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Messages - huxi

#16
It surely contains some good ones. I especially like the Catmeleon.  ;D
#17
Ideas / Re: Uncertainty Veil (Fog of War)
October 20, 2013, 07:59:48 PM
I'd like to consider this from the opposite point of view...

From what I've seen in one of Blitzkriegslers videos, it seems that the raiders AI has perfect knowledge of the whole map, too. Some raiders took a walk through a long cave so they could attack him from the less perfectly defended back. Generally, this is fine. But I think it would be better if the raiders would need to send scouts to know about a weakness in defense. Those scouts could, in turn, be arrested/killed so they wouldn't be able to return with the information.

This isn't terrible. They could have scanned the area before showing up. Still explainable. But I suppose it would create more story opportunities if complexity is added to this component.

Beside that, I'd also be a friend of sensor beacons that could be deployed over the map. But I don't think that they should require a whole solar array to function. Instead, they should be independent of energy, i.e. they should have their own small solar panel with internal batteries. This would mean that they'd probably fail during eclipse if not connected to optional wires but they'd still be able to perform duty during a normal night.
#18
+1 for auto-pause. There could be an option to disable it but it should definitely be the default behavior.
#19
Ideas / Re: Re: Your Cheapest Ideas
October 17, 2013, 08:45:52 AM
Quote from: Joe_Robins on October 17, 2013, 07:06:16 AM
I did search and although I found ideas that had the same name, my concept is slightly different.

Here is my super simple idea, a power switch.

When placed it conducts power and can be toggled on and off.

Possible use cases:
Creating backup battery banks that you can enable if power gets disrupted
Creating power grids that allow you to prioritize power in an emergency, i.e one circuit that disables hydroponic lighting when power is low and raiders strike.

Ideally such switches wouldn't have to be toggled on the map. It would be perfect if they could get a label and would also show up in a special menu/window with checkbox to toggle the state. Sounds very helpful.
#20
Ideas / Re: Re: Your Cheapest Ideas
October 13, 2013, 03:11:27 PM
A "hidden" turret (researchable) that hides below surface until enemy units are well inside range - and then spring into action. It would need two radii - the radius it can reach with its weapon and a smaller radius that causes decloaking. This would help against enemies with sniper rifles... This turret type should be more expensive than the standard one.
#21
Ideas / Re: Your Cheapest Ideas
October 13, 2013, 02:21:54 PM
This is in response to the 2013-10-09 build that Blitzkriegsler is currently playing.

It seems like searching for the person with the highest level of something is a bit cumbersome. I think it would be nicer if the overview had the option to sort the colonists by selectable skill level. The current UI is also hiding that info behind mouse-overs which won't translate very well to touch devices. It would be better if those values would be visible all the time, even for non-touch devices. More information at a single glance.

I don't like the change that the weapons people are carrying are only visible as an icon if the people are already drafted. This makes it harder than needed to find people with a certain weapon.

Not sure if something like this exists already but it would be nice if there was some keys to toggle through all the colonists. This should center on the currently selected colonist and show its stats.
#22
Ideas / Re: Your Cheapest Ideas
October 11, 2013, 07:28:04 AM
A lightning rod that prevents lightning damage in the surrounding area?
#23
Ideas / Re: Your Cheapest Ideas
October 10, 2013, 10:15:25 AM
+1 to Blitzkriegslers suggestion.

I saw your fight and was pretty sure that this would be the end of your colony.  :o
Keep up the awesome videos!
#24
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 08:39:34 PM
Oh, another cheap idea:
We should probably temporarily move the discussion over to the Kickstarter comments section as much as possible since more comments increase the ranking on Kicktraq if I'm not mistaken. And Kicktraq means exposure. I found RimWorld that way and it's currently #20 on http://www.kicktraq.com/hotlist/ (#7 in the video game section). Top Ten would likely help quite a bit since it would show up on the start page...

http://www.kicktraq.com/projects/tynansylvester/rimworld/
#25
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 07:49:57 PM
Radius on select makes even more sense since this would work better for future touch device versions.
#26
Ideas / Re: Your Cheapest Ideas
October 09, 2013, 07:23:01 PM
Wd (watt days) would be fine, I think.

I haven't played the game, just watched videos, so this may already exist:
mouse-over over turrets should show their radius.
#27
Ideas / Re: Re: Your Cheapest Ideas
October 09, 2013, 06:24:23 PM
- Flashlight for miners to reduce darkness unhappiness while at work.
- Robots. Work similar to colonists but can only be used for one specific thing, e.g. mining, fighting, gardening, and have a constant level. The type of the robot would have to be defined before building it. This would be an additional robotic research tree.
* taser/stun gun/stun traps
* Option for auto-pause on event
* command to call all colonists back into the home perimeter or to a designated gathering area. This could be useful in case of an attack or fire.
* crematory/incinerator to get rid of less important bodies, i.e. every non-colonist.
* kJ => Wh

(The * are ideas that other people already suggested but I really like them)