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Messages - ApexPredator

Pages: 1 [2] 3 4 ... 8
16
Ideas / Re: Stone-Age Era Alternatives
« on: August 21, 2014, 01:44:35 AM »
I think the excuse that "the colonists have pocket computers full of information on how to survive" is a reasonable enough answer to that.

As is the idea that they have some general purpose, high tech survival tools with them, which is why they are able to create things like solar panels out of metal.

Having a how to and actually doing it are two different things. I would wager if you gave 100 people step by step instruction on how to start a fire with a plough/hand drill/bow drill that 98-100 would fail/give up before they produced a fire.

As I stated in my first post I don't know the level of tech or how in-depth Tynan is trying to put in this game and what the end result will look like. I am just tossing out some ideas why there might not be primitive methods. In the current state of just metal making solar panels/batteries/magic then fire would really only need some wood. I also don't know how to code and fire could be a lot of work *shrugs.

17
Ideas / Re: Stone-Age Era Alternatives
« on: August 21, 2014, 01:26:29 AM »
I do not know Tynan's tech direction with Rimworld. However, it could be quite possible/probable that a civilization that has advanced to have jump drives and hypersleep would not use or know how to make fire or do most primitive survival things. Look at our civilization now, were generations away from deep space travel and most people already can't make a campfire without a lighter (even a lot couldn't with one).

Edit:
I do like the idea of some cooking methods that do not require electricity. However, I would rather see some form of priority in place where colonists ate the foods that are closest to spoiling rather than what food is better then closer. With a first made/first eaten set up I would be more comfortable increasing my meal stockpile which would reduce the meals running out in power outages and day long raids.

18
General Discussion / Re: How did you hear about RimWorld?
« on: August 20, 2014, 02:48:38 AM »
Randomly came across it on Kickstarter while looking for games and pledged.

19
General Discussion / Re: Randy Random=Phoebe Friendly?
« on: August 19, 2014, 04:46:32 PM »
I have only played randy once and it had constant raids and the sizes were not random. It went something like 2,4,4,10,15,15,15,50,50,50,200,200,352352352,death

20
Ideas / Re: "Strip corpse" order
« on: August 18, 2014, 05:03:25 PM »
how about colonists simply strip anything they have storage for, got a spot for powered armor? gets taken off and put there without any extra orders.  no spot for tribal wear? off to the incinerator with the body.


+1

21
Bugs / Re: Sunlamps not letting crops grow at night
« on: August 18, 2014, 01:02:42 AM »
This popped up during testing. It's a design choice because real life crops cannot grow properly if they are constantly getting light. Instead of making the player have to manually switch off their sunlamps every night, the game just ignores them during night time.
Sunlamps are only required to grow crops if the crops cannot 'see' the sky. IE: Growing under a mountain or in a room with a metal roof overhead.

Basically it's a realism thing. :)
In that case hydroponics need a buff.  I can barely feed 6 guys using 12 hydroponics tables with potatoes.  They seem to grow at the same rate as they do in the ground, or very nearly the same, which makes them really inconvenient.  I could way more easily just toss in a fertilizer pump and leave the roof off.  Roofs don't seem to do much practically anyways, they don't stop bandit drop pods, they don't protect against mortar at all, they prevent rain from putting out fires, and they fall on you at the worst moments.

But seriously, what is the point of hydroponics then?

Unless something has drastically changed you may want to change a few colonist to have a higher grow/cut priority. I can feed 10-12 colonist with 8 tables.

22
Ideas / Re: "Strip corpse" order
« on: August 17, 2014, 11:27:38 PM »
Wouldn't hurt and would make things easier. Also, corpses should be auto stripped prior to burial or cremation, IMO.

If clothes stacked and we could sell/trash them I would like this option.

23
Ideas / Re: Scavenger
« on: August 15, 2014, 08:43:25 PM »
I am not a doctor but I would think it would be easier to take the hands off a freshly killed raider (or a prisoner) and duct tape them to your chef rather than taking your chef’s brain out and putting it in another body. When doctoring skill becomes more of a thing later in the game I could see this being a viable addition.  The higher the doctor skill the more complex surgery/transplant they could do. Maybe a doctor Frankenstein trait that allows low level doctors to do this, and a trait that makes people dislike colonist that receive transplants. Ohhh and cyborgs… colonist with syther legs… need to find some tesla coils for the back of my computer chair after this post….

24
Ideas / Re: Training Comes at a Cost
« on: August 15, 2014, 08:25:49 PM »
If Tynan does not want colonists learning skills quickly or "overnight" maybe after a book/manual is created and someone reads it they have a modifier that increases their learning when doing that task for a period of time or till they hit a certain level. Like if a Level 7 cook makes a "basic cook book" and a level one reads it they will have a 20-50% buff on cooking until they reach level 6. These books/manuals could also be a valued target for raiders to burn/steal during raids.

25
Ideas / Re: Training Comes at a Cost
« on: August 15, 2014, 06:38:45 PM »
I like the idea of being able to train or something like have a really talented colonist be able to write a training manual or something. Say they spend all day every day for a few weeks producing a cook book that other colonist can read that will increase their traits. That way you get more benefit from highly trained colonist and make colonies' foundation a little more stable.

26
General Discussion / Re: Forum milestones!
« on: August 15, 2014, 12:43:16 AM »
In true RimWorld fashion 500 raiders spawn in the forum and delete every member and post. Tomorrow we start all over again.

27
Ideas / Re: Medical Bed
« on: August 13, 2014, 03:38:14 AM »
I think there should be a hospital option like the prison option. Any beds in the room become hospital beds for people who are incapacitated. Incapacitated people can only be healed in hospitals, and medkits are used by doctors in the hospital to speed healing.

This many times over. I like the idea of having a room close to the normal defense area where incaped people can be taken. I have had many colonists die as someone carts them off to their specific bed a mile away.

28
I hate people like this… If you download content and you like it put your money down like an adult. If you think the game is too expensive then don’t download it in the first place. Who likes creating a user name and password for every game they play? Games in development don’t go down in price, if anything the alpha price should be the lowest you will see it until it has been out for a few years. Thumbs up to Tynan for giving this guy a thoughtful response. 

29
General Discussion / Re: Siege defense
« on: August 10, 2014, 09:05:19 PM »
But I do agree with your idea of there needing to be more options. Some kind of energy shield or AA defense that drains lots of power doesn't sound too bad. Might conflict with the established fiction though...I don't think Energy Shields are a part of the RimWorld canon. (At least they seem out of place to me given what I've read in the "Fiction Primer" and what I've seen in game, RimWorld's lore seems to steer clear of "near-magical technologies" like FTL travel etc...)

AA would be nice but...would it be doable? Not game-wise, but would it be possible to shoot down mortal shells in real life?
Also, energy shields may seem out-of-place but then again, charge blasters, mechanoid bugs, vatgrown people, VR just to name a few, there are some high-tech stuff there!


Look up sea wiz, goalkeeper and phalanx. All are able to shoot down missiles and mortars. I have no idea how you could apply this to the game other than maybe causing mortars to fail within the AA range rather than making a crazy mechanic that shot down mortars. I guess like a shield for a small area.

30
Outdated / Re: [Mod] (Alpha 5) Neo Muffalos
« on: August 06, 2014, 10:31:47 PM »
It's a friggin stupid mod though =P

Yes... yes it is, however, sometimes a little stupid is just what you need.

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