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Messages - AmalgamSnow

#1
Ideas / Re: Stun Gun
February 01, 2014, 03:23:46 PM
Quote from: Nukeman0 on February 01, 2014, 04:21:58 AM
Lol he shoul have sent us a link before he got banned :(

http://ludeon.com/forums/index.php?topic=1846.msg17239#msg17239

There, but to be fair, many people have mentioned stunning in the past, so its not like we lose out from his banning lol.
#2
Ideas / Re: Penalties for capturing raiders?
January 26, 2014, 07:07:13 AM
I think you could start with just an oversimplified variant and just state that whenever a captured raider is recruited into the colony, happiness/loyalty suffers a temporary penalty, e.g. 3 days -10 to happiness.
#3
@Gal,
Yes, there are meant to be tech/civ levels in the game, no idea where i saw it, but Tynan did say he wants to implement different levels of tech according to worlds and colonies. Such as medieval tech, atomic age tech (WW2) modern age (current) and future era techs.
#4
Ideas / Re: Automated Units.
January 13, 2014, 03:53:12 PM
As ive stated previously on other threads, the only robot i see (at present) as viable, is a repair robot, that is used purely to run along circuits, walls etc... that are inaccessible to our colonists (due to their inferior armlength!) - so we can build circular structures in cave systems without worrying about our walls eventually degrading to such a state the whole place burns down.
#5
Ideas / Re: Ideas for different seasons.
January 08, 2014, 11:22:19 AM
even an aesthetic change would be nice - frankly, id love to sea just basic seasons implemented, not necesarilly exclusively winter,spring,summer and autumn, but monsoon seasons or droughts etc (not sure if a season name for 'really hot' xD).

Plainly: I'd love to see my base go from covered in snow to a lush meadow.

Of course, this could be expanded on to have effects on gameplay, such as suggested, 'cold season: crops don't grow' or hot season: muffalaria wipes out your local muffalo ranch.
#6
Ideas / Re: Infantry Weapons
January 07, 2014, 05:05:32 PM
Titanium swords would just get ripped in two by anyone with steel, seeing as titanium needs to be fabricated pretty thick to enable durabilty (as it is susceptible to fatigue, that is, eventually it will just snap, dent, chip and so on). So these barbarians. They'd have to be pretty f***ing big to wield a titanium sword that has any value in combat, as it would have to be a good two inches thick, and frankly, that may as well be a hammer against my colonists, who im pretty sure would just s*** themselves to death from seeing a giant, sword wielding barbarian (even bigger than twinblade from Fable!) :'(
#7
Ideas / Re: Plant Infestation.
January 07, 2014, 05:10:15 AM
I think this idea is brilliant and will make an excellent new level to our curretly rather dull flora, but i think it would need alot more than just one type of vine/plant, i say this because at early game levels you dont really want to get overrun by plants solely sekk to destroy your quaint, idyllic base; hence i have deduced a variety of flora that may be of interest (note names are just there to differentiate xD, they arent "you must call them these!" names):

1) The Overgrowth - does exactly whjat you say initially and just keeps on growing; more annoying that troublesome.

2) Nature's Wrath - This one does exactly what your post says; keeps growing, but f**ks s**t up along the way, perhaps if areas are left unattented interesting events could occur; such as if a whole room of your base is covered in vines you essentially get an explosion effect from growth, where the plant is like "I NEED SPACE TO GROW MOFO!"

3) Contagion - Grows at a relatively slow rate, but releases poisons into the air (for the current state of the game, it would just damage people in the area of toxins, but later may actually poison?); poison release is cumulative, so the more that grows, the more the poison is dispersed (perhaps in both quantity and potency? or just one)

4) Constrictor - Yup, have a guess at what this one does, althought a lot more subtle. Ive planned this one to be a highly end game infestation, where is slyly grows out from your harvesting regions, making one tendril slowly advance to someone's sleeping area (as im typing this im thinking it's sounding a bit japanese...) and when they least expect it: boom! Constrictor starts to strangle your colonist (of course, they can be saved!)

