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Messages - Hypolite

#166
Stories / Re: 3 nobles walk into a bar...
October 08, 2013, 12:39:29 PM
Hilarious, thanks  ;D
#167
Ideas / Re: Ideas-Drafting?
October 08, 2013, 12:34:56 PM
Actually, there is a notice when a colonist has been drafted for a while. It's about sleep deprivation and starvation, which are strong motivation to free said colonist from military duties.
#168
Ideas / Re: Sewage treatment and trash recycling system
October 08, 2013, 12:13:06 PM
For me, a recycling system would be fine. Recycling debris, corpses, etc... would add to the game. But a trash system? I'm not sure a story where the main character regularly take out the trash is as interesting.

There are games that make a better use of the subject.
#169
General Discussion / Re: Turret Defense in Rim World?
October 08, 2013, 04:49:47 AM
Ha ha, well done :)
#170
Ideas / Re: Traits
October 08, 2013, 04:40:47 AM
Quote from: turnip on October 07, 2013, 07:27:20 PMAs far as Bestiality, there should probably be something in the options menu. I don't want to see Dave humping a muffalo.
I, for one, would want to see that. With simple vector graphics, it's not so much a problem, and it could lead to interesting relationships evolutions with the witnesses :)
#171
Ideas / Re: Androids/Robots with evolving AI
October 07, 2013, 05:20:09 PM
Hey Enjou, thanks for the suggestion, but if you replace "android" by "human", it more or less matches what RimWorld is about.  ;D

Seriously, I don't see the point of having androids so advanced it resembles human behavior. On the contrary, I would like colonists to gain traits over the time. They already level up skills when they use them.
#172
Ideas / Re: Suggestion and Discussion Megathread
October 07, 2013, 05:13:44 PM
The traits system is not finalized. Most of them don't have impact on the game yet, but they are to be handled the same way than backstories are : with tooltips explaining the effect of each.
#173
General Discussion / Re: Turret Defense in Rim World?
October 07, 2013, 05:09:19 PM
The problem is : turrets are as fragile are they are powerful. Packing turrets is already a bad move, and friendly fire is a real thing. Solar panels would explode, batteries alike, turrets would shut down, raiders would destroy most of your defenses.

I like how twisted the idea is, but in the current state it is not really efficient. That confirms that Tower Defense was botched from the start speaking of realism ;)
#174
Google Forms lacks the automated ability to mail people that their submission needs more work, but it's all about volume : 50 people are perfectly manageable by Google Forms. 500, not so much. 5000, not at all.
#175
Off-Topic / Re: The Drunkard's Tavern.
October 07, 2013, 04:30:12 PM
No way NSA is shutting down. It basically runs the whole business.
#176
I'm personally capable of doing the first solution, so I would support that, no need to try to twist existing software to fit this special need.
#177
I'm enjoying what I read here :)
#178
Ideas / Re: Multiple maps
October 07, 2013, 12:28:22 PM
The problem with increasing the map size, it's that it takes more time for colonists to fully cross it. More time means more risks of starving and sleep deprivation, and the game would need more life-sustain buildings or items than he has now, or even vehicles, which are not trivial. Beyond the simple performance problem, it's a whole balancing issue to increase the size of the map.
#179
Ideas / Re: Multiple maps
October 07, 2013, 11:08:25 AM
Sure, but since Multithreading is a no-go, it would be a rather simple workaround to expand available real estate.
#180
Ideas / Re: Fog of War
October 07, 2013, 11:05:11 AM
Quote from: British on October 07, 2013, 10:56:14 AM
That suddenly makes RW sounds a whole lot like your run-of-the-mill Civilization-type games...
I don't know if it's a good or bad thing to you, so I'll assume the worse and continue on my idea.

Right now RimWorld with its total vision is very predictable and thus closer to pure management games (in the german spirit vein) than RPG or Strategy. So yeah, with Uncertainty Veil it would become closer as common strategy games. However, its goal is different of those of games like Starcraft, for example, that's why I changed its name.

After all, it's a choice: do Tynan want RimWorld to be close from Starcraft and Civilization than Farm Simulator and Cities in Motion. But I personally feel there's more potential stories coming out the first games than from the latter. Surprise and exploration are elements of successful stories. Careful planning and management, however enjoyable for other very good reasons, aren't as inspiring storytelling-wise.