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Messages - Untrustedlife

#511
There should be more non-raider threats for the player to deal with that add depth and interest and fun challenges to the game.

I have seen these suggested many many times on the story teller incident thread so i decided to make a full suggestion for it.

;)

There should be a small chance (based on the storyteller AI)
that a citizen could either be a hired assassin/bounty hunter (who actually is coming to your base to kill a specific person who has upset a powerful person) who tries to hide themselves until they have a good shot at killing their target.
They would try to escape after killing the target. But before that they would act as normal colonists (despite their evil intentions until they CAN kill the target somehow (collapsing a mine they are are working in, poisoning them, shooting or stabbing them) when there are no witnesses around.

There should also be a chance that a colonist could be a saboteur , who is coming to your base to destroy a certain important item or just cause havoc.) They would hide themselves until they have an opening as-well, but then they will try to blow up part of your base or a machine) then they will try to escape.


NOTE:None of the starter colonists would EVER be a assassin or saboteur.
Also
There should always be some way of identifying the saboteur or assassin before they finish their jobs, maybe colonists will find them strange or they will have strange habits that the player could pick up on if they are paying attention. In time to jail them before they complete their mission.

Maybe the background of the colonist holds some hints as-well. And maybe they will hide their weapon somewhere in the room they are assigned or somewhere in the base.

I believe it would be a very cool addition.

And it wouldn't happen on the easier AI settings. Or would be much much rarer.


You guys got any idea on how to improve this idea?
What do you think?



#512
Ideas / Plant Infestation.
January 06, 2014, 12:03:32 AM
(a plant has started growing out of control..stop it before it overuns your base)
There should be a random even that causes a strange vine-type plant to start growing out of control outside or inside your base, you have to contain it in any way possible. So you have to either shoot at it a ton (the vines , to break them) blow it up (the plant) or burn them all or cut them up before it overruns your base. Or contain it.
Any unfortunate colonists who get overtaken by the plant are slowly strangled to death.)

what do you guys think?


This could be extended for a sort of kudzoo infestation that happens during research rarely.
You would have to contain that as-well.

It would be a great test of the players ability to figure out how to react to it.

And would add a new non-raider threat that you may have to deal with.
#513
Ideas / Re: Infantry Weapons
January 05, 2014, 11:59:00 PM
Quote from: palandus on January 05, 2014, 10:45:15 PM
A Twin Belt-Fed, Quadruple Barrelled, Muzzle Braked, Automatic Shotgun.

Or maybe a Flash M202. That works too!

Plasmathrower? (Futuristic flamethrower)
#514
Ideas / Re: Advanced Colonist Relations
January 05, 2014, 11:53:16 PM
Quote from: Galileus on January 05, 2014, 10:25:26 PM
Quote from: Untrustedlife on January 05, 2014, 06:48:05 PM
But I did see the dev specifically mention "things" like in the thing.
http://ludeon.com/forums/index.php?topic=38.0

The dev specifically titles an idea "The Thing", saying nothing about it actually being the thing or any kind of infecting alien. He states a colonist becomes hostile due to something - it can be drugs, chemicals, parasite, mental breakdown... A parasite can slide under "no aliens" rule, as it may be very well considered a local fauna. As long as it is not some shape-shifting, actively hunting kind of alien.

Same goes for "megabeasts". No alien civs doesn't mean no alien squirrels.

Can we now rerail the topic? :P

Actually it says the colonist turns into a "Ravaging Beast" pretty alien if you ask me, but you know...specifics...and the devblog mentions that diversity is important..makes big point about it.. and super intelligent god-robots are on the devblog as-well. Pretty alien as-well.

But i do believe that these are simply supposed to be variations of the human species (so they are just at different tech levels, not a separate species)  Which has just as-much diversity as adding "aliens"

A very unique idea which will work very well once finished.

QuoteThe core idea in the RimWorld universe is diversity. In the this setting, humanity is spread across the galaxy, yet lacks any way of traveling or communicating faster than light. Combined with the fact that stellar civilizations regress (due to war or plague) as often as they progress, this means that someone traveling between stars may end up interacting with people at any level of development, from pre-agricultural tribes to transcendent machine gods.