Not only have i thought of these four vine types (of which im sure you guys can think of more), it is also possible to have subsets of these (which may or may not be cumulative) such as fire-immunity, fire-resistance, fire-susceptibilty, fire-only-kills-me - as you can see, im very fond of burning things - and other such traits (not just fire ones, but i like fire...).

Edit Edition:
Fifth Vine: Necrotic.

Does exactly what it sounds like, makes things die. From normal surrounding plantlife, to your local muffalo ranch, even your own base! (Necrotic vines must be black ofc, and the surrounding tiles also look slightly 'dead' - whether this means they're a bit black or not, i havet concluded)
#8
Ideas / Re: Illness/Event ideas
January 07, 2014, 04:53:59 AM
^^ as above, forget the brain munching critters - that'll be a bitch to control if you want that implemented properly (like trying to quarantine that shit in early game xD).
Imagine the chaos though from illness! - can go lots of different ways depending on how you deal with the situations e.g. quarantines vs innoculations etc. :)
#9
lol it didnt link the thread ffs, its really old im not finding it again xD but its basically the same >.>
#10
GJ ripping off this threads final suggestion, which you could have been more subtle with by changing the name of saboteur/assassin to something a little less rip-offy.
#11
Ideas / Re: Multiplayer vs computer possible?
December 27, 2013, 07:26:35 AM
Tynan has said it to be technically possible, and yes, competitive multiplayer is implausible, but there are many solutions to co-op play (which tynan has expressed amusement it xD). Rimworld doesnt need multiplayer right now, maybe in a year or so, someone may think it'll be a good idea, and might be modded, but i dont see tynan bothering with it for at least another 3 years, if ever.
#12
Ideas / Re: Zombie-Mode and some other suggestions
December 25, 2013, 06:34:39 PM
@ tech, not my idea, not my thread, i can't move it to mod, i was suggesting that this should be a mod to ben.
#13
Well i vote, if we need an 'endgame' it would have to be my previously suggested option two of just getting a head start for another colony, because, if you think about it, a little credits scene or something and a "hey you lived" or {"make a town?" - [yes/no] - [yes] "now you just sit back and relax! the people love you!"} just doesn't feel right. I could appreciate that perhaps the story telling AI could have somethig like a "congratz" but i dont think you can ever finalise a game like Rimworld; it seems that it should be something ongoing because that's what sims are about, the endless possibility of one little (or quite large) area!
#14
Ideas / Re: Zombie-Mode and some other suggestions
December 24, 2013, 03:01:41 PM
You can interpret a word in many ways for a genre (which is a generalisation of a topic BTW) - for me, the whole concept of a sci-fi movie is that it IS alien, which as you said is "something unknown" (Thanks for supporting my argument there), it's distant from our current position as humanity in our ever expanding real universe. Now if you really want, we can go into depth around the semantics of:
A) Simplification
B) Sci-Fi
and C) Alien
But i'll "find it insulting" if you dont appreciate that for the majority of the community here, simplification is the necessary means of communication, because of specific barriers such as:
A) Language
B) Opinion
And C) the whole "tl;dr" policy

But for the sake of the fact we're straying off topic of a possible mod you have no interest in:
Let us agree to disagree! :)
#15
Ideas / Re: Zombie-Mode and some other suggestions
December 24, 2013, 11:20:49 AM
On regard to the aliens, yes i take your point that authors such as asimov (who might i add wrote atrocious stories, but had great ideas!) can create sci-fi that doesnt require organic aliens, but the concept, particular in his 'I, Robot series'; i would consider that alien to humanity (in it's current state) (if we just suddenly popped an android = alien to us); i suppose it's how you interpret the term 'alien'.
My bad on the believing some for of alien flora/fauna would be implemented, but liekwise, that muffalo seems pretty alien to me xD; otherwise, it'd be a brown furred buffalo :)