh, wel yes I put a lot of work into it and it's my passion... wait we're talking about my research paper for physics, not?
#164
Immersion, the reason why Dwarf Fortress despite having no real graphics (though I consider ASCII an art-style and thus graphics) still feels very detailed because almost every item, even if it's function and stats are nearly equal to something else, it's always a bit different.
#165
Like the title it's a straight forward question.

Why does there seem to be an equal amount of settlements near the poles as the more confortable warmer regions?
I think this is something that can be fleshed out in next versions, along with maybe reducing overall amount of settlements.

Adding a "savagery" slider to control the amount of settlements to be generated in the world aka dwarf fortress style.


Oh yeah, rivers, we need rivers and settlements to prefer living near them!