Your starting colonists in RimWorld are at a technological level in the middle of this span. But you may end up interacting with people at much lower and higher levels, as well as acquiring and using their tools and weapons. In RimWorld, a single fight can involve a bow and arrow, a revolver, a charged-shot pulse rifle, and a near-magical teleportation device.

8)


I still think it would be cool..

But yea we should rerail the topic.

A colonist should get to the point that he hates someone so much that they are willing to murder.

Colonists should also hit the other extreme.

Which would result in sucicide if ones "Soul mate" is killed.

#515
General Discussion / Re: Next update?
January 05, 2014, 07:01:32 PM
Quote from: Tynan on January 02, 2014, 04:21:33 PM
Quote from: kymlaar on January 02, 2014, 04:04:48 PM
Quote from: Semmy on December 31, 2013, 04:31:41 AM
I doubt it will take long.
There is a nice list of things to come in the next update.
Because of the holidays its going a bit slower family blablabla d-;

But i know that tynan is working hard on some much anticipated features.

Any hints as to those things and features?  I'm drooling a bit just waiting for it.  :D

Some modding, though not a complete system. Not sure what exactly will be moddable on the first pass.

Stockpile storage; no more magical StarCraft-style resource pool in the sky. E.g. your food can burn, and you need somewhere to store it.

Complete redo on character graphics.

Storyteller portraits.

Some early snatches of Alistair's sounds.

And, as always, shiny new bugs!

Neat!
#516
Ideas / Re: Advanced Colonist Relations
January 05, 2014, 06:48:05 PM
Link?

I see your point however.
But I did see the dev specifically mention "things" like in the thing.
http://ludeon.com/forums/index.php?topic=38.0

right here, along with megabeasts.
#517
Ideas / Re: Battle stations and alert system
January 05, 2014, 06:39:20 PM
I like this idea.
Well thought out simple and realistic.
#518
Ideas / Re: Advanced Colonist Relations
January 05, 2014, 06:38:17 PM
Internal risks are a good thing, and no they wouldn't infect, (all though not sure what the dev thinks) they would probably just kill people and steal dna and transform into that person, you could tell because your population was gradually going down....among other things.

I personally hope this game stays interesting and stays dwarf fortressy. Raiders are good..but we need more then that. It is good to have a variety of threats that come from different situations.

I saw it in one of the devs posts on these forums.
If done well i believe it could be in the game without, you know, being annoying.
--------------------------------------------------------

But we should probably not derail the thread.

This idea is still a great addition I hope gets added.
Just thought I would add a few oteh rideas for internal threats.
What is your opinion on teh assassins idea i keep seeing popping up around here.
Maybe some citizens could be "Agents" (as in they are contracted specifically to infiltrate and destroy part of your base or kill certain people.)
#519
Ideas / Re: Advanced Colonist Relations
January 04, 2014, 10:24:43 PM

While i do like this idea, i do believe the dev plans on adding more internal risks ( creatures from the movie "The Thing" come to mind)
And assassins etc.

Still an awesome idea.
#520
Stories / Re: The Bottleneck
January 02, 2014, 10:17:24 PM
Quote from: Argus on January 02, 2014, 03:42:01 PM
Alternatively, you could trap them in a small area with blasting charges and kill them for much less metal (IIRC, 35 metal x 2 blasting charges = 70 metal vs. 160 for a sentry).

Several people on the "post your defense" thread in general discussion have used the blasting charge strategy.
Maybe he should put this there.
this isnt really a story.
#521
Ideas / Re: New Resource
January 02, 2014, 10:05:21 PM
I do believe complexity is a good thing in these kinds of games (Just throwing that out there) especially when said game is so heavily inspired by the most complex game ever made, Dwarf Fortress
Of course depth should be added at the same rate as complexity.


You don't necessarily need a nutrient dispenser if you can farm. (though nutrient dispensers give happier thoughts to people)

Also in the next update you actually have to store your resources in stockpiles, so, having a bunch of people foraging for food would work early game.

If implemented better then the way the op has stated, i believe this idea could work.
#522
Ideas / Re: Your Cheapest Ideas
January 02, 2014, 09:51:42 PM
Quote from: Sion on December 25, 2013, 03:01:47 PM
I think it should be possible to tame a muffalo and use them to haul things (like rocks), they should be able to carry something like 5-6 rocks (or like 10 rocks when "back mounted hauling baskets" are researched) at the same time, but (for obvious reasons) they must be controlled and loaded/unloaded by a colonist (like a zookeeper) or they will do whatever muffalos does.

It should also be possible to hunt muffalos for food, I mean they are a huge amount of meat wandering around and waiting to become hamburgers :P

How about a pet squirrel (or boomrat?) to increase happiness?

That is a neat idea.
#523
Ideas / Re: Zombie-Mode and some other suggestions
January 02, 2014, 09:46:11 PM
Well if he can pull off something similar to the flood from halo, i believe it could work (they have to be extremely extremely rare and (maybe come from a  rare alien drop-pod disaster, ) then it would start infecting and slowly build up until it attacks your base. Maybe it would rarely infect colonists but focus instead on the other creatures.

I seriously think there is some potential for an interesting story (which this game is about) here.

And this way it WOULD have tension.
Which would work very well in my opinion.

Hmm?

I suggested a very tension filled "The Thing" type disaster on the story teller incident thread Not to be tooting a horn here, but check it out maybe?
#524
Ideas / Re: get inspiration from other games
January 02, 2014, 09:39:46 PM
I believe it is obvious that dwarf fortress is an inspiration..

Just saying..
#525
Ideas / Re: Got an idea for a Storyteller incident?
January 02, 2014, 09:25:36 PM
I just would like to say

Idea I
QuoteThe Thing. A colonist becomes a ravaging beast.
This is a brilliant idea.. add it please.
I belive i know where you are going with this however i feel i can improve it massively.
First off, the colonist is a thing when it arrives (it is just in colonist form) and everybody thinks they are normal (obviously this is unannounced to the player).
Like in the movie where the inspiration for this idea obviously came from. The thing should be able to extract DNA from people and transform into that person after hiding their body.
You should be able to detect it by ordering the colonist to take a "blood test" once you have the things you need for it ( a syringe, rope,chairs,a hot item (a hot metal item etc.) maybe he has to be jailed as-well?
It should try to hide itself until it decides to transform into it's beast form. Of course the player should have noticed it by now (where are all my colonists disappearing to)

And people will start suspecting each other of being it, mass hysteria could happen if left unchecked for too long etc.

--------------------------------------------------------------
Idea II
A strange disease that...turns people into clowns.
Yep good old fashioned..INSANE..clowns, who are very mischievous. They can give colonists good thoughts. But they cause havoc in your base while doing so.
The disease takes quite awhile to progress, colonists will start thinking strange thoughts..like how to juggle.

then they will start telling other colonists jokes (whether good or horrible)
then they will start dressing weird and somehow paint their face a different color and get a red nose (maybe they will build one with available materials) and clown shoes if possible.

Then they start running around causing havoc and making people happy. (or unhappy depending on said havoc)
It can be cured, however it is best to lock them up.

----------------------------------------------------------
Idea III
Abduction, some alien species will come down and abduct a colonist for research.
The colonist will be brought back eventually, but they will have changed somehow (personality, lots of good or horrible thoughts etc.)
May have gone insane.
--------------------------------------------------------------
Idea IV

This has been suggested several times, but assassins should exist. And I can improve the idea.

Maybe a colonist arrives and is secretly an assassin who is trying to kill a specific member.
This colonist will try to scout out there target, and will try to blend in with the other colonists. Until they have an opportunity to strike in multiple ways(good old fashioned gun, or poisoning the target, collapsing a cave the target is in etc.) this may take a very long time. The assassin is very determined.
After they succeed they WILL try to escape.