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Messages - Hypolite

#181
Ideas / Multiple maps
October 07, 2013, 10:54:44 AM
Right now in RimWorld everything happens in a 200x200 squares area. Expanding that area would prevent older computers to run it smoothly. A solution would be inter-connected maps via their borders with a transition zone, Fallout-style for example.

The benefits are multiple:
- Allows extending the main base to exploit a specific resource
- Create pre-defined maps of raider's bases, creature's lairs, etc... that colonists could attack
- Load a single 200x200 square area in memory at any single time
#182
Ideas / Uncertainty Veil (Fog of War)
October 07, 2013, 10:48:29 AM
Currently RimWorld has no fog of war. Player can see everything that is going on anywhere on the map. It makes it very easy to spot mineral veins and geothermal geysers at the start of a game, and later on it makes defense very easy since raiders always wait for the middle of the night to attack after hanging out in a corner of the map for a half day.

I guess "fog of war" is ill-named in the case of RimWorld. I personally think it should be named "story-inducing Uncertainty Veil" because it allows a lot of new behaviors for players:
- Scouting raiders positions when the raiders alert pops up
- Mounting search parties to look for survivors when the crashed pod alert rings
- Exploring to find minerals, geothermal geysers and resources stacks
- Building scout towers to increase view range, of course they would need to be powered and would be choice targets for raiders.

It goes along well with some character traits (near-sighted, eagle eye, nocturnal vision) to be translated in game terms.
#183
Ideas / Re: Brainstorm: Buildable Future Content
October 07, 2013, 10:22:43 AM
You can have an idea how varied the content is by looking at the RimWorld wiki. I'm adding new things once I see them in the game. However, Tynan is not working on expanding content yet. Currently he is working on improving the adaptability of the storyteller to improve early game fairness and late game challenge.

Still, it's a good idea to make that list :)
#184
Ideas / Re: water as a semi rare resource
October 07, 2013, 06:03:15 AM
I like that idea as well, but I'm not against water bodies. However, water from rivers and lakes would have to be pumped and carried to the base, which adds to its vulnerability, much like the geothermal station is for power right now.
#185
Ideas / Re: Suggestion - Mech suits?
October 07, 2013, 06:00:14 AM
Robots as supplemental colonists that need power instead of food and can go into mental breakdowns as well, I'm all for it. Combat mechs in an otherwise survival/western background, not so much.
#186
Ideas / Re: Suggestion - Mech suits?
October 07, 2013, 01:43:53 AM
Mech is not a bad idea itself, but I feel it doesn't "suit" the game. There is already a lot of mech games where you can customize your mechs and battle them against hostiles. Turn-based, real-time, I guess you can already get a lot of mech action.

It doesn't fit there because we are talking about a handful of stranded colonists. Mechs would require a heavy industry that this game isn't really supposed to offer, at least yet.
#187
Ideas / Re: [Suggestions] Multithreading
October 07, 2013, 01:33:04 AM
RimWorld is based on Unity, which is supposed to do all the heavy-lifting. That makes a programmer life easier building the first stages of the game, but has some limitations, notably technical: if Unity is hardwired to use only one core, Tynan would have to rewrite most or all of his code using a different framework/language to make use of multithreading.
#188
We have to go back to the initial tipping point that enabled Industry in the first place : profitability of mass producing. That came from cheap energy from coal and a reachable market big enough.

In RimWorld, currently there is neither : power is scarce and colony size don't ever get to 100 people. So there would never be the need to make up an costly and power-consuming assembly line only for 100 people. Remember it's a storytelling game, so everything that happens should serve the story at some point.

A few stranded colonists are starving => Food system
A few stranded colonists are attacked by raiders => Combat and defense
A few stranded colonists are unhappy when sleeping outside => Buildings
A few stranded colonists are unhappy when in darkness => Light and power system

What would start with "A few stranded colonists..." and end with " => Industry"?

Edit: Actually, I'll expand my answer to add my experience with the game Towns. It has some very basic item production chains, notably for food, and citizens are running back and forth to get supplies, make a semi-finished product and put it on the ground, and then someone else picks it up and another one to complete the product. If at first it's nice to see everything coming along well, after a while it gets boring that so many citizens are only producing food, it's not very interesting in a Single Player environment, there's no challenge, no story that goes with it.

Zelph's suggestion is more interesting, building a specific building once could unlock buildings possibility, and the loss of that building would prevent from building the previously-unlocked ones. There is novelty, and it can be part of a story, for example "The day the smelter blew while defending walls from raiders".
#189
Ideas / Re: RimWorld Art design and Ideas
October 06, 2013, 05:54:22 AM
The problem with interchangeable skins is that it increases the developer's burden. Right now Tynan has already a lot on his plate and he never told about hiring more coding workforce.
#190
General Discussion / Re: Rimworld Wiki!
October 05, 2013, 06:50:52 PM
The thing is, even if we move to a self-hosted wiki, there will probably be a RimWorld Wikia anyway, so it's probably better to control it from here. That's the "total PR control" scenario, of course, and it involves duplicating content, which is bad. I'll take a look at DokuWiki next week.
#191
Stories / Re: Oh, the colony of survival.
October 05, 2013, 12:06:31 PM
Food is indeed the major issue for starting colonies. A Growing area should be built in the first moment since growing takes a long time :)
#192
Quote from: thekillergreece on October 05, 2013, 07:30:17 AM
How about card drops?
Too soon and not directly game-related. :)
#193
Quote from: Rainy on October 04, 2013, 10:18:27 PMAs for storage i'm wondering if there are any plans to have to manage the debris made from mining out walls?  On the videos I've currently seen it looks like they leave no trace behind when mining,  I know it can be a pain but I liked it in Dwarf Fortress when part of mining was also housekeeping and getting all that rock out of there.  Again this could be tied into the research options, maybe the upgraded miners leave a lot less debris behind etc. 
Mining don't produce debris, but destroyed stuff does. Right now there no way of removing completely rock, debris and slag, you have to make your colonists haul them to designated dump areas.
#194
Yep, if you have ideas about links and presentation, feel free to add them to the wiki, nothing fixed yet. Currently I'm adding raw content, British is doing some correction/layout work, but it lacks a general structure.
#195
Thanks for the correction, it's fixed now :